5-foot step
Allowed when you make no other movement that round. It does not provoke. Difficult terrain and impeded movement can prevent it.
Pathfinder 1e
Standard, move, full-round, swift, immediate, and opportunity actions.
Allowed when you make no other movement that round. It does not provoke. Difficult terrain and impeded movement can prevent it.
Normally one per round: a single melee attack. Moving out of a threatened square or a distracting action can provoke; feats and specific actions change this.
Usually a full-round action: move at least 10 feet in a straight line, up to twice speed, then attack. +2 attack and −2 AC until next turn; restrictions apply to the path.
Normally move actions. Retrieving stored items and standing from prone provoke; drawing a weapon normally does not. BAB +1 can permit drawing during a regular move.
Uses the standard and move portions of your turn. Full attacks typically require this; a 5-foot step may still be possible.
Can occur outside your turn. On your turn it uses that turn’s swift action; outside your turn it uses your next turn’s swift action. Usually unavailable while flat-footed.
Normally take one standard action and one move action in either order. You can exchange the standard action for another move action.
At most one per turn. A swift action is separate from your standard and move actions.
Usually a full-round action allowing up to double speed. The starting square is not treated as threatened by visible opponents; later squares can still provoke.
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.
Reference reading: SRD 5.1 · SRD 5.2.1 · Pathfinder 1e rules · Pathfinder 2e rules · Daggerheart SRD · Call of Cthulhu rules. These are independent resources and are not publisher-endorsed.