| Attack | Attach with a weapon or an Unarmed Strike |
| Dash | For the rest of the turn, give yourself extra movement equal to your Speed |
| Disengage | Your movement doesn’t provoke Opportunity Attacks for the rest of the turn |
| Dodge | Until the start of your next turn, attack rolls against you have Disadvantage, and you make Dexterity saving throws with Advantage. You lose this benefit if you have the Incapacitated condition or if your Speed is 0 |
| Help | Help another creature’s ability check or attack roll, or administer first aid (both players roll and the highest will count) |
| Hide | Make a Dexterity (Stealth) check. on success: Enemies roll disadvantage on perception. |
| Influence | Make a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature’s attitude |
| Magic | Cast a spell, use a magic item, or use a magical feature |
| Ready | Prepare to take an action in response to a trigger you define |
| Search | Make a Wisdom (Insight, Medicine, Perception, or Survival) check |
| Study | Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check |
| Utilize | Use a non-magical object (this includes potions) |
| Drink | You can drink a potion as a bonus action |
| Chef Treats | Can be eaten as a Bonus action |
| Dual Wielder | Allows you to attack with a non-Two-Handed weapon as a Bonus action after attacking with a light weapon |
| Fey Touched | Allows you to cast Misty Step as a Bonus action once per Long Rest |
| Great Weapon Master | Allows you to attack as a Bonus action after you score a Critical Hit or reduce a creature to 0 hit points |
| Keen Mind | Allows you to Study as a Bonus action |
| Observant | Allows you to Search as a Bonus action |
| Poisoner | Allows you to apply poison to your weapon as a Bonus action |
| Polearm Master | Allows you to make a Pole Stroke as a Bonus action |
| Telekinetic | Allows you to shove or pull a faraway creature as a Bonus action |
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