As an adventurer, you possess many skills to protect yourself and your allies during your adventures. Depending on your Background, Class, Race, and Equipment, you gain different feats, proficiencies, and other abilities.
Main page: Action
Main page: Bonus Action
Main page: Reaction
Reaction is a secondary resource a character can use during a combat round. It allows characters to perform various abilities - even outside their own turn - such as Opportunity Attacks.
Main page: Weapon Actions
Having a weapon equipped grants a character access to special Weapon Actions only usable while wielding that weapon. These are usually special attacks that can do bonus damage, hit multiple targets, debilitate foes, or move the character.
Main page: Feats
At certain levels, you have the choice between two points of Ability Score improvement or one Feat (though some Feats also include a single point of Ability Score Improvement). Feats can grant you certain types of Proficiency, give you spellcasting capabilities, or provide various other benefits.
Main page: Proficiency
See also: Proficiency Bonus
Proficiency indicates a specific talent your character has, whether it's knowing how to effectively handle a certain type of Weapon, fight in a certain type of Armour, or being talented in a specific Skill set such as Athletics or Animal Handling.
When you have a certain Proficiency, you gain Proficiency Bonus on corresponding rolls. The bonus added to the roll depends on your character's level.
Spellcasting is the ability to cast Spells. Through spellcasting, you can harm, heal, hinder, or buff targets. Different classes have different ways to learn, prepare, and channel their magic for spells.
Classes capable of spellcasting:
Conditions are the lingering effects of certain Spells, Class Features, etc. that may positively or negatively affect a creature. Knowing how to inflict, cure, or avoid certain Conditions can grant you the upper hand in many situations.
List of Conditions: All Conditions