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		<title>Rlyehable: Created page with &quot;&lt;div class=&quot;grid-container-std&quot;&gt; &lt;div class=&quot;bctop&quot;&gt;{{backto|{{5e24|SRD 5.2}}}}&lt;/div&gt; &lt;div class=&quot;notice&quot;&gt;{{edition|Action}}&lt;/div&gt; &lt;div class=&quot;badge&quot;&gt;{{5e24srd}}&lt;/div&gt; &lt;div class=&quot;gi-main&quot;&gt;{{tocright}} ==Action==  &lt;div style=&quot;display:block; float:right; max-width: 30svw;&quot;&gt;{{5e24 Rules Glossary}}&lt;/div&gt; &lt;ref name=&quot;srd52.176&quot;&gt;{{Cite Pub|SRD 5.2|pages=176}} Licensed: CC-BY.&lt;/ref&gt; On your {{5e24lc|Turn}}, you can take one {{5e24|Action}}. Choose which action to take from...&quot;</title>
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		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;div class=&amp;quot;grid-container-std&amp;quot;&amp;gt; &amp;lt;div class=&amp;quot;bctop&amp;quot;&amp;gt;{{backto|{{5e24|SRD 5.2}}}}&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;notice&amp;quot;&amp;gt;{{edition|Action}}&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;badge&amp;quot;&amp;gt;{{5e24srd}}&amp;lt;/div&amp;gt; &amp;lt;div class=&amp;quot;gi-main&amp;quot;&amp;gt;{{tocright}} ==Action==  &amp;lt;div style=&amp;quot;display:block; float:right; max-width: 30svw;&amp;quot;&amp;gt;{{5e24 Rules Glossary}}&amp;lt;/div&amp;gt; &amp;lt;ref name=&amp;quot;srd52.176&amp;quot;&amp;gt;{{Cite Pub|SRD 5.2|pages=176}} Licensed: &lt;a href=&quot;/index.php?title=CC-BY&quot; title=&quot;CC-BY&quot;&gt;CC-BY&lt;/a&gt;.&amp;lt;/ref&amp;gt; On your {{5e24lc|Turn}}, you can take one {{5e24|Action}}. Choose which action to take from...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;div class=&amp;quot;grid-container-std&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;bctop&amp;quot;&amp;gt;{{backto|{{5e24|SRD 5.2}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;notice&amp;quot;&amp;gt;{{edition|Action}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;badge&amp;quot;&amp;gt;{{5e24srd}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;gi-main&amp;quot;&amp;gt;{{tocright}}&lt;br /&gt;
==Action== &lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block; float:right; max-width: 30svw;&amp;quot;&amp;gt;{{5e24 Rules Glossary}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.176&amp;quot;&amp;gt;{{Cite Pub|SRD 5.2|pages=176}} Licensed: [[CC-BY]].&amp;lt;/ref&amp;gt; On your {{5e24lc|Turn}}, you can take one {{5e24|Action}}. Choose which action to take from those below or from the special actions provided by your features. See also “{{5e24|Playing the Game}}” (“Actions”). These actions are defined elsewhere in this glossary:&lt;br /&gt;
{{columns|3}} &lt;br /&gt;
* {{5e24|Attack}} &lt;br /&gt;
* {{5e24|Dash}} &lt;br /&gt;
* {{5e24|Disengage}} &lt;br /&gt;
* {{5e24|Dodge}}&lt;br /&gt;
* {{5e24|Help}} &lt;br /&gt;
* {{5e24|Hide}} &lt;br /&gt;
* {{5e24|Influence}} &lt;br /&gt;
* {{5e24|Magic}}&lt;br /&gt;
* {{5e24|Ready}} &lt;br /&gt;
* {{5e24|Search}} &lt;br /&gt;
* {{5e24|Study}} &lt;br /&gt;
* {{5e24|Utilize}}&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;hr style=&amp;quot;border-top:solid 1px gold;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.9&amp;gt;{{pub|SRD 5.2}} p.9&amp;lt;/ref&amp;gt; When you do something other than {{5e24lc|Move|moving}} or communicating, you typically take an action. The Action table lists the game’s main actions, which are defined in more detail in “Rules Glossary.”&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;zebra small&amp;quot; style=&amp;quot;border:solid 1px gainsboro; border-radius:0.5em;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Actions &amp;lt;span style=&amp;quot;display:inline-block; float:right;&amp;quot;&amp;gt;&amp;lt;ref name=&amp;quot;srd52.9.10&amp;quot;&amp;gt;{{pub|SRD 5.2}} p.9-10&amp;lt;/ref&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!Action &lt;br /&gt;
!Summary&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Attack}} &lt;br /&gt;
|Attack with a weapon or an Unarmed Strike.&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Dash}} &lt;br /&gt;
|For the rest of the turn, give yourself extra movement equal to your Speed.&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Disengage}}&lt;br /&gt;
|Your movement doesn’t provoke Opportunity Attacks for the rest of the turn.&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Dodge}} &lt;br /&gt;
|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.&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Help}} &lt;br /&gt;
|Help another creature’s ability check or attack roll, or administer first aid.&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Hide}} &lt;br /&gt;
|Make a Dexterity (Stealth) check.&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Influence}} &lt;br /&gt;
|Make a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature’s attitude.&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Magic&lt;br /&gt;
|Cast a spell, use a magic item, or use a magical feature.&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Ready}} &lt;br /&gt;
|Prepare to take an action in response to a trigger you define.&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Search}} &lt;br /&gt;
|Make a Wisdom (Insight, Medicine, Perception, or Survival) check.&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Study}} &lt;br /&gt;
|Make an Intelligence (Arcana, History, Investigation, Nature, or Religion) check.&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Utilize}} &lt;br /&gt;
|Use a nonmagical object.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.10&amp;quot;&amp;gt;{{Pub|SRD 5.2}} p.10&amp;lt;/ref&amp;gt; {{5e24|Player Character}}s and {{5e24lc|Monster}}s can also do things not covered by these actions. Many {{5e24lc|Class}} features and other abilities provide additional action options, and you can improvise other actions. When you describe an action not detailed elsewhere in the rules, the {{5e24|Game Master}} tells you whether that action is possible and what kind of {{5e24|D20 Test}} you need to make, if any.&lt;br /&gt;
&lt;br /&gt;
===One Thing at a Time===&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.10&amp;quot; /&amp;gt; The game uses actions to govern how much you can do at one time. You can take only one action at a time. This principle is most important in combat, as explained in “{{5e24|Combat}}”&amp;lt;!-- later in “Playing the Game.”--&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Actions can come up in other situations, too: in a {{5e24lc|Social Interaction}}, you can try to {{5e24|Influence}} a {{5e24lc|Creature}} or use the {{5e24|Search}} action to read the creature’s body language, but you can’t do both at the same time. And when you’re exploring a dungeon, you can’t simultaneously use the Search action to look for traps and use the {{5e24|Help}} action to aid another character who’s trying to open a stuck door (with the {{5e24|Utilize}} action).&lt;br /&gt;
&lt;br /&gt;
===Bonus Actions===&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.10&amp;quot; /&amp;gt; Various {{5e24lc|Class}} features, {{5e24lc|Spell}}s, and other abilities let you take an additional {{5e24lc|Action}} on your {{5e24lc|Turn}} called a Bonus Action. The {{5e24|Cunning Action}} feature, for example, allows a {{5e24|Rogue}} to take a Bonus Action. You can take a Bonus Action only when a special ability, a spell, or another feature of the game states that you can do something as a Bonus Action. You otherwise don’t have a Bonus Action to take.&lt;br /&gt;
&lt;br /&gt;
You can take only one Bonus Action on your turn, so you must choose which Bonus Action to use if you have more than one available.&lt;br /&gt;
&lt;br /&gt;
You choose when to take a Bonus Action during your turn unless the Bonus Action’s timing is specified. Anything that deprives you of your ability to take actions also prevents you from taking a Bonus Action.&lt;br /&gt;
&lt;br /&gt;
===Reactions===&lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.10&amp;quot; /&amp;gt; Certain special abilities, {{5e24lc|Spell}}s, and situations allow you to take a special action called a Reaction. A Reaction is an instant response to a trigger of some kind, which can occur on your {{5e24lc|Turn}} or on someone else’s. The {{5e24|Opportunity Attack}}&amp;lt;!--, described later in “Playing the Game,”--&amp;gt; is the most common type of Reaction.&lt;br /&gt;
&lt;br /&gt;
When you take a Reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another {{5e24lc|Creature}}’s turn, that creature can continue its turn right after the Reaction.&lt;br /&gt;
&lt;br /&gt;
In terms of timing, a Reaction takes place immediately after its trigger unless the Reaction’s description says otherwise.&lt;br /&gt;
&lt;br /&gt;
===Attack===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block; float:right; max-width: 30svw;&amp;quot;&amp;gt;{{5e24 Rules Glossary}}&amp;lt;/div&amp;gt;  &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.177&amp;quot;&amp;gt;{{Pub|SRD 5.2}} p.177.&amp;lt;/ref&amp;gt; &lt;br /&gt;
When you take the Attack {{5e24lc|Action}}, you can make one {{5e24lc|Attack Roll}} with a {{5e24lc|Weapon}} or an {{5e24|Unarmed Strike}}. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;{{anchor|Equipping and Unequipping Weapons}}.&amp;#039;&amp;#039;&amp;#039; You can either {{anchor|equip}} or {{anchor|unequip}} one {{5e24lc|Weapon}} when you make an attack as part of this action. You do so either before or after the attack. If you equip a weapon before an attack, you don’t need to use it for that attack. Equipping a weapon includes drawing it from a sheath or picking it up. Unequipping a weapon includes sheathing, stowing, or dropping it. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;{{anchor|Moving between Attacks}}.&amp;#039;&amp;#039;&amp;#039; If you {{5e24lc|Move}} on your {{5e24lc|Turn}} and have a feature, such as {{5e24|Extra Attack}}, that gives you more than one attack as part of the Attack action, you can use some or all of that {{5e24lc|Movement}} to move between those attacks. &lt;br /&gt;
&amp;lt;hr style=&amp;quot;border-top:solid 1px gold;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dash===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block; float:right; max-width: 30svw;&amp;quot;&amp;gt;{{5e24 Rules Glossary}}&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.180&amp;quot;&amp;gt;{{Pub|SRD 5.2}} p.180.&amp;lt;/ref&amp;gt; When you take the Dash {{iplink|Action}}, you gain extra {{5e24lc|Movement}} for the current {{5e24lc|Turn}}. The increase equals your {{5e24|Speed}} after applying any modifiers. With a Speed of 30 feet, for example, you can move up to 60 feet on your turn if you Dash. If your Speed of 30 feet is reduced to 15 feet, you can move up to 30 feet this turn if you Dash.&lt;br /&gt;
&lt;br /&gt;
If you have a special speed, such as a {{5e24|Fly Speed}} or {{5e24|Swim Speed}}, you can use that speed instead of your Speed when you take this action. You choose which speed to use each time you take it. See also “Speed.”&lt;br /&gt;
&amp;lt;hr style=&amp;quot;border-top:solid 1px gold;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Disengage===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block; float:right; max-width: 30svw;&amp;quot;&amp;gt;{{5e24 Rules Glossary}}&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.181&amp;quot;&amp;gt;{{Pub|SRD 5.2}} p.181.&amp;lt;/ref&amp;gt; If you take the Disengage {{iplink|Action}}, your {{5e24lc|Movement}} doesn’t provoke {{5e24|Opportunity Attack}}s for the rest of the current {{5e24lc|Turn}}.&lt;br /&gt;
&amp;lt;hr style=&amp;quot;border-top:solid 1px gold;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dodge===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block; float:right; max-width: 30svw;&amp;quot;&amp;gt;{{5e24 Rules Glossary}}&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.181&amp;quot;&amp;gt;{{Pub|SRD 5.2}} p.181.&amp;lt;/ref&amp;gt; If you take the Dodge {{iplink|Action}}, you gain the following benefits: until the start of your next {{5e24lc|Turn}}, any {{5e24lc|Attack Roll}} made against you has {{5e24|Disadvantage}} if you can see the attacker, and you make {{5e24|Dexterity}} {{5e24lc|Saving Throw}}s with {{5e24|Advantage}}.&lt;br /&gt;
&lt;br /&gt;
You lose these benefits if you have the {{5e24|Incapacitated}} condition or if your {{5e24|Speed}} is 0.&lt;br /&gt;
&amp;lt;hr style=&amp;quot;border-top:solid 1px gold;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block; float:right; max-width: 30svw;&amp;quot;&amp;gt;{{5e24 Rules Glossary}}&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.182183&amp;quot;&amp;gt;{{Pub|SRD 5.2}} p.182-183.&amp;lt;/ref&amp;gt; When you take the Help {{iplink|Action}}, you do one of the following.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;{{anchor|Assist an Ability Check}}.&amp;#039;&amp;#039;&amp;#039; Choose one of your {{5e24lc|Skill}} or {{5e24|Tool Proficiency|tool proficiencies}} and one {{5e24lc|Ally}} who is near enough for you to assist verbally or physically when they make an {{5e24lc|Ability Check}}. That ally has {{5e24|Advantage}} on the next ability check they make with the chosen skill or tool. This benefit expires if the ally doesn’t use it before the start of your next {{5e24lc|Turn}}. The {{5e24|GM}} has final say on whether your assistance is possible.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;{{anchor|Assist an Attack Roll}}.&amp;#039;&amp;#039;&amp;#039; You momentarily distract an {{5e24lc|Enemy}} within 5 feet of you, giving Advantage to the next {{5e24lc|Attack Roll}} by one of your allies against that enemy. This benefit expires at the start of your next turn.&lt;br /&gt;
&amp;lt;hr style=&amp;quot;border-top:solid 1px gold;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Hide===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block; float:right; max-width: 30svw;&amp;quot;&amp;gt;{{5e24 Rules Glossary}}&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.183&amp;quot;&amp;gt;{{Pub|SRD 5.2}} p.183.&amp;lt;/ref&amp;gt; With the Hide {{iplink|Action}}, you try to hide yourself. To do so, you must succeed on a {{5e24|DC}} 15 {{5e24|Dexterity}} ({{5e24|Stealth}}) {{5e24lc|Check}} while you’re {{5e24|Heavily Obscured}} or behind {{5e24|Three-Quarters Cover}} or {{5e24|Total Cover}}, and you must be out of any enemy’s line of sight; if you can see a {{5e24lc|Creature}}, you can discern whether it can see you.&lt;br /&gt;
&lt;br /&gt;
On a successful {{5e24lc|Check}}, you have the {{5e24|Invisible}} condition while hidden. Make note of your check’s total, which is the DC for a creature to find you with a {{5e24|Wisdom}} ({{5e24|Perception}}) check.&lt;br /&gt;
&lt;br /&gt;
You stop being hidden immediately after any of the following occurs: you make a sound louder than a whisper, an enemy finds you, you make an {{5e24lc|Attack Roll}}, or you cast a {{5e24lc|Spell}} with a {{5e24|Verbal}} component.&lt;br /&gt;
&amp;lt;hr style=&amp;quot;border-top:solid 1px gold;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Influence===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block; float:right; max-width: 30svw;&amp;quot;&amp;gt;{{5e24 Rules Glossary}}&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.184&amp;quot;&amp;gt;{{Pub|SRD 5.2}} p.184.&amp;lt;/ref&amp;gt; With the Influence {{iplink|Action}}, you urge a {{5e24lc|Monster}} to do something. Describe or roleplay how you’re communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The {{5e24|GM}} then determines whether the monster feels {{iplink|willing}}, {{iplink|unwilling}}, or {{iplink|hesitant}} due to your interaction; this determination establishes whether an {{5e24lc|Ability Check}} is necessary, as explained below.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;{{anchor|Willing}}.&amp;#039;&amp;#039;&amp;#039; If your urging aligns with the monster’s desires, no ability check is necessary; the monster fulfills your request in a way it prefers.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;{{anchor|Unwilling}}.&amp;#039;&amp;#039;&amp;#039; If your urging is repugnant to the monster or counter to its {{5e24lc|Alignment}}, no ability check is necessary; it doesn’t comply.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;{{anchor|Hesitant}}.&amp;#039;&amp;#039;&amp;#039; If you urge the monster to do something that it is hesitant to do, you must make an ability check, which is affected by the monster’s attitude: {{5e24|Indifferent}}, {{5e24|Friendly}}, or {{5e24|Hostile}}, each of which is defined in this glossary. The {{iplink|Influence Checks}} table suggests which ability check to make based on how you’re interacting with the monster. The {{5e24|GM}} chooses the check, which has a default {{5e24|DC}} equal to 15 or the monster’s {{5e24|Intelligence}} score, whichever is higher. On a successful check, the monster does as urged. On a failed check, you must wait 24 hours (or a duration set by the GM) before urging it in the same way again.&lt;br /&gt;
{| class=&amp;quot;zebra small&amp;quot; style=&amp;quot;border:solid 1px gainsboro; border-radius:0.5em;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|{{anchor|Influence Checks}}&lt;br /&gt;
|-&lt;br /&gt;
!Ability Check &lt;br /&gt;
!Interaction&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Charisma}} ({{5e24|Deception}}) &lt;br /&gt;
|Deceiving a {{5e24lc|Monster}} that understands you&lt;br /&gt;
|-&lt;br /&gt;
|Charisma ({{5e24|Intimidation}}) &lt;br /&gt;
|Intimidating a monster&lt;br /&gt;
|-&lt;br /&gt;
|Charisma ({{5e24|Performance}}) &lt;br /&gt;
|Amusing a monster&lt;br /&gt;
|-&lt;br /&gt;
|Charisma ({{5e24|Persuasion}}) &lt;br /&gt;
|Persuading a monster that understands you&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Wisdom}} ({{5e24|Animal Handling}}) &lt;br /&gt;
|Gently coaxing a {{5e24|Beast}} or {{5e24|Monstrosity}}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr style=&amp;quot;border-top:solid 1px gold;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Magic===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block; float:right; max-width: 30svw;&amp;quot;&amp;gt;{{5e24 Rules Glossary}}&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.185&amp;quot;&amp;gt;{{Pub|SRD 5.2}} p.185.&amp;lt;/ref&amp;gt; When you take the Magic {{iplink|Action}}, you cast a {{5e24lc|Spell}} that has a {{5e24lc|Casting Time}} of an action or use a feature or {{5e24lc|Magic Item}} that requires a Magic action to be activated.&lt;br /&gt;
&lt;br /&gt;
If you cast a spell that has a casting time of 1 {{5e24lc|Minute}} or longer, you must take the Magic action on each {{5e24|Turn}} of that casting, and you must maintain {{5e24|Concentration}} while you do so. If your Concentration is broken, the spell fails, but you don’t expend a {{5e24lc|Spell Slot}}. See also “Concentration.”&lt;br /&gt;
&amp;lt;hr style=&amp;quot;border-top:solid 1px gold;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ready===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block; float:right; max-width: 30svw;&amp;quot;&amp;gt;{{5e24 Rules Glossary}}&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.186187&amp;quot;&amp;gt;{{Pub|SRD 5.2}} p.186-187.&amp;lt;/ref&amp;gt; {{5e24|You}} take the Ready {{iplink|Action}} to wait for a particular circumstance before you act. To do so, you take this action on your {{5e24lc|Turn}}, which lets you act by taking a {{5e24|Reaction}} before the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
First, you decide what perceivable circumstance will trigger your Reaction. Then, you choose the {{5e24lc|Action}} you will take in response to that trigger, or you choose to {{5e24lc|Move}} up to your {{5e24|Speed}} in response to it. Examples include “If the {{5e24lc|Cultist}} steps on the trapdoor, I’ll pull the lever that opens it,” and “If the {{5e24lc|Zombie}} steps next to me, I move away.”&lt;br /&gt;
&lt;br /&gt;
When the trigger occurs, you can either take your Reaction right after the trigger finishes or ignore the trigger.&lt;br /&gt;
&lt;br /&gt;
When you Ready a {{5e24lc|Spell}}, you cast it as normal (expending any resources used to cast it) but hold its energy, which you release with your Reaction when the trigger occurs. To be readied, a spell must have a {{5e24lc|Casting Time}} of an action, and holding on to the spell’s magic requires {{5e24|Concentration}}, which you can maintain up to the start of your next turn. If your Concentration is broken, the spell dissipates without taking effect.&lt;br /&gt;
&amp;lt;hr style=&amp;quot;border-top:solid 1px gold;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Search===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block; float:right; max-width: 30svw;&amp;quot;&amp;gt;{{5e24 Rules Glossary}}&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.187&amp;quot;&amp;gt;{{Pub|SRD 5.2}} p.187.&amp;lt;/ref&amp;gt; When you take the Search {{iplink|Action}}, you make a {{5e24|Wisdom}} {{5e24lc|Check}} to discern something that isn’t obvious. The Search table suggests which {{5e24lc|Skill}}s are applicable when you take this action, depending on what you’re trying to detect.&lt;br /&gt;
{| class=&amp;quot;zebra small&amp;quot; style=&amp;quot;border:solid 1px gainsboro; border-radius:0.5em;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|Search&lt;br /&gt;
|-&lt;br /&gt;
!Skill &lt;br /&gt;
!Thing to Detect&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Insight}} &lt;br /&gt;
|Creature’s state of mind&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Medicine}} &lt;br /&gt;
|Creature’s ailment or cause of death&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Perception}} &lt;br /&gt;
|Concealed creature or object&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Survival}}&lt;br /&gt;
|Tracks or food&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr style=&amp;quot;border-top:solid 1px gold;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Study===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block; float:right; max-width: 30svw;&amp;quot;&amp;gt;{{5e24 Rules Glossary}}&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.189&amp;quot;&amp;gt;{{Pub|SRD 5.2}} p.189.&amp;lt;/ref&amp;gt; When you take the Study {{iplink|Action}}, you make an {{5e24|Intelligence}} {{5e24lc|Check}} to study your memory, a book, a clue, or another source of knowledge and call to mind an important piece of information about it.&lt;br /&gt;
&lt;br /&gt;
The {{iplink|Areas of Knowledge}} table suggests which skills are applicable to various areas of knowledge.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;zebra small&amp;quot; style=&amp;quot;border:solid 1px gainsboro; border-radius:0.5em;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot;|{{anchor|Areas of Knowledge}}&lt;br /&gt;
|-&lt;br /&gt;
!Skill &lt;br /&gt;
!Areas&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Arcana}} &lt;br /&gt;
|{{5e24|Spell}}s, {{5e24lc|Magic Item}}s, {{5e24lc|Eldritch Symbol}}s, magical traditions, {{5e24lc|Plane}}s of existence, and certain creatures ({{5e24|Aberration}}s, {{5e24|Construct}}s, {{5e24|Elemental}}s, {{5e24|Fey}}, and {{5e24|Monstrosity|Monstrosities}})&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|History}} &lt;br /&gt;
|Historic events and people, ancient civilizations, wars, and certain creatures ({{5e24|Giant}}s and {{5e24|Humanoid}}s)&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Investigation}} &lt;br /&gt;
|{{5e24|Trap}}s, ciphers, riddles, and gadgetry&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Nature}} &lt;br /&gt;
|Terrain, flora, weather, and certain creatures ({{5e24|Beast}}s, {{5e24|Dragon}}s, {{5e24|Ooze}}s, and {{5e24|Plant}}s)&lt;br /&gt;
|-&lt;br /&gt;
|{{5e24|Religion}} &lt;br /&gt;
|{{5e24|Deity|Deities}}, religious hierarchies and rites, {{5e24lc|Holy Symbol}}s, cults, and certain creatures ({{5e24|Celestial}}s, {{5e24|Fiend}}s, and {{5e24|Undead}})&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr style=&amp;quot;border-top:solid 1px gold;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Utilize===&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:block; float:right; max-width: 30svw;&amp;quot;&amp;gt;{{5e24 Rules Glossary}}&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;ref name=&amp;quot;srd52.191&amp;quot;&amp;gt;{{Pub|SRD 5.2}} p.191.&amp;lt;/ref&amp;gt; You normally interact with an {{5e24lc|Object}} while doing something else, such as when you draw a {{5e24lc|Sword}} as part of the {{5e24|Attack}} action. When an object requires an {{5e24lc|Action}} for its use, you take the Utilize action.&lt;br /&gt;
&amp;lt;hr style=&amp;quot;border-top:solid 1px gold;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{nav|{{5e24|Proficiency}}|{{5e24|Social Interaction}}}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;!--gi-main--&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;source&amp;quot;&amp;gt;&lt;br /&gt;
==Sources and Notes==&lt;br /&gt;
:* {{Cite Pub|Rules Gkossary}} Licensed: [[CC-BY]]&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{5e24 Footer|SRD 5.2|CC-BY}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;!--source--&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;!--grid-container-std--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Rlyehable</name></author>
	</entry>
</feed>