Actions in Combat

This page covers two different related ideas; The Actions of Combat- That is, your action, bonus action, movement action, minor actions, etc.- and the Actions you can take in-Combat- That is, the Attack, Defend, Dash, etc. Actions. Both are changed. Sorry everybody.

## Actions of Combat

### Actions

Otherwise called "Standard Actions". This is the famous one, EVERYBODY has a normal action they can take. Not much is changed, though a lot of the actions you can take are. The big change is that you can use your Action for any other type of Action on your turn- That is, if you've used your Movement, you can use your Action to do another Movement-Action. A Bonus? You can use your Action for an effect that needs a Bonus Action. And so on, for anything but Reactions. That gets weird.

### Bonus Actions

Bonus actions are also famous. These are what Duel-wielding and the like is for, plenty of spells do this. Like with Actions, if you're out of Minor Actions, you can use a Minor Action using your Bonus. Some abilities let you use Bonus Actions for other, specific actions, too.

### Reactions

Reactions are reactions. They are wholly unchanged on their own.

### Movement Actions

This is the big change. Movement Actions replace just having... Like... Movement. It's a proper action-type now. They're also called "Move-Equivalent" actions.

### Minor Actions

Minor Actions are replacing "Object Interactions," the most underused action type in DnD. It's things like messing with items, opening doors, drawing weapons, etc.

### Attack-Equivalent Actions

This is the weird one. These are actions which are equivalent to taking a single Attack... Which itself isn't really an action normally, but now it is!

## In-Combat Actions

### Full Actions

#### **Attack**

The Attack Action converts your Action into an Attack-Equivalent Action. Most creatures have a feature which allows them to use multiple Attack-Equivalent actions with a single action.

#### **Dash**

This Action converts your Action into a Movement Action. Many creatures have a feature which converts this into multiple Movement Actions or a mix of Movement Actions and other actions.

#### **Dodge**

When you take this Action, all attack rolls made against you possess disadvantage and you possess advantage on dexterity saving throws. These benefits extend until the beginning of your next turn.

#### **Multiattack**

This allows you to use your Action to use one or more specific Attack-Equivalent Actions, usually also with specific weapons. You cannot substitute attacks for other Attack-Equivalent actions without a separate feature to do so.

### Bonus Actions

#### **Secondary Attack**

While wielding a light weapon in your off-hand, you can take this bonus action to use your off-hand to make as many attacks as you could make with your Attack Action.

### Movement Actions

#### **Disengage**

You do not provoke attacks of opportunity until the beginning of your next turn.

### Attack-Equivalent Actions

#### **Tackle**

You pounce a creature of your size or smaller within your reach. You must be capable of moving to take this action. You must make a Strength+Athletics roll against your target's Dexterity+Athletics or Acrobatics roll. On a success, you both fall prone, and you grapple the target.