Combat Actions
Attack
You attack with your currently equipped weapon.
Cast a spell
You cast one of your known spells which can be cast with an Action.
Dash
You give up your Action and your base walking speed is doubled for your turn.
Perform a Weapon Art
You perform a special action attached to a weapon.
Grapple
You make an Unarmed Attack which deals no damage against a creature to try to grapple it. If you roll a hit, you and the creature must make competing Strength Saving Throws. If the target succeeds, they break out of the grapple. If the target fails, their movement speed is reduced to 0, and Attacks they make are made with Disadvantage. On their turn, they may use their Action to attempt to break free from the grapple. Make competing Strength Saving Throws again to determine if they succeed. If the creature you have grappled is at least one size smaller than you, you can throw them up to 10ft and they take 1d6 + your Strength Bonus impact damage and are knocked prone.
Skill Check
You perform a skill check which your game master determines can be done in the span of one action.
Ready your Action
You delay your Action to occur outside of your turn as your Reaction. You do not need to predetermine what your Action will be. For instance, you can choose to Ready your Action to see how the battle unfolds before choosing to act, then use your Reaction to heal an ally with a spell.
Escape
If you are over 120ft away from the nearest hostile creature, you may use your Action to flee the battle and exit combat. This does not prevent persistent creatures from re-initiating combat with you.