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'turn finally there's also the spell
slots and skill charges however these
function relatively similar and you can
think of them as sort of like your ammo
count for certain abilities so on top of
counting as actions or bonus actions
some of your attacks can also have an
additional spell slot or skill charge
requirement where using this action will
consume from your existing and limited
slots or charges typically the these
slots or charges only replenish after a
long rest so once they are consumed you
won't be able to use that action that
requires them in the first place until
after you've taken a long rest so this
can include anything like the Paladin
smites many of the wizard spells also
use spell slots and plenty more classes
in there that have these and you will
have a limited number of charges per
combat that you can use before having to
take that long rest now some of the
classes start with more spell slots than
others and some will even gain extra
ones as they level up such as the wizard
which gets level ones level twos and a
number of level threes as well this
means that you don't really want any
single fight to take too many turns if
you have limited spell slots or charges
as that puts you at a risk of consuming
them before the fight is over which
means you're not going to be able to
cast the Spells or the attacks that
require them and finally certain spells
only consume a certain level of spell
slot for example if you use a level one
spell it will use or consume a level one
spell slot meanwhile a level two will
consume a level two spell slot and so on'

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## Actions and Bonus Actions: The Heart of Combat

Alright, gamers, let’s dive into the nitty-gritty of actions and bonus actions—your bread and butter in the heat of battle. If you thought you could just spam attacks like you’re playing a button-mashing brawler, think again. This isn’t your average RPG; we’re talking about a system that’s as strategic as it is thrilling.

### Understanding Actions

First up, we’ve got **actions**. These are your main moves, the heavy hitters of your turn. Depending on your class and gear, actions can range from melee attacks to spellcasting. You’ve got your classic sword swings, spell blasts, and even those nifty movement options like jumping, hiding, or dashing. 

Now, here’s the kicker: you typically get to use one action per turn. But don’t let that limit your creativity! Certain builds and subclasses can let you double down. Take the Fighter’s **Action Surge** or the **Extra Attack** passive, for example. These bad boys allow you to unleash another action in the same turn. It’s like hitting the turbo button on your character—suddenly, you’re a whirlwind of destruction!

### The Importance of Using Actions

Pro tip: never end your turn without using an action. Seriously, it’s like leaving a pizza out in the open—just begging for someone to take a slice. If you don’t act, you’re giving your enemies a free pass to mess you up. So, get in there and make your moves count!

### Bonus Actions: The Cherry on Top

Now, let’s talk about **bonus actions**. These are your extra moves, the sprinkles on your combat sundae. Think of them as a little something-something you can do on top of your regular action. You can usually spot a bonus action by the green dot or orange triangle in the tooltip—easy peasy.

Most characters can only use one bonus action per turn, but some classes get a little more love. Rogues, for instance, can snag extra bonus actions as they level up. And if you’re rocking the Thief subclass? You might even get two bonus actions in a single turn. Talk about a power move!

### Off-Hand Attacks

And let’s not forget about off-hand attacks! If you’re wielding two daggers as a Rogue, you can dish out two attacks instead of just one. It’s like having

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