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Actions in Combat                                     Dodge

             When	   you	   take	   your	   action	   on	   your	   turn,	   you	   can	     When	   you	   take	   the	   Dodge	   action,	   you	   focus	   entirely	   
             take	   one	   of	   the	   actions	   presented	   here,	   an	   action	   you	     on	   avoiding	   attacks.	   Until	   the	   start	   of	   your	   next	   turn,	   
             gained	   from	   your	   class	   or	   a	   special	   feature,	   or	   an	     any	   attack	   roll	   made	   against	   you	   has	   disadvantage	   if	   
             action	   that	   you	   improvise.	   Many	   monsters	   have	     you	   can	   see	   the	   attacker,	   and	   you	   make	   Dexterity	   
             action	   options	   of	   their	   own	   in	   their	   stat	   blocks.	     saving	   throws	   with	   advantage.	   You	   lose	   this	   benefit	   
             	    When	   you	   describe	   an	   action	   not	   detailed	     if	   you	   are	   incapacitated	   (as	   explained	   in	   appendix	   
             elsewhere	   in	   the	   rules,	   the	   GM	   tells	   you	   whether	   that	     PH-   A)	   or	   if	   your	   speed	   drops	   to	   0.	   
             action	   is	   possible	   and	   what	   kind	   of	   roll	   you	   need	   to	   
             make,	   if	   any,	   to	   determine	   success	   or	   failure.	     Help

             Attack                                                You	   can	   lend	   your	   aid	   to	   another	   creature	   in	   the	   
                                                                   completion	   of	   a	   task.	   When	   you	   take	   the	   Help	   action,	   
             The	   most	   common	   action	   to	   take	   in	   combat	   is	   the	     the	   creature	   you	   aid	   gains	   advantage	   on	   the	   next	   
             Attack	   action,	   whether	   you	   are	   swinging	   a	   sword,	     ability	   check	   it	   makes	   to	   perform	   the	   task	   you	   are	   
             firing	   an	   arrow	   from	   a	   bow,	   or	   brawling	   with	   your	     helping	   with,	   provided	   that	   it	   makes	   the	   check	   
             fists.	                                               before	   the	   start	   of	   your	   next	   turn.	   
             	    With	   this	   action,	   you	   make	   one	   melee	   or	   ranged	     	    Alternatively,	   you	   can	   aid	   a	   friendly	   creature	   in	   
             attack.	   See	   the	   “Making	   an	   Attack”	   section	   for	   the	     attacking	   a	   creature	   within	   5	   feet	   of	   you.	   You	   feint,	   
             rules	   that	   govern	   attacks.	                  distract	   the	   target,	   or	   in	   some	   other	   way	   team	   up	   to	   
             	    Certain	   features,	   such	   as	   the	   Extra	   Attack	   feature	     make	   your	   ally’s	   attack	   more	   effective.	   If	   your	   ally	   
             of	   the	   fighter,	   allow	   you	   to	   make	   more	   than	   one	     attacks	   the	   target	   before	   your	   next	   turn,	   the	   first	   
             attack	   with	   this	   action.	                    attack	   roll	   is	   made	   with	   advantage.	   
             Cast a Spell                                          Hide

             Spellcasters	   such	   as	   wizards	   and	   clerics,	   as	   well	   as	     When	   you	   take	   the	   Hide	   action,	   you	   make	   a	   Dexterity	   
             many	   monsters,	   have	   access	   to	   spells	   and	   can	   use	     (Stealth)	   check	   in	   an	   attempt	   to	   hide,	   following	   the	   
             them	   to	   great	   effect	   in	   combat.	   Each	   spell	   has	   a	     rules	   for	   hiding.	   If	   you	   succeed,	   you	   gain	   certain	   
             casting	   time,	   which	   specifies	   whether	   the	   caster	     benefits,	   as	   described	   in	   the	   “Unseen	   Attackers	   and	   
             must	   use	   an	   action,	   a	   reaction,	   minutes,	   or	   even	     Targets”	   section.	   
             hours	   to	   cast	   the	   spell.	   Casting	   a	   spell	   is,	   therefore,	   
             not	   necessarily	   an	   action.	   Most	   spells	   do	   have	   a	     Ready
             casting	   time	   of	   1	   action,	   so	   a	   spellcaster	   often	   uses	     Sometimes	   you	   want	   to	   get	   the	   jump	   on	   a	   foe	   or	   wait	   
             his	   or	   her	   action	   in	   combat	   to	   cast	   such	   a	   spell.	   
                                                                   for	   a	   particular	   circumstance	   before	   you	   act.	   To	   do	   
             Dash                                                  so,	   you	   can	   take	   the	   Ready	   action	   on	   your	   turn,	   
                                                                   which	   lets	   you	   act	   using	   your	   reaction	   before	   the	   
             When	   you	   take	   the	   Dash	   action,	   you	   gain	   extra	     start	   of	   your	   next	   turn.	   
             movement	   for	   the	   current	   turn.	   The	   increase	   equals	     	    First,	   you	   decide	   what	   perceivable	   circumstance	   
             your	   speed,	   after	   applying	   any	   modifiers.	   With	   a	     will	   trigger	   your	   reaction.	   Then,	   you	   choose	   the	   
             speed	   of	   30	   feet,	   for	   example,	   you	   can	   move	   up	   to	   60	     action	   you	   will	   take	   in	   response	   to	   that	   trigger,	   or	   
             feet	   on	   your	   turn	   if	   you	   dash.	     you	   choose	   to	   move	   up	   to	   your	   speed	   in	   response	   to	   
             	    Any	   increase	   or	   decrease	   to	   your	   speed	   changes	     it.	   Examples	   include	   “If	   the	   cultist	   steps	   on	   the	   
             this	   additional	   movement	   by	   the	   same	   amount.	   If	     trapdoor,	   I’ll	   pull	   the	   lever	   that	   opens	   it,”	   and	   “If	   the	   
             your	   speed	   of	   30	   feet	   is	   reduced	   to	   15	   feet,	   for	     goblin	   steps	   next	   to	   me,	   I	   move	   away.”	   
             instance,	   you	   can	   move	   up	   to	   30	   feet	   this	   turn	   if	   you	     	    When	   the	   trigger	   occurs,	   you	   can	   either	   take	   your	   
             dash.	                                                reaction	   right	   after	   the	   trigger	   finishes	   or	   ignore	   the	   

             Disengage                                             trigger.	   Remember	   that	   you	   can	   take	   only	   one	   
                                                                   reaction	   per	   round.	   
             If	   you	   take	   the	   Disengage	   action,	   your	   movement	     	    When	   you	   ready	   a	   spell,	   you	   cast	   it	   as	   normal	   but	   
             doesn’t	   provoke	   opportunity	   attacks	   for	   the	   rest	   of	     hold	   its	   energy,	   which	   you	   release	   with	   your	   
             the	   turn.	                                         reaction	   when	   the	   trigger	   occurs.	   To	   be	   readied,	   a	   
                                                                   spell	   must	   have	   a	   casting	   time	   of	   1	   action,	   and	   







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