Arise : Action
If you are in the prone condition, you can spend your action to get up and end the prone condition.
Dash : Action
As an action, double your maximum walking speed you can move up to on your movement action.
Disarm : Action
As an action, target a character within melee range that’s holding something. Force them to make a contesting precision save against your precision skill check.
If you win the contest, then you can choose to either take what their holding or roll launch n’ lift on it.
Dodge : Action
Until the beginning of your next turn, all characters have disadvantage on attacking you and you have advantage on acrobatics and precision rolls.
Ready : Action
You can hold your action and then trigger it as a reaction before the beginning of your next turn
Grapple : Action
As an attack action, force a character to roll athletics/acrobatics against your STR roll. If you win, you have them grappled.
(More info in Grappling section)
Hide : Action
You attempt to stealth as an action. See Hiding & Stealth for the stealth rules on the main extended combat rules page.
Retreat : Action
Until the beginning of your next turn, your movement action cannot provoke reactions
Help : Action/Quick Action
You can give up your action or quick action of the turn and, if you’re capable of it, you can help and give advantage to another character’s roll.
Jump : Action/Quick Action
You can roll an athletics or acrobatics skill check to make a vertical or horizontal leap, success determined by DM
Shove : Action/Quick Action
You can roll contesting STR/DEX rolls against another character’s athletics/dexterity, if you win you can shove them up to 5 plus your STR/DEX feet away.
Throw : Action/Interaction
If you have an object in your hands or a character grappled, you force them to roll an athletics save. If they fail, you roll launch n’ lift to see how far they go.
(More detailed in launch n’ lift section)