Move a distance up to your Speed
On your turn, you can move a distance equal to your Speed or less.
However you're moving with your Speed, you deduct the distance of each part of your move from it until it is used up or until you are done moving, whichever comes first.
You can break up your move, using some of your movement before and after any action, Bonus Action, or Reaction you take on the same turn.
Cost +1 foot per foot of climbing
While you're climbing, each foot of movement costs 1 extra foot.
You ignore this extra cost if you have a Climb Speed and use it to climb.
Cost +1 foot per foot of crawling
While you're crawling, each foot of movement costs 1 extra foot.
Free action, cost 0 Speed
On your turn, you can give yourself the Prone condition without using an action or any of your Speed, but you can't do so if your Speed is 0.
Cost half your Speed
While you have the Prone condition, you can spend an amount of movement equal to half your Speed (round down) to right yourself.
If your Speed is 0, you can't right yourself.
Jump up (3 + Str modifier) feet
When you make a High Jump, you leap into the air a number of feet equal to 3 plus your Strength modifier (minimum of 0 feet) if you move at least 10 feet on foot immediately before the jump.
When you make a standing High Jump, you can jump only half that distance.
Either way, each foot of the jump costs a foot of movement.
You can extend your arms half your height above yourself during the jump.
Jump (Str score) feet
When you make a Long Jump, you leap horizontally a number of feet up to your Strength score if you move at least 10 feet immediately before the jump.
When you make a standing Long Jump, you can leap only half that distance.
Either way, each foot you jump costs a foot of movement.
If you land in Difficult Terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check or have the Prone condition.
This Long Jump rule assumes that the height of the jump doesn't matter, such as a jump across a stream or chasm. At your DM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall.
Cost +1 foot per foot of swimming
While you're swimming, each foot of movement costs 1 extra foot.
You ignore this extra cost if you have a Swim Speed and use it to swim.
At the DM's option, moving any distance in rough water might require a successful DC 15 Strength (Athletics) check.
Disappear and reappear elsewhere instantly
When you teleport, you disappear and reappear elsewhere instantly, without moving through the intervening space.
This transportation doesn't expend movement unless a rule tells you otherwise, and teleportation never provokes Opportunity Attacks.
If the destination space of your teleportation is occupied by another creature or blocked by a solid obstacle, you instead appear in the nearest unoccupied space of your choice.
Cost +1 foot per foot of movement
Combatants are often slowed down by Difficult Terrain.
Every foot of movement in Difficult Terrain costs 1 extra foot, even if multiple things in a space count as Difficult Terrain.
Attack with a weapon or an Unarmed Strike
When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike.
You can either equip or unequip one weapon when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don't need to use it for that attack.
If you move on your turn and have a feature, such as Extra Attack, that gives you more than one attack as part of the Attack action, you can use some or all of that movement to move between those attacks.
Give yourself extra movement equal to your Speed
When you take the Dash action, you gain extra movement for the current turn.
The increase equals your Speed after applying any modifiers.
If you have a special speed, such as a Fly Speed or Swim Speed, you can use that speed instead of your Speed when you take this action. You choose which speed to use each time you take it.
Move without provoking Opportunity Attacks
If you take the Disengage action, your movement doesn't provoke Opportunity Attacks for the rest of the current turn.
Defend yourself
If you take the Dodge action, you gain the following benefits:
Until the start of your next turn, any attack roll made against you has Disadvantage if you can see the attacker.
You make Dexterity saving throws with Advantage.
You lose these benefits if you have the Incapacitated condition or if your Speed is 0.
Help another creature's ability check or attack roll
When you take the Help action, you do one of the following:
Choose one of your skill or tool proficiencies and one ally who is near enough for you to assist verbally or physically when they make an ability check. That ally has Advantage on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn't use it before the start of your next turn. The DM has final say on whether your assistance is possible.
You momentarily distract an enemy within 5 feet of you, giving Advantage to the next attack roll by one of your allies against that enemy. This benefit expires at the start of your next turn.
Make a check to conceal yourself
With the Hide action, you try to conceal yourself.
To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you're Heavily Obscured or behind Three-Quarters Cover or Total Cover, and you must be out of any enemy's line of sight; if you can see a creature, you can discern whether it can see you.
On a successful check, you have the Invisible condition.
Make note of your check's total, which is the DC for a creature to find you with a Wisdom (Perception) check.
The condition ends on you immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an attack roll, or you cast a spell with a Verbal component.
Make a check to alter a creature's attitude
With the Influence action, you urge a monster to do something.
Describe or roleplay how you're communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The DM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below.
If your urging aligns with the monster's desires, no ability check is necessary; the monster fulfills your request in a way it prefers.
If your urging is repugnant to the monster or counter to its alignment, no ability check is necessary; it doesn't comply.
If you urge the monster to do something that it is hesitant to do, you must make an ability check, which is affected by the monster's attitude. The DM chooses the check, which has a default DC equal to 15 or the monster's Intelligence score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the DM) before urging it in the same way again.
Cast a spell, use a magic item, etc.
When you take the Magic action, you east a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.
Prepare an action in response to a trigger
You take the Ready action to wait for a particular circumstance before you act.
To do so, you take this action on your turn, which lets you act by taking a Reaction before the start of your next turn.
First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your Speed in response to it
When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger.
When you Ready a spell, you cast it as normal but hold its energy, which you release with your Reaction when the trigger occurs.
To be readied, a spell must have a casting time of an action, and holding on to the spell's magic requires Concentration, which you can maintain up to the start of your next turn. If your Concentration is broken, the spell dissipates without taking effect.
Make a Wisdom check to notice something
When you take the Search action, you make a Wisdom check to discern something that isn't obvious.
Make an Intelligence check to discover something
When you take the Study action, you make an Intelligence check to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it.
Use a nonmagical object
You normally interact with an object while doing something else, such as when you draw a sword as part of the Attack action. When an object requires an action for its use, you take the Utilize action.
Some abilities let you take an additional action on your turn
Various class features, spells, and other abilities let you take an additional action on your turn called a Bonus Action.
You can take a Bonus Action only when a special ability, a spell, or another feature of the game states that you can do something as a Bonus Action.
You can take only one Bonus Action on your turn, so you must choose which Bonus Action to use if you have more than one available.
You choose when to take a Bonus Action during your turn unless the Bonus Action's timing is specified.
Anything that deprives you of your ability to take actions also prevents you from taking a Bonus Action.
Make an extra attack with a light weapon
When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn.
That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative.
Cast a spell, use a magic item, etc.
When you take the Magic action, you east a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.
Apply poison to a weapon or ammunition
As a Bonus Action, you can use a vial of Basic Poison to coat one weapon or up to three pieces of ammunition.
A creature that takes Piercing or Slashing damage from the poisoned weapon or ammunition takes an extra 1d4 Poison damage.
Once applied, the poison retains potency for 1 minute or until its damage is dealt, whichever comes first.
Use a potion of healing
As a Bonus Action, you can drink a potion of healing or administer it to another creature within 5 feet of yourself.
The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points.
An instant response to a trigger
A Reaction is a special action taken in response to a trigger defined in the Reaction's description.
You can take a Reaction on another creature's turn, and if you take it on your turn, you can do so even if you also take an action, a Bonus Action, or both.
Once you take a Reaction, you can't take another one until the start of your next turn.
If the reaction interrupts another creature's turn, that creature can continue its turn right after the Reaction.
In terms of timing, a Reaction takes place immediately after its trigger unless the Reaction's description says otherwise.
Attack a creature that leaves your reach
You can make an Opportunity Attack when a creature that you can see leaves your reach using its action, its Bonus Action, its Reaction, or one of its speeds.
Teleportation never provokes Opportunity Attacks.
To make the Opportunity Attack, take a Reaction to make one melee attack with a weapon or an Unarmed Strike against the provoking creature.
The attack occurs right before the creature leaves your reach.
Cast a spell, use a magic item, etc.
When you take the Magic action, you east a spell that has a casting time of an action or use a feature or magic item that requires a Magic action to be activated.
You can't see
While you have the Blinded condition, you experience the following effects:
You can't see and automatically fail any ability check that requires sight.
Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
You're charmed
While you have the Charmed condition, you experience the following effects:
You can't attack the charmer or target the charmer with damaging abilities or magical effects.
The charmer has Advantage on any ability check to interact with you socially.
You can't hear
While you have the Deafened condition, you experience the following effect:
You can't hear and automatically fail any ability check that requires hearing.
You're exhausted
While you have the Exhaustion condition, you experience the following effects:
This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6.
When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level.
Your Speed Is reduced by a number of feet equal to 5 times your Exhaustion level.
Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.
You're frightened
While you have the Frightened condition, you experience the following effects:
You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.
You can't willingly move closer to the source of fear.
You're grappled
While you have the Grappled condition, you experience the following effects:
Your Speed is 0 and can't increase.
You have Disadvantage on attack rolls against any target other than the grappler.
The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it.
You're unable to take actions
While you have the Incapacitated condition, you experience the following effects:
You can't take any action, Bonus Action, or Reaction.
Your Concentration is broken.
You can't speak.
If you're Incapacitated when you roll initiative, you have Disadvantage on the roll.
You can't be seen
While you have the Invisible condition, you experience the following effects:
If you're Invisible when you roll Initiative, you have Advantage on the roll.
You aren't affected by any effect that requires its target to be seen unless the effect's creator can somehow see you. Any equipment you are wearing or carrying is also concealed.
Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, you don't gain this benefit against that creature.
You're unable to move or take actions
While you have the Paralyzed condition, you experience the following effects:
You have the Incapacitated condition.
Your Speed is 0 and can't increase.
You automatically fail Strength and Dexterity saving throws.
Attack rolls against you have Advantage.
Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.
You're petrified
While you have the Petrified condition, you experience the following effects:
You are transformed, along with any nonmagical objects you are wearing and carrying, into a solid inanimate substance (usually stone). Your weight increases by a factor of ten, and you cease aging.
You have the Incapacitated condition.
Your Speed is 0 and can't increase.
You automatically fail Strength and Dexterity saving throws.
Attack rolls against you have Advantage.
You have Resistance to all damage.
You have immunity to the Poisoned condition.
You're poisoned
While you have the Poisoned condition, you experience the following effect:
You have Disadvantage on attack rolls and ability checks.
You're prone
While you have the Prone condition, you experience the following effects:
Your only movement options are to crawl or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition.
If your Speed is 0, you can't right yourself.
You have Disadvantage on attack rolls.
An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.
You're restrained
While you have the Restrained condition, you experience the following effects:
Your Speed is 0 and can't increase.
Attack rolls against you have Advantage, and your attack rolls have Disadvantage.
You have Disadvantage on Dexterity saving throws.
Worse than incapacitated
While you have the Stunned condition, you experience the following effects:
You have the Incapacitated condition.
You automatically Fail Strength and Dexterity saving throws.
Attack rolls against you have Advantage.
You're unconscious
While you have the Unconscious condition, you experience the following effects:
You have the Incapacitated and Prone conditions, and you drop whatever you're holding. When this condition ends, you remain Prone.
Your Speed is 0 and can't increase.
Attack rolls against you have Advantage.
You automatically fail Strength and Dexterity saving throws.
Any attack roll that hits you is a Critical Hit if the attacker is within 5 feet of you.
You're unaware of your surroundings.
You're on fire
A burning creature or object takes ld4 Fire damage at the start of each of its turns.
As an action, you can extinguish fire on yourself by giving yourself the Prone condition and rolling on the ground.
The fire also goes out if it is doused, submerged, or suffocated.
You lack water
A creature requires an amount of water per day based on its size (phb 365).
A creature that drinks less than half the required water for a day gains 1 Exhaustion level at the day's end.
Exhaustion caused by dehydration can't be removed until the creature drinks the full amount of water required for a day.
The ground wants to be friends
A creature that falls takes ld6 Bludgeoning damage at the end of the fall for every 10 feet it fell, to a maximum of 20d6.
When the creature lands, it has the Prone condition unless it avoids taking any damage from the fall.
A creature that falls into water or another liquid can use its Reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved.
Warrior shot the food
A creature needs an amount of food per day based on its size (phb 371).
A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level at the day's end.
A creature that eats nothing for 5 days automatically gains 1 Exhaustion level at the end of the fifth day as well as an additional level at the end of each subsequent day without food.
Exhaustion caused by malnutrition can't be removed until the creature eats the full amount of food required for a day.
Air is not optional
A creature can hold its breath for a number of minutes equal to 1 plus its Constitution modifier (minimum of 30 seconds) before suffocation begins.
When a creature runs out of breath or is choking, it gains 1 Exhaustion level at the end of each of its turns.
When a creature can breathe again, it removes all levels of Exhaustion it gained from suffocating.