Action
Attack
Make one melee or ranged attack. Features such as Extra Attack can add attacks. Grapple or shove can replace an attack.
D&D 2014
Plan movement, one action, and one available bonus action, with 2014 spellcasting limits.
YOUR TURN · D&D 2014
Move up to your speed, take one action, and use at most one bonus action if an ability or spell grants it. These are separate resources.
Choose the order that works for you. Split movement before, between, or after your actions and attacks; obey each feature’s timing.
Movement does not spend your action.
Dash connects here: an action Dash or feature-granted bonus-action Dash each adds your speed again.
One Attack action contains your attacks. Extra Attack adds attacks inside this action; it does not give another action.
It is fine to leave this unused. You do not automatically have a bonus-action option.
Two bonus-action options still compete for this one slot. An unused action does not grant another bonus action.
Action: Attack · Bonus action: None
Movement budget: 30 ft · Planned cost: 0 ft · Remaining: 30 ft
No conflict among these selections. Check your character’s abilities, resources, conditions, and timing.
Core turn budget shown here. Extra actions, extra attacks, free object interactions, and special abilities follow their own rules. The reference below explains individual options.
Action
Make one melee or ranged attack. Features such as Extra Attack can add attacks. Grapple or shove can replace an attack.
2014 spellcasting
After casting any spell as a bonus action, the only other spell you may cast that turn is a cantrip with a casting time of 1 action. This differs from the 2024 slot rule.
Action
Gain extra movement equal to your speed after modifiers for this turn.
Action
Your movement does not provoke opportunity attacks for the rest of this turn.
Action
Until your next turn, attackers you can see have disadvantage and your Dexterity saves have advantage. Benefits end if incapacitated or speed becomes 0.
Action
Give advantage on an ally’s next relevant ability check before your next turn. Or distract an enemy within 5 feet to give advantage on an ally’s first attack against it before your next turn.
Action
The DM decides whether hiding is possible. Make Dexterity (Stealth), compared against observers’ passive Perception or active searches. There is no universal DC 15 rule.
Split movement before and after actions and between attacks. You normally get one free object interaction during movement or an action.
Once until your next turn
A specific trigger gives you a reaction. Once used, it refreshes at the start of your next turn. A visible hostile creature leaving your reach normally permits an opportunity attack.
Action + reaction
Choose a perceivable trigger and an action or movement to respond with before your next turn. Respond immediately after the trigger using your reaction. Readying a spell requires concentration and spends its slot now.
Action
Search uses an appropriate Perception or Investigation check. A second object interaction on a turn generally requires Use an Object; items can also explicitly require it.
Independent play aids. Calculations use your inputs; specific abilities and the GM’s ruling can change the result. Each tool links to its reference. Rules were checked September 2026.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. Spell text has been reformatted; summaries and calculations are adaptations.