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As a player inDungeons & Dragons, there’s pretty much nothing you can’t do. So much of the fun of the game is simply explaining to your Dungeon Master the course of action you’d like to take, and resolving it through dice rolls. However, it’s also important to know that the 2024 Player’s Handbook does offer specific actions you can take that are universal.
Understanding these rules, and how specific actions work, can open up a wide range of possibilities for your character in Dungeons & Dragons. So, here’s a full breakdown of everything you need to know about actions.

What Is An Action?
In Dungeons & Dragons,an action is something you do as a player character other than simply moving or speaking. Typically, an action takes six seconds of in-game time.
In combat, this is why you’ll sometimes hear DMs say that a round is six seconds long, because everyone is taking one action typically during combat.

Actions can be either combative, utilitarian, or supportive, depending on what you’re trying to achieve. This means you may do things likehealing your party, attacking an enemy, or investigating an area of interest.
Many spells, magic items, species abilities, and class features may say ‘use the X action’ in their rules description.

When clearing up rules disparities at the table, refer to the Rules Glossaryat the back ofthe 2024 Player’s Handbookif there is any confusion about what this action entails.
Remember that actions are also distinctfrom bonus actionsor reactions, which occupy their own lane in terms of action economy.
What Actions Can You Take?
While you can, of course, do a lot of things with your action,the 2024 Player’s Handbook offers many specific actions you can take.
You are by no means limited to these actions, but, you’d be surprised how many times things you might want to do fall under these umbrellas.
Here is a quick overview of all actions, and a brief description of how they work.
Details
Attack
Attack an enemy or object of your choosing with either a weapon or Unarmed Strike.
Double your movement speed.
Disengage
You can move away from an enemy that’s in melee range of you without provoking an opportunity attack.
Dodge
When you take this action, attack rolls against you have disadvantage. Plus, you can make Dexterity saving throws with advantage. However, if you are Incapacitated, you no longer have this benefit.
Help
Assist another player with the attack or ability check, granting them advantage.
Make a Stealth check to hide yourself from view.
Influence
Make either a Charisma or Wisdom check (at the DM’s discretion) to persuade another creature.
Magic
Use magic either via a spell, magic item, or magical effect.
Ready
Prepare an action that you can trigger under a specified set of circumstances.
Search
Investigate an area of interest with a Wisdom check (at the DM’s discretion).
Study
Try to ascertain meaning or learn something with an Intelligence check (at the DM’s discretion).
Utilize
Make use of any nonmagical item or object.
Many actions, as well as most improvised or unconventional actions you may choose to take,will require a d20 roll determined by the DM.
The Rules Glossary of the 2024 Player’s Handbook also has additional rules for some of these actions, which can be referenced when turns and player actions get complicated.
How To Use Actions
A great way to understand how to use actions properly is to break each action down into categories. All-in-all,there are three ‘categories’ of actionsin Dungeons & Dragons.
Some actions belong to multiple categories,and can be used differently in different situations.
Example Actions
Combat
These actionsrevolve primarily around combat, and will be used when you’re in initiative.
These actions can involveattacking another creature, defending yourself, or assistingin another player’s combat endeavor.
Utility
Utility actions can be used during combat scenarios, butmore often than not, these actions will be used outside of initiative.
These actions can pertain toinvestigating areas of interest, casting spells, or altering a situationvia roleplay.
Support
Support actions help out the party, and can be used on the field of battle, or during any kind of check.
Healing or assisting your alliesin some way typically defines the support action.
Whatever situation you find yourself in,remember it’s not all about attacking or defending. Helping another ally or investigating an area can open up possibilities that you might not have previously thought of in the heat of the moment.
Remember,you can only take one action at a time.
Part of the reason actions are so important to understand is that ordering actions will be how the DM maintains narrative continuity, particularly for larger parties.