Character
Identity & vitals.
Skills
Use modifiers, ranks, or notes.
Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuasion
Religion
Sleight of Hand
Stealth
Survival
Actions in Combat
Common things you can do on-turn (and off-turn).
AttackMake a weapon or unarmed strike.
Cast a Spell / TechniqueUse a spell, technique, or special ability.
DashMove again (gain extra movement).
DisengageMove away without provoking a free strike (if your rules use them).
DodgeFocus on defense until your next turn.
HelpGive an ally advantage or set them up for success.
HideAttempt to become unseen or hard to target.
ReadyPrepare an action to trigger on a condition.
SearchLook for something hidden or unclear.
Use an ObjectInteract with gear (bombs, potions, tools, etc.).
Grapple / ShoveControl positioning with an opposed check (if used).
ImproviseTry a creative move—your GM decides the roll.