Ability Scores
Charisma
Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.
A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks.
SRD 5.1, pg. 82
Constitution
Constitution measures health, stamina, and vital force.
Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster.
SRD 5.1, pg. 81
Dexterity
Dexterity measures agility, reflexes, and balance.
A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks.
SRD 5.1, pg. 80
Intelligence
Intelligence measures mental acuity, accuracy of recall, and the ability to reason.
An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks.
SRD 5.1, pg. 81
Strength
Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.
A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks.
SRD 5.1, pg. 79
Wisdom
Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.
A Wisdom check might reflect an effort to read body language, understand someone's feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks.
SRD 5.1, pg. 82
Skills
Acrobatics (DEX)
Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The GM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.
SRD 5.1, pg. 80
Animal Handling (WIS)
When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal's intentions, the GM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver.
SRD 5.1, pg. 82
Arcana (INT)
Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes.
SRD 5.1, pg. 81
Athletics (STR)
Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:
-
You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
-
You try to jump an unusually long distance or pull off a stunt midjump.
-
You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
SRD 5.1, pg. 79
Deception (CHA)
Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast- talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie.
SRD 5.1, pg. 82
History (INT)
Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
SRD 5.1, pg. 81
Insight (WIS)
Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone's next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms.
SRD 5.1, pg. 82
Intimidation (CHA)
When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.
SRD 5.1, pg. 82
Investigation (INT)
When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.
SRD 5.1, pg. 81
Medicine (WIS)
A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.
SRD 5.1, pg. 82
Nature (INT)
Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
SRD 5.1, pg. 81
Perception (WIS)
Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
SRD 5.1, pg. 82
Performance (CHA)
Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
SRD 5.1, pg. 82
Persuasion (CHA)
When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.
SRD 5.1, pg. 82
Religion (INT)
Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
SRD 5.1, pg. 81
Sleight of Hand (DEX)
Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.
SRD 5.1, pg. 80
Stealth (DEX)
Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
SRD 5.1, pg. 80
Survival (WIS)
The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.
SRD 5.1, pg. 82
Conditions
Blinded
-
A blinded creature can't see and automatically fails any ability check that requires sight.
-
Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
SRD 5.1, pg. 358
Charmed
-
A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
-
The charmer has advantage on any ability check to interact socially with the creature.
SRD 5.1, pg. 358
Deafened
- A deafened creature can't hear and automatically fails any ability check that requires hearing.
SRD 5.1, pg. 358
Exhaustion
Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.
| Level | Effect |
|---|---|
| 1 | Disadvantage on ability checks |
| 2 | Speed halved |
| 3 | Disadvantage on attack rolls and saving throws |
| 4 | Hit point maximum halved |
| 5 | Speed reduced to 0 |
| 6 | Death |
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.
An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.
Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.
SRD 5.1, pg. 358
Frightened
-
A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
-
The creature can't willingly move closer to the source of its fear.
SRD 5.1, pg. 358
Grappled
-
A grappled creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
The condition ends if the grappler is incapacitated (see the condition).
-
The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.
SRD 5.1, pg. 358
Incapacitated
- An incapacitated creature can't take actions or reactions.
SRD 5.1, pg. 358
Invisible
-
An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature's location can be detected by any noise it makes or any tracks it leaves.
-
Attack rolls against the creature have disadvantage, and the creature's attack rolls have advantage.
SRD 5.1, pg. 358
Paralyzed
-
A paralyzed creature is incapacitated (see the condition) and can't move or speak.
-
The creature automatically fails Strength and Dexterity saving throws.
-
Attack rolls against the creature have advantage.
-
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
SRD 5.1, pg. 358
Petrified
-
A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.
-
The creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.
-
Attack rolls against the creature have advantage.
-
The creature automatically fails Strength and Dexterity saving throws.
-
The creature has resistance to all damage.
-
The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.
SRD 5.1, pg. 359
Poisoned
- A poisoned creature has disadvantage on attack rolls and ability checks.
SRD 5.1, pg. 359
Prone
-
A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
-
The creature has disadvantage on attack rolls.
-
An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
SRD 5.1, pg. 359
Restrained
-
A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
-
Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
-
The creature has disadvantage on Dexterity saving throws.
SRD 5.1, pg. 359
Stunned
-
A stunned creature is incapacitated (see the condition), can't move, and can speak only falteringly.
-
The creature automatically fails Strength and Dexterity saving throws.
-
Attack rolls against the creature have advantage.
SRD 5.1, pg. 359
Unconscious
-
An unconscious creature is incapacitated (see the condition), can't move or speak, and is unaware of its surroundings.
-
The creature drops whatever it's holding and falls prone.
-
The creature automatically fails Strength and Dexterity saving throws.
-
Attack rolls against the creature have advantage.
-
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.
SRD 5.1, pg. 359
Magic Schools
Abjuration
Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence.
SRD 5.1, pg. 103
Conjuration
Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster's side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.
SRD 5.1, pg. 103
Divination
Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places.
SRD 5.1, pg. 103
Enchantment
Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet.
SRD 5.1, pg. 103
Evocation
Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.
SRD 5.1, pg. 103
Illusion
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind of a creature.
SRD 5.1, pg. 103
Necromancy
Necromancy spells manipulate the energies of life and death. Such spells can grant an extra reserve of life force, drain the life energy from another creature, create the undead, or even bring the dead back to life.
SRD 5.1, pg. 104
Transmutation
Transmutation spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster's command, or enhance a creature's innate healing abilities to rapidly recover from injury.
SRD 5.1, pg. 103
Special Movement
Climbing, Swimming & Crawling
While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.
SRD 5.1, pg. 85
Falling Damage
A fall from a great height is one of the most common hazards facing an adventurer.
At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.
SRD 5.1, pg. 86
High Jump
When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier 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 you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.
You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height.
SRD 5.1, pg. 85
Long Jump
When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.
This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your GM'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. Otherwise, you hit it.
When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.
SRD 5.1, pg. 85
Equipment
Weapon Properties
Many weapons have special properties related to their use, as shown in the Weapons table.
SRD 5.1, pg. 64
Ammunition
You can use a weapon that has the ammunition properly to make a ranged attack only if you have ammunition lo fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see "Improvised Weapons" later in the section). A sling must be loaded to deal any damage when used in this way.
SRD 5.1, pg. 64
Finesse
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
SRD 5.1, pg. 64
Heavy
Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it to a large for a Small creature to use effectively.
SRD 5.1, pg. 65
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9.
SRD 5.1, pg. 65
Loading
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
SRD 5.1, pg. 65
Range
A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
SRD 5.1, pg. 65
Reach
This weapon adds 5 feet to your reach when you attack with it.
SRD 5.1, pg. 65
Special
A weapon with the special property has unusual rules governing its use, explained in the weapon's description (see "Special Weapons" later in this section).
SRD 5.1, pg. 65
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
SRD 5.1, pg. 65
Two-Handed
This weapon requires two hands to use.
SRD 5.1, pg. 65
Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.
SRD 5.1, pg. 65
The Weapons Table
| Name | Cost | Damage | Weight | Properties |
|---|---|---|---|---|
| Simple Melee Weapons | ||||
| Club | 1 sp | 1d4 bludgeoning | 2 lb. | Light |
| Dagger | 2 gp | 1d4 piercing | 1 lb. | Finesse, light, thrown (range 20/60) |
| Greatclub | 2 sp | 1d8 bludgeoning | 10 lb. | Two-handed |
| Handaxe | 5 gp | 1d6 slashing | 2 lb. | Light, thrown (range 20/60) |
| Javelin | 5 sp | 1d6 piercing | 2 lb. | Thrown (range 30/120) |
| Light hammer | 2 gp | 1d4 bludgeoning | 2 lb. | Light, thrown (range 20/60) |
| Mace | 5 gp | 1d6 bludgeoning | 4 lb. | - |
| Quarterstaff | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile (1d8) |
| Sickle | 1 gp | 1d4 slashing | 2 lb. | Light |
| Spear | 1 gp | 1d6 piercing | 3 lb. | Thrown (range 20/60), versatile (1d8) |
| Unarmed strike | - | 1 bludgeoning | - | - |
| Simple Ranged Weapons | ||||
| Crossbow, light | 25 gp | 1d8 piercing | 5 lb. | Ammunition (range 80/320), loading, two-handed |
| Dart | 5 cp | 1d4 piercing | 1/4 lb. | Finesse, thrown (range 20/60) |
| Shortbow | 25 gp | 1d6 piercing | 2 lb. | Ammunition (range 80/320), two-handed |
| Sling | 1 sp | 1d4 bludgeoning | - | Ammunition (range 30/120) |
| Martial Melee Weapons | ||||
| Battleaxe | 10 gp | 1d8 slashing | 4 lb. | Versatile (1d10) |
| Flail | 10 gp | 1d8 bludgeoning | 2 lb. | - |
| Glaive | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
| Greataxe | 30 gp | 1d12 slashing | 7 lb. | Heavy, two-handed |
| Greatsword | 50 gp | 2d6 slashing | 6 lb. | Heavy, two-handed |
| Halberd | 20 gp | 1d10 slashing | 6 lb. | Heavy, reach, two-handed |
| Lance | 10 gp | 1d12 piercing | 6 lb. | Reach, special |
| Longsword | 15 gp | 1d8 slashing | 3 lb. | Versatile (1d10) |
| Maul | 10 gp | 2d6 bludgeoning | 10 lb. | Heavy, two-handed |
| Morningstar | 15 gp | 1d8 piercing | 4 lb. | - |
| Pike | 5 gp | 1d10 piercing | 18 lb. | Heavy, reach, two-handed |
| Rapier | 25 gp | 1d8 piercing | 2 lb. | Finesse |
| Scimitar | 25 gp | 1d6 slashing | 3 lb. | Finesse, light |
| Shortsword | 10 gp | 1d6 piercing | 2 lb. | Finesse, light |
| Trident | 5 gp | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) |
| War pick | 5 gp | 1d8 piercing | 2 lb. | - |
| Warhammer | 15 gp | 1d8 bludgeoning | 2 lb. | Versatile (1d10) |
| Whip | 2 gp | 1d4 slashing | 3 lb. | Finesse, reach |
| Martial Ranged Weapons | ||||
| Blowgun | 10 | 1 piercing | 1 lb. | Ammunition (range 25/100), loading |
| Crossbow, hand | 75 | 1d6 piercing | 3 lb. | Ammunition (range 30/120), light, loading |
| Crossbow, heavy | 50 | 1d10 piercing | 18 lb. | Ammunition (range 100/400), heavy, loading, two-handed |
| Longbow | 50 | 1d8 piercing | 2 lb. | Ammunition (range 150/600), heavy, two-handed |
| Net | 1 | - | 3 lb. | Special, thrown (range 5/15) |
SRD 5.1, pg. 65
The Armor Table
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|---|---|---|---|---|---|
| Light Armor | |||||
| Padded | 5 gp | 11 + Dex modifier | - | Disadvantage | 8 lb. |
| Leather | 10 gp | 11 + Dex modifier | - | - | 10 lb. |
| Studded leather | 45 gp | 12 + Dex modifier | - | - | 13 lb. |
| Medium Armor | |||||
| Hide | 10 gp | 12 + Dex modifier (max 2) | - | - | 12 lb. |
| Chain shirt | 50 gp | 13 + Dex modifier (max 2) | - | - | 20 lb. |
| Scale mail | 50 gp | 14 + Dex modifier (max 2) | - | Disadvantage | 45 lb. |
| Breastplate | 400 gp | 14 + Dex modifier (max 2) | - | - | 20 lb. |
| Half plate | 750 gp | 15 + Dex modifier (max 2) | - | Disadvantage | 40 lb. |
| Heavy Armor | |||||
| Ring mail | 30 gp | 14 | - | Disadvantage | 40 lb. |
| Chain mail | 75 gp | 16 | Str 13 | Disadvantage | 55 lb. |
| Splint | 200 gp | 17 | Str 15 | Disadvantage | 60 lb. |
| Plate | 1,500 gp | 18 | Str 15 | Disadvantage | 65 lb. |
| Shield | |||||
| Shield | 10 gp | +2 | - | - | 6 lb. |
SRD 5.1, pg. 63
Actions in Combat
Attack
The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists.
With this action, you make one melee or ranged attack. See the "Making an Attack" section for the rules that govern attacks.
Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.
SRD 5.1, pg. 93
Grappling
When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your grapple must be no more than one size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required).
Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check.
Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
SRD 5.1, pg. 95
Shoving
Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.
SRD 5.1, pg. 95
Two-Weapon Fighting
When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
SRD 5.1, pg. 95
Cast a Spell
Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell.
SRD 5.1, pg. 93
Dash
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash.
Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash.
SRD 5.1, pg. 93
Disengage
If you take the Disengage action, your movement doesn't provoke opportunity attacks for the rest of the turn.
SRD 5.1, pg. 93
Dodge
When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0.
SRD 5.1, pg. 93
Help
You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn.
Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.
SRD 5.1, pg. 93
Hide
When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section.
SRD 5.1, pg. 93
Ready
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn, which lets you act using your 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. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away."
When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round.
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 1 action, and holding onto the spell's magic requires concentration. If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken.
SRD 5.1, pg. 93
Search
When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the GM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.
SRD 5.1, pg. 94
Use an Object
You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn.
SRD 5.1, pg. 94