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.