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The first thing to decide is if you even want to keep fighting. It might not always seem like a choice, but sometimes it can be the best option.
Sometimes its best to simply stop fighting. Either your party is too outmatched, or there's something more important at stake, or you might realize that fighting is actually unnecessary. In these situations, your best bet will be to either use your action to Dash and run away, or simply talk.
If you decide to keep fighting, you will have 3 basic tools at your disposal; Your Movement, your Action, and sometimes a Bonus Action.
Most creatures have a movement speed of 30 feet. If you don't like where you currently are, use your movement to relocate to a better spot; either up close with an enemy for melee characters, or to a distance for ranged characters. Keep in mind that everything has a limited range, so don't move too far away.
There are also 2 Actions that support movement; The Dash action to move even more, and the Disengage action if you want to move away from an enemy without getting hit. Remember, you can only use 1 action per turn.
Your action is the main thing you do, and you normally only get 1 action per turn. There are many different ways to use your action, but they can be narrowed down to Dealing Damage, Preparing, or Other.
Dealing damage is the easiest choice to make in combat, and often the safest in terms of making the most of your turn. If you want to deal damage to someone, you'll either choose the Attack action to use your weapon, or simply Cast a Spell that does damage. Once you choose, you simply choose your target, roll the dice, and resolve the outcome.
Sometimes you might find you'd rather prepare for something else to happen rather than simply attack. You can take the Dodge action to make yourself harder to hit, or use the Help action to make it easier for someone else to do something. You can also Cast a spell with a more defensive ability, or even Hide so that enemies can't find you, provided there's a space to hide in. Lastly you can Ready an action, allowing you to use a normal Action with your reaction, based on a trigger that you announce in advance.
Lastly, there are always more creative uses of your action. Even when you Attack, rather than deal damage, you can choose to try to Grapple to keep someone from moving, or Shove to knock them down or move them away. You can try and Search an area, if you need to find something in the middle of combat, or Use an Object you already have. Finally, if you have something in mind, but it doesn't fit into a normal action, you can always Improvise, describing what you'd like to try to do. Your DM will decide if your idea is possible or not, and if you need to make any sort of roll.
Finally, every character is technically capable of using 1 bonus action. However, the only bonus action standard across all classes is the ability to use Two-Weapon Fighting. This allows a character wielding a light melee weapon in each hand to make an attack using the weapon in their off hand. Aside from that, each class has different methods of using bonus actions, and as such should bonus actions should be considered an extra feature, rather than a core part of the turn.
Now, once you've used your Action, and whatever options you might have for a bonus action, check to see if you have any movement left that you might like to use. Once that's settled, let your DM know that your turn is over. You're done!