π Movement: Move up to your speed. You can split this before and after your action.
βοΈ Action: Most common actions are Attack or Cast a Spell. You can also Dash, Dodge, Help, and more.
β¨ Bonus Action: Only if you have a feature that grants one (like Rage, Cunning Action, or a spell).
π€ Interaction: One free object interaction per turn (draw weapon, open door, pick up item).
β‘ Reaction: Tracked on the "NOT YOUR TURN" screen. You get one per round.
You can make an opportunity attack when a hostile creature that you can see moves out of your reach.
To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.
You can avoid provoking an opportunity attack by taking the Disengage action. You also don't provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your reaction before the start of your next turn.
First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect.
You can use your reaction during other creatures' turns.
Roll d20 + modifier (STR for melee, DEX for ranged/finesse)
Roll d20 + spellcasting ability modifier + proficiency bonus
DM rolls d20 + target's modifier vs your spell save DC
Spell save DC = 8 + proficiency bonus + spellcasting ability modifier
Move up to your speed, before or after your action.
On your turn, you can move a distance up to your speed. You can use some of your movement before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet more.
Dash: move up to your speed again (uses Action)
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.