Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.
Action Surge
You can take one additional action on your turn. This can be used 1 times per short rest.
Improved Criticals
Crit hits on a 19
Actions
Abilities that take require an action, bonus action or reaction.
Longsword
Melee Weapon
+6 to hit
1d8+4 slashing
Poison Breath
You can use your action to exhale destructive energy. When you use your breath weapon, each creature in a 15 foot cone must make a saving throw, the type of which is determined by your draconic ancestry. The DC for this saving throw is 12. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. After you use your breath weapon, you can’t use it again until you complete a short or long rest
Second Wind
Once per short rest, you can use a bonus action to regain 1d10 + 3 HP.
Spellslots & Other Counters
Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.
Spells
Cantrips
Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.
Spells
Levelled spells. These consume spellslots of that level, unless stated otherwise.