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⚔️ Action Economy

Combat in Dungeons & Dragons 5e runs on an action economy — how much you can do each turn. On your turn, you can usually move, take one action, and possibly one bonus action. Outside your turn, you might also take one reaction.


🏃 Movement

You can move up to your speed (often 30 ft).
You can split movement before and after actions, and it’s affected by terrain or conditions. Standing up costs half your speed.
💡 Boost it: Feats, spells, or features like Step of the Wind or Mobile improve mobility.


⚔️ Action

Your main move each turn. You can:

  • Attack 🗡️
  • Cast a Spell 🪄
  • Dash 🏃‍♀️
  • Dodge 🛡️
  • Help, Hide, Search, Ready, or Use an Object

Some abilities expand what you can do:

  • Extra Attack (Fighter, Paladin, etc.) → multiple attacks in one action.
  • Multiattack (monsters) → several attacks at once.
  • Action Surge (Fighter) → take an extra action once per short rest.

💡 Boost it: Choose classes or features that grant more attacks or extra actions.


🌀 Bonus Action

You only get one per turn — and only if something grants it.
Common examples:

  • Cunning Action (Rogue) – Dash, Hide, or Disengage.
  • Two-Weapon Fighting – Off-hand attack.
  • Spiritual Weapon or Second Wind – Quick extra moves.

💡 Boost it: Subclasses and feats like Polearm Master or Quickened Spell add reliable bonus actions.


🧠 Reaction

One per round, triggered by events (e.g., Opportunity Attack, Counterspell, or Shield).


⚙️ Improving Your Action Economy

  • Multiclass into Fighter or Rogue for Action Surge or Cunning Action.
  • Level up martial classes for Extra Attack.
  • Pick subclasses or feats that add bonus or reaction options.