Secret Lesson 10

Actions: Attack, Dash, Disengage, Dodge, Help, Hide, Influence, Magic, Ready, Search, Study, and Utilize

Up to this point, you have learned how the game resolves uncertain outcomes.

Now we turn to something much more practical:

WHAT CAN YOU ACTUALLY DO?

When a creature does something other than simply moving or communicating, it will often take an:

ACTION

The SRD lists twelve main actions:

Attack

Dash

Disengage

Dodge

Help

Hide

Influence

Magic

Ready

Search

Study

Utilize

These actions provide a common structure for many things characters and monsters attempt during play.


ACTIONS ARE NOT THE LIMIT OF WHAT YOU CAN DO

This is an important principle.

The twelve actions are the game's main standardized actions, but they are not a complete list of every possible thing a character can attempt.

The SRD explicitly states that characters and monsters may also:

  • use additional actions provided by class features or abilities

  • improvise actions not already described by the rules

When you attempt something outside the standard action list, the GM determines:

  • whether it is possible

  • whether a D20 Test is required

  • what kind of D20 Test should be used

 

This keeps the game flexible.


ONE ACTION AT A TIME

The rules also establish an important limitation:

YOU CAN TAKE ONLY ONE ACTION AT A TIME

This matters especially in combat, but the principle also applies in other situations.

For example, during a social interaction you might:

Influence a creature

or:

Search its body language

but you are not performing both actions simultaneously.

Likewise, while exploring, you cannot simultaneously:

Search for traps

and:

Help another character with a different task.


1. ATTACK

The Attack action allows you to make:

ONE ATTACK

using either:

  • a weapon

  • an Unarmed Strike

 

This is the standard action used when a creature attacks physically.


MAKING THE ATTACK

When you take the Attack action, you normally make one Attack Roll.

You already know the core structure:

1d20 + Ability Modifier + Proficiency Bonus if applicable

Then compare the result with the target's:

Armor Class


EQUIPPING OR UNEQUIPPING A WEAPON

The Attack action also allows an important weapon interaction.

When making an attack as part of the action, you may:

EQUIP OR UNEQUIP ONE WEAPON

You can do this:

  • before the attack

  • after the attack

 


WHAT COUNTS AS EQUIPPING?

The SRD includes things such as:

  • drawing a weapon from a sheath

  • picking up a weapon

as equipping it.


WHAT COUNTS AS UNEQUIPPING?

Examples include:

  • sheathing a weapon

  • stowing a weapon

  • dropping it

 


YOU DON'T HAVE TO ATTACK WITH THE WEAPON YOU JUST EQUIPPED

An interesting detail in the SRD is that if you equip a weapon before the attack:

you are not required to use that weapon for the attack.


MOVING BETWEEN MULTIPLE ATTACKS

Some features, such as Extra Attack, later allow a creature to make more than one attack as part of a single Attack action.

If that happens, the SRD allows you to use your movement between those attacks.

For example:

Attack one enemy.

Move.

Attack another enemy.

All as part of the same Attack action if a feature gives you multiple attacks.


2. DASH

The Dash action gives you additional movement for the current turn.

The extra amount equals your:

SPEED AFTER MODIFIERS

 


DASH EXAMPLE

Your Speed is:

30 feet

Normally, you can move:

30 feet

If you Dash:

you gain another:

30 feet

Total possible movement:

60 FEET

 


DASH WITH A MODIFIED SPEED

Suppose your normal Speed is:

30 feet

but an effect reduces it to:

15 feet

Your Dash adds:

15 feet

So your total available movement becomes:

30 FEET

not 45.

The Dash increase is based on your Speed after modifiers.


SPECIAL SPEEDS

If you have a special speed, such as:

  • Fly Speed

  • Swim Speed

you may choose to use that speed when you Dash.

You choose which speed applies each time you take the Dash action.


3. DISENGAGE

The Disengage action protects your movement from:

OPPORTUNITY ATTACKS

for the rest of the current turn.


WHY DISENGAGE MATTERS

Normally, leaving an enemy's reach can provoke an Opportunity Attack under the appropriate circumstances.

If you Disengage first:

your movement does not provoke Opportunity Attacks for the rest of that turn.

This makes Disengage useful when you need to escape close combat safely.


EXAMPLE

An enemy is standing next to you.

You want to retreat.

Without Disengage, your movement might provoke an Opportunity Attack.

You take:

DISENGAGE

Then move away.

Your movement does not provoke that Opportunity Attack during the current turn.


4. DODGE

The Dodge action focuses your turn on defense.

Until the start of your next turn, it provides two important benefits.

ATTACKS AGAINST YOU

Attack Rolls against you have:

DISADVANTAGE

provided you can see the attacker.

DEXTERITY SAVING THROWS

You make them with:

ADVANTAGE

 


DODGE AND LINE OF SIGHT

The attack-roll benefit requires you to:

see the attacker.

If you cannot see the creature attacking you, the Dodge action does not give that Disadvantage benefit against that attack.


WHEN DODGE ENDS

Its benefits normally last until:

THE START OF YOUR NEXT TURN

However, you lose them early if:

  • you become Incapacitated

  • your Speed becomes 0

 


EXAMPLE

You are surrounded by enemies and decide survival is more important than attacking.

You take:

DODGE

Until your next turn:

attacks from creatures you can see have Disadvantage against you.

If a fire effect forces you to make a Dexterity Saving Throw:

you make that save with Advantage.


5. HELP

The Help action allows you to assist another creature.

The glossary gives two major forms of Help:

ASSIST AN ABILITY CHECK

and:

ASSIST AN ATTACK ROLL

 

The main action summary also identifies administering first aid as a use of an action associated with Help.


HELPING AN ABILITY CHECK

To assist an Ability Check, choose:

  • one of your skill or tool proficiencies

  • one ally close enough for you to meaningfully assist

That help can be:

  • verbal

  • physical

The ally gains:

ADVANTAGE

on their next Ability Check using that chosen skill or tool.


THE HELP MUST MAKE SENSE

The GM has final authority over whether your assistance is actually possible.

For example, saying:

“I Help.”

is not automatically enough.

You need to be in a position where you can realistically assist.


THE BENEFIT EXPIRES

The Advantage must be used before:

THE START OF YOUR NEXT TURN

Otherwise, the benefit is lost.


HELPING AN ATTACK

You can also momentarily distract an enemy within:

5 FEET OF YOU

The next Attack Roll made by one of your allies against that enemy has:

ADVANTAGE

 

Again, this benefit expires at the start of your next turn.


FIRST AID

The SRD's main action table includes administering first aid under Help.

One specific first-aid rule appears when a creature has been deliberately knocked unconscious instead of being reduced to 0 Hit Points normally.

In that situation, someone can use an action to administer first aid by succeeding on:

DC 10 WISDOM (MEDICINE)

to end that creature's Unconscious condition.


6. HIDE

The Hide action allows you to attempt to conceal yourself.

This action has specific requirements.

To hide, you must succeed on:

DC 15 DEXTERITY (STEALTH)

and you must be either:

  • Heavily Obscured

  • behind Three-Quarters Cover

  • behind Total Cover

You must also be outside every enemy's line of sight.


HOW DO YOU KNOW WHETHER AN ENEMY CAN SEE YOU?

The SRD provides a practical rule:

if you can see a creature, you can determine whether that creature can see you.


SUCCESSFULLY HIDING

If the Dexterity (Stealth) check succeeds:

YOU HAVE THE INVISIBLE CONDITION WHILE HIDDEN

You also record the total of your Stealth check.

That number becomes the:

DC TO FIND YOU

with a:

Wisdom (Perception) check.


EXAMPLE

You hide and roll a total of:

18

You successfully meet the initial DC 15 requirement.

While hidden:

your recorded Stealth result:

18

becomes the DC another creature must meet with Wisdom (Perception) to find you.


WHAT ENDS HIDING?

You immediately stop being hidden if any of the following happens:

  • you make a sound louder than a whisper

  • an enemy finds you

  • you make an Attack Roll

  • you cast a spell with a Verbal component

 


7. INFLUENCE

The Influence action is used when you urge a monster to do something.

You first describe or roleplay how you communicate with it.

For example, you might try to:

  • deceive it

  • intimidate it

  • amuse it

  • persuade it gently

The GM then decides whether the creature is:

WILLING

UNWILLING

or:

HESITANT

 


WILLING CREATURE

If your request already aligns with the monster's desires:

NO ABILITY CHECK IS REQUIRED

The creature fulfills the request in the manner it prefers.


UNWILLING CREATURE

If the request is repugnant to the creature or goes against its alignment:

NO ABILITY CHECK IS REQUIRED

The creature simply refuses.


HESITANT CREATURE

If the creature is uncertain or reluctant:

MAKE AN ABILITY CHECK

Its attitude affects the situation.

The three attitudes are:

  • Friendly

  • Indifferent

  • Hostile

 


DEFAULT INFLUENCE DC

The GM chooses the appropriate check.

The default DC is:

15 OR THE MONSTER'S INTELLIGENCE SCORE

whichever is:

HIGHER

 


SUCCESS

On a successful Influence check:

the monster does what you urged it to do.


FAILURE

If the check fails:

you normally have to wait:

24 HOURS

before attempting to urge the monster in the same way again.

The GM may set a different duration.


WHICH SKILL DOES INFLUENCE USE?

The SRD provides the following guide:

Interaction Check
Deceive a monster that understands you Charisma (Deception)
Intimidate a monster Charisma (Intimidation)
Amuse a monster Charisma (Performance)
Persuade a monster that understands you Charisma (Persuasion)
Gently coax a Beast or Monstrosity Wisdom (Animal Handling)

 


8. MAGIC

The Magic action is used when you:

  • cast a spell whose casting time is an action

  • activate a feature requiring a Magic action

  • activate a magic item requiring a Magic action

 


SPELLS WITH LONGER CASTING TIMES

If a spell has a casting time of:

1 MINUTE OR LONGER

you must take the Magic action:

ON EACH TURN OF THE CASTING

You must also maintain:

CONCENTRATION

during the casting.


IF CONCENTRATION BREAKS

If your Concentration is broken during that long casting:

THE SPELL FAILS

but:

YOU DO NOT EXPEND A SPELL SLOT

 

We will study Concentration properly later.


9. READY

The Ready action allows you to prepare something now and perform it later when a specific event occurs.

It lets you respond to a:

PERCEIVABLE TRIGGER

using your:

REACTION

before the start of your next turn.


STEP 1 — DEFINE THE TRIGGER

First decide what observable event will cause your response.

For example:

“If the enemy opens the door…”

or:

“If the creature moves next to me…”

The trigger must be something perceivable.


STEP 2 — CHOOSE YOUR RESPONSE

You then choose either:

  • an action you will take

  • movement up to your Speed

in response to that trigger.


WHEN THE TRIGGER HAPPENS

Once the trigger finishes, you may:

USE YOUR REACTION

to perform the prepared response.

Or:

IGNORE THE TRIGGER

and do nothing.


READYING A SPELL

You can also Ready a spell.

This has extra rules.

The spell must have:

CASTING TIME OF AN ACTION

You cast it normally when you take the Ready action, including spending any resources required.

Then you hold its magical energy until the trigger occurs.


CONCENTRATION WHILE HOLDING A READIED SPELL

Holding the spell requires:

CONCENTRATION

and you can maintain it only until:

THE START OF YOUR NEXT TURN

If Concentration breaks first:

THE SPELL DISSIPATES WITHOUT TAKING EFFECT

 


10. SEARCH

The Search action is used when you deliberately try to notice or determine something that is not obvious.

You make:

A WISDOM CHECK

and the relevant skill depends on what you are trying to detect.


SEARCH SKILLS

Skill What You Are Trying to Detect
Insight A creature's state of mind
Medicine A creature's ailment or cause of death
Perception A concealed creature or object
Survival Tracks or food

 


EXAMPLE — PERCEPTION

You believe something is hidden behind the furniture.

The GM may call for:

WISDOM (PERCEPTION)

as part of the Search action.


EXAMPLE — INSIGHT

You study someone's behavior to understand their mental or emotional state.

That may involve:

WISDOM (INSIGHT)


SEARCH IS ABOUT DISCOVERY

A useful distinction is:

SEARCH = NOTICE SOMETHING NOT OBVIOUS

This will become particularly important during exploration.


11. STUDY

The Study action is different from Search.

Instead of using Wisdom to notice something, Study uses:

INTELLIGENCE

to examine:

  • your memory

  • a book

  • a clue

  • another source of knowledge

and recall or derive important information.


STUDY SKILLS AND AREAS OF KNOWLEDGE

The SRD provides these associations:

ARCANA

Relevant to:

  • spells

  • magic items

  • eldritch symbols

  • magical traditions

  • planes of existence

  • certain creatures: Aberrations, Constructs, Elementals, Fey, Monstrosities

 


HISTORY

Relevant to:

  • historic events

  • historic people

  • ancient civilizations

  • wars

  • Giants

  • Humanoids

 


INVESTIGATION

Relevant to:

  • traps

  • ciphers

  • riddles

  • gadgetry

 


NATURE

Relevant to:

  • terrain

  • flora

  • weather

  • Beasts

  • Dragons

  • Oozes

  • Plants

 


RELIGION

Relevant to:

  • deities

  • religious hierarchies

  • rites

  • holy symbols

  • cults

  • Celestials

  • Fiends

  • Undead

 


SEARCH VS. STUDY

This distinction is worth remembering.

SEARCH

Uses:

WISDOM

to notice or discern something that isn't obvious.

STUDY

Uses:

INTELLIGENCE

to recall, analyze, or understand information.


EXAMPLE

You see strange writing carved into a wall.

To notice a hidden symbol:

perhaps Search.

To understand what the symbol means:

perhaps Study.

The exact check depends on the situation and the GM.


12. UTILIZE

The Utilize action is used to operate:

A NONMAGICAL OBJECT

when that object requires an action for its use.


NORMAL OBJECT INTERACTIONS

The SRD points out that many object interactions happen as part of another activity.

For example:

drawing a sword as part of the Attack action.

You do not automatically need a separate Utilize action for every object interaction.


WHEN DO YOU USE UTILIZE?

If the object specifically requires:

AN ACTION

to operate or use it:

take the:

UTILIZE ACTION

 


QUICK ACTION REFERENCE

Action Core Effect
Attack Make an attack with a weapon or Unarmed Strike
Dash Gain extra movement equal to your current Speed
Disengage Your movement doesn't provoke Opportunity Attacks this turn
Dodge Attacks against you have Disadvantage if you can see the attacker; Dexterity saves have Advantage
Help Assist an ally's Ability Check or Attack Roll
Hide Make a DC 15 Dexterity (Stealth) check under the required hiding conditions
Influence Attempt to persuade, deceive, intimidate, amuse, or coax a creature
Magic Cast or activate something requiring the Magic action
Ready Prepare an action or movement for a chosen trigger
Search Make a Wisdom check to discover something not obvious
Study Make an Intelligence check to recall or analyze information
Utilize Use a nonmagical object that requires an action

The SRD's main action summary introduces these twelve actions and their core functions.


COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING THESE ARE THE ONLY POSSIBLE ACTIONS

They are the standard actions.

You can still improvise something else, with the GM determining how it works.


MISTAKE 2 — CONFUSING DASH WITH DOUBLING EVERY SPEED AUTOMATICALLY

Dash gives additional movement equal to the selected Speed after modifiers.

You choose which appropriate speed to use.


MISTAKE 3 — THINKING DODGE MAKES YOU IMPOSSIBLE TO HIT

Dodge gives Disadvantage to attacks from attackers you can see.

It does not guarantee a miss.


MISTAKE 4 — USING HELP WITHOUT BEING ABLE TO ASSIST

The GM decides whether the proposed assistance is actually possible.


MISTAKE 5 — HIDING IN PLAIN SIGHT

The Hide action has specific prerequisites.

You need appropriate obscurement or cover and must be out of enemy line of sight.


MISTAKE 6 — THINKING EVERY INFLUENCE ATTEMPT REQUIRES A ROLL

A willing creature needs no check.

An unwilling creature simply refuses.

The check applies when the creature is hesitant.


MISTAKE 7 — CONFUSING SEARCH AND STUDY

Search:

Wisdom

Study:

Intelligence

They serve different purposes.


MISTAKE 8 — FORGETTING THAT READY USES YOUR REACTION

The prepared response happens through your Reaction when the trigger occurs.


LESSON 10 — KEY TAKEAWAYS

ACTIONS STRUCTURE WHAT CREATURES DO

When you do something beyond ordinary movement or communication, you often take an action.


THE TWELVE MAIN ACTIONS ARE

Attack

Dash

Disengage

Dodge

Help

Hide

Influence

Magic

Ready

Search

Study

Utilize


YOU CAN IMPROVISE

The action list does not limit your imagination.

The GM determines how an unlisted action works.


YOU TAKE ONE ACTION AT A TIME

This becomes especially important in combat.


NEXT LESSON

LESSON 11 — BONUS ACTIONS, REACTIONS, TRIGGERS, AND TIMING

Actions are only one part of the game's timing system.

Some features allow you to perform an additional special activity called a:

BONUS ACTION

Other effects allow an immediate response called a:

REACTION

In Lesson 11, we will learn:

  • when Bonus Actions are available

  • why you don't automatically have one

  • how many Bonus Actions you can take

  • when during your turn you may use one

  • what prevents you from using Bonus Actions

  • what a Reaction is

  • how triggers work

  • when a Reaction occurs

  • how often you can take one

  • how reactions interrupt and interact with another creature's turn


SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.