> [!columns|3 no-t]
> >[!abstract|no-i title-center] **[[Player Hub]]**
>
> > [!example|no-i title-center] **[[Elmanon]]**
>
> > [!question|no-i title-center] **[[Player Hub]]**
> [!warning|no-i title-center] **[[Adventurer's Guild]]**
---
When you do something other than moving or communicating, you typically take an *action*. The table below lists the game's main actions.
| Action | Summary |
| --------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Attack | Attack with a [[Weapons\|Weapon]] or an [[Unarmed Strike]] |
| Dash | For the rest of the turn, give yourself extra movement equal to your [[Speed]]. |
| Disengage | Your movement doesn't provoke [[Opportunity Attack\|Opportunity Attacks]] for the rest of the turn. |
| Dodge | Until the start of your next turn, [[Attack Roll\|Attack Rolls]] against you have [[Disadvantage]], and you make [[Dexterity]] [[Saving Throw\|saving throws]] with [[Advantage]]. You lose this benefit if you have the [[Incapacitated]] condition or if your [[Speed]] is 0. |
| Help | Help another creature's [[Ability Check]] or [[Attack Roll]], or administer first aid. |
| Hide | Make a [[Dexterity]] ([[Stealth]]) check. |
| Influence | Make a [[Charisma]] ([[Deception]], [[Intimidation]], [[Performance]], or [[Persuasion]]) or [[Wisdom]] ([[Animal Handling]]) check to alter a creature's attitude. |
| Magic | Cast a [[Spells\|Spell]]. use a [[Magic Items\|Magic Item]], or use a magical feature. |
| Ready | Prepare to take an action in response to a trigger you define. |
| Search | Make a [[Wisdom]] ([[Insight]], [[Medicine]], [[Perception]], or [[Survival]]) check. |
| Study | Make an [[Intelligence]] ([[Arcana]], [[Seven Sins/Sloth/History\|History]], [[Investigation]], [[Nature]], or [[Religion]]) check. |
| Utilize | Use a nonmagical object. |
[[Player Character]]s and monsters can also do things not covered by these *actions*. Many class features and other abilities provide additional *action* options, and you can improvise other *actions*. When you describe an *action* not detailed elsewhere in the rules, the [[GM|Dungeon Master]] tells you whether that action is possible and what kind of [[D20 Tests|D20 Test]] you need to make, if any.
## One Thing at a Time
The game uses *actions* to govern how much you can do at one time. You can take only one action at a time. This principle is most important in [[Combat]].
*Actions* can come up in other situations, too; in a social interaction, you can try to Influence a creature or use the Search action to read the creature's body language, but you can't do both at the same time. And when you're exploring a dungeon, you can't simultaneously use the Search *action* to look for traps and use the Help *action* to aid another character who's trying to open a stuck door (with the Utilize *action*).
**Source:**
> [!quote] Player's Handbook 2024 p. 15
Related: [[Bonus Action]], [[Reaction]], [[Speed]]