Combat in Dungeons & Dragons 5e is more than just swinging swords or casting fireballs. Every character, regardless of class or race, has access to a set of core combat actions that can shape the flow of battle.
So if you’ve ever asked, “What actions are available in combat?”, here’s your quick guide to the standard options available to all players, whether you’re a hardened warrior or a wide-eyed new adventurer.
1. Attack
The most common action in combat. When you use the Attack action, you make a melee or ranged weapon attack using your equipped weapon.
- If you’re 5th level or higher and your class gives Extra Attack, you may be able to strike more than once.
- You can attack unarmed or with improvised weapons, too.
Most useful when: You’re within range and ready to deal damage.
2. Cast a Spell
If you know spells and have the components available, you can use your action to cast a spell.
- Some spells are cast as actions, others as bonus actions or reactions.
- You can’t cast a spell with a casting time of 1 action and also cast another non-cantrip spell on the same turn (unless specified otherwise).
See also: Mastering Spellcasting Basics – Learn how spellcasting works across classes.
3. Dash
When you Dash, you use your action to move up to your speed again on top of your regular movement. It’s perfect for crossing long distances or escaping danger.
- If your speed is 30 feet, a Dash gives you a total of 60 feet that turn.
Most useful when: You need to reach a faraway target or retreat quickly.
4. Disengage
Using the Disengage action means your movement doesn’t provoke opportunity attacks for the rest of your turn.
- You can move past enemies without getting hit.
- Especially useful for characters in tight spots or who need to reposition.
Most useful when: You need to escape melee range safely.
5. Dodge
Taking the Dodge action makes you harder to hit until the start of your next turn.
- Attack rolls against you have disadvantage.
- You also make Dexterity saving throws with advantage, as long as you can see the attacker and aren’t incapacitated.
Best used when: You’re expecting to be targeted or can’t do much else.
6. Help
The Help action lets you assist another creature with a task or attack.
- In combat, you can help an ally within 5 feet of you, giving them advantage on their next attack roll against a creature within 5 feet of you.
- Outside combat, Help can aid skill checks.
Great for: Support-focused characters or clever teamwork.
7. Hide
If you’re obscured or in cover, you can try to hide.
- Make a Stealth check against the Perception of creatures who might see you.
- Succeed, and you become hidden, letting you surprise foes or set up sneak attacks.
Most useful for: Rogues, archers, and anyone trying to avoid attention.
8. Ready
The Ready action lets you prepare a response to a specific trigger.
- You choose a trigger and an action.
- Example: “If the goblin steps out, I shoot him.”
- You use your reaction to perform the readied action when the trigger occurs.
Ideal when: You’re waiting for something specific to happen.
9. Search
You can use your action to search for something, such as a hidden lever or an invisible foe.
- Your DM may call for an Investigation or Perception check, depending on what you’re searching for.
Useful for: Spotting traps, secrets, or enemy weaknesses mid-combat.
10. Use an Object
Some objects—like pulling a lever, opening a door, or activating a magical item—require an action to use.
- This doesn’t include drawing weapons or opening potions, which are typically free interactions.
Best used when: You need to interact with the environment or a non-weapon item.
Bonus: Free Object Interactions
Each turn, you get one free object interaction (not technically an action):
- Draw or sheathe a weapon
- Open an unlocked door
- Hand an item to an ally
- Pull a lever
- Pick up a dropped item
It’s easy to overlook, but smart use of these free interactions can turn the tide of battle.
Final Thoughts
So, what actions are available in combat? A lot more than just “I hit the goblin.” These core actions give every player a way to engage, adapt, and contribute—no matter their class, level, or loadout.
Master these options, and you’ll stop asking, “Can I do that?” and start saying, “Here’s what I’m going to do.”
— Mike “Silver-Tongue”

