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)