Movement

You can move at any time during your turn (before, after, or during actions).

run

Move

Cost: 5ft per 5ft

climb

Climb

Cost: 10ft per 5ft

at-sea

Swim

Cost: 10ft per 5ft

falling

Drop prone

Cost: 0ft

crawl

Crawl

Cost: 10ft per 5ft

strong

Stand up

Cost: half movement speed

wingfoot

High jump

Cost: 5ft per 5ft

jump-across

Long jump

Cost: 5ft per 5ft

juggler

Improvise

Any stunt not on this list

stone-pile

Difficult terrain

Cost modifier: +5ft per 5ft

grab

Grapple move

Modifier: speed halved

Action

You can also interact with one object or feature of the environment for free.

crossed-swords

Attack

Melee or ranged attack

grab

Grapple

Special melee attack

hand

Shove

Special melee attack

magic-swirl

Cast a spell

Cast time of 1 action

sprint

Dash

Double movement speed

journey

Disengage

Prevent opportunity attacks

dodging

Dodge

Increase defenses

manacles

Escape

Escape a grapple

shaking-hands

Help

Grant an ally advantage

card-play

Use Object

Interact, use special abilities

round-shield

Use shield

Equip or unequip a shield

hood

Hide

Hide yourself from view

magnifying-glass

Search

Search an area for an object or creature

stopwatch

Ready

Choose trigger and action

embrassed-energy

Use class feature

Some features use actions

first-aid

Stabilize a creature

Administer first aid to a dying creature

juggler

Improvise

Any action not on this list

Bonus Action

You can take a bonus action only when a special ability, spell, or feature states that you can do something as a bonus action.

crossed-swords

Offhand Attack

Use with the Attack action

magic-swirl

Cast a spell

Cast time of 1 bonus action

embrassed-energy

Use class feature

Some features use bonus actions

Reaction

A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's.

crossed-swords

Opportunity attack

Enemy leaves your reach

stopwatch

Readied action

Part of your Ready action

magic-swirl

Cast a spell

Cast time of 1 reaction

Condition

Conditions alter your capabilities in a variety of ways, and can arise as a result of a spell, a class feature, a monster's attack, or other effect.

one-eyed

Blinded

You can't see

smitten

Charmed

You are charmed

hearing-disabled

Deafened

You can't hear

crawl

Exhaustion

You are exhausted

sharp-smile

Frightened

You are frightened

grab

Grappled

You are grappled

internal-injury

Incapacitated

You can't take actions or reactions

invisible

Invisible

You can't be seen

internal-injury

Paralyzed

You are paralyzed

stone-pile

Petrified

You are transformed into stone

poison-bottle

Poisoned

You are poisoned

crawl

Prone

You are prone

imprisoned

Restrained

You are restrained

internal-injury

Stunned

You are stunned

coma

Unconscious

You are unconscious

dead-head

Dying

You are dying

Environmental Effects

Effects that obscure vision can prove a significant hindrance to most adventuring tasks.

bleeding-eye

Lightly obscured

Disadvantage on Perception

fog

Heavily obscured

Effectively blind

The presence or absence of light in an environment creates three categories of illumination.

star-pupil

Bright light

Normal vision

semi-closed-eye

Dim light

Lightly obscured

worried-eyes

Darkness

Heavily obscured

Some creatures have extraordinary senses that allow them to perceive their environment.

one-eyed

Blindsight

Perceive without sight

semi-closed-eye

Darkvision

Limited vision in darkness

eye-target

Truesight

See in darkness

Obstacles can provide cover during combat, making a target more difficult to harm.

wooden-fence

Half cover

Low wall, furniture, creatures

stone-wall

Three-quarters cover

Portcullis, arrow slit

defensive-wall

Full cover

Completely concealed