The "Attack action" is a specific action; attacks are anything with an attack roll.
Before diving into the differences, this section on page 192 of the PHB is useful:
When you take your action on your turn, you can take one of the actions listed here, an action gained from your class or a special feature, or an action that you improvise
You were quoted the rules incorrectly.
First, Eldritch Blast has a casting time of 1 action (PHB p.237). You've only got one action on your turn, so you can only cast Eldritch Blast once. ("Off the shelf," that is. There are features, like the Sorceror's Quickened Spell, Action Surge, or even time stop that might change this.)
Boom. That's it. They can't ...
Cunning Action absolutely does let you Dash again, but Dash doesn't work quite like you're remembering (PHB, p. 192):
When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers.
Speed and movement are separate concepts in 5e. Usually your allowed movement for the turn = your ...
Anyone wielding two light weapons can attack with one weapon and use a bonus action to make an offhand attack.
The Rogue's having Cunning Action as an option does not prevent them from instead choosing other bonus actions. The restriction only applies to Cunning Action itself - if the Rogue chooses to use Cunning Action, only Dash, Disengage, and Hide can ...
Your players are right. An unconscious character can consume a potion administered by another player.
This is held up by this sage advice entry, by Jeremy Crawford, a 5e designer.
@JeremyECrawford Can potions be administered to unconscious characters as an action? Aspirating being the issue.
10:01 PM - 18 Aug 2015
Realistically, weapons too large or unwieldy to sheathe were simply carried in-hand until they were used. Realistically, anyone wielding one had a sidearm sheathed on their hip, as well—which is what swords often were, something to carry when you couldn’t bring your weapon-of-war around, or if you lost that in a battle.
Also, just to be clear, people ...
No, there are no ways to gain an additional bonus action. Note that I didn't say no others - the Haste spell doesn't give you one either.
Until the spell ends, the target [...] gains an additional action on each
of its turns. That action can be used only to take the
Attack (one weapon attack only), Dash, Disengage, Hide,
or Use an Object action.
Yes, a fighter gets their extra attack when using action surge
Action surge gives you an extra action on your turn:
On your turn, you can take one additional action on top of your regular action and a possible bonus action.
There is no restriction on what this action can be used for. Using it to take the Attack action would indeed then trigger Extra ...
The caster continues casting the spell.
Taking the same quotes from @Xirema's answer, we have the following for casting spells with a long casting time:
Certain spells (including spells cast as rituals) require more time to
cast: minutes or even hours. When you cast a spell with a casting time
longer than a single action or reaction, you must spend ...
Drawing an arrow from a quiver is part of the action of attacking with a longbow
Longbows (and all ranged weapons that fire projectiles) have the ammunition property which says:
Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon).
Thus, it is not an object interaction or ...
Treat turns as simultaneous
To ensure better coordination, the DM might describe turns as simultaneous (they are, apparently).
Example 1. The cleric casts Turn Undead. The DM says, which undead were affected by describing them starting to flee. It doesn't matter that, mechanically, they will do only in their turn - they already have made their saving ...
The rule for bonus actions says:
You choose when to take a bonus action during your turn, unless the bonus action's timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.
So unless the bonus action specifies that you have to take it at a specific time, you can take the bonus ...
No. The Amazing Light Speed Horse™ cannot move an infinite distance
(And what distance it does move without taking the dash action is at a speed of at most movement per round, and with the dash action is 2×movement per round.)
Per the definition of movement from the Basic Rules v 0.3, page 63, and also from the Player's Handbook, page 181:
The misconception here is that you don't have "a bonus action" just lying around that you "fill" with a Bonus Action. When something says that you can use a bonus action, that means you have that bonus action lying around. Any time a rule talks about having or using a bonus action, that is both making it available and permission to use it, not just ...
There are no specific rules vis a vis how a character starts combat. D&D5E attempts to avoid that kind of specificity when basic logic and reasoning will do:
If the character is hanging out in a tavern, his hands are empty... or full of food. Utensils are Improvised Weapons, by the way.
If the character is hanging from a chandelier, at least one hand ...
The Spellcaster would lose the spell
This is relatively straightforward. The rules for spellcasting state unambiguously that a caster casting a spell with a long casting time must use their action each turn to cast it:
Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting ...
No, because the Ready Action requires you to cast the spell as normal and then hold it, releasing it with your reaction later.
You are using your action to cast the spell on your turn.
PHB pg. 193 under Ready, emphasis mine:
When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs.
This Would Not Work
...but not because of the way the Darkness spell works.
This wouldn't work because of an issue with the way combat happens. Combat is taken in turns, but it doesn't actually happen in turns. Mechanically, only because of how hard it is to actually do otherwise, combat is consecutive, but in actuality, combat is simultaneous.
According to The ever useful d20PFSRD:
In a round of combat, you can do either :
1 Full-round action OR
1 Standard action plus 1 Move action (in any order) OR
2 Move actions (effectively trading your Standard action for a Move action)
Plus a combination of :
1 Swift or Immediate Action AND
Any number of Free Actions AND
Any number of "Not an Action" ...
On your turn, you can move and perform an action. The ready action is, as you point out, an action like any other. This means that on your turn you can move and take the ready action.
The Ready Action
The ready action allows you to react to a specific, "perceivable circumstance."
To do so, you can take the Ready action on your turn so that ...
The way bonus actions work is:
You can't take more than one bonus action per turn
If using an ability/spell/whatever is done as a bonus action, you can do it (bearing in mind #1)
So bonus actions aren't something you have or are granted — they are something you do up to a limit of one. Casting the spell is itself doing or taking the bonus action. Anything ...
No. Actions cannot be traded for bonus actions.
Various class features, spells and other abilities let you take an additional action on your turn called a bonus action.
You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one.
You choose when to take your bonus action during your ...
No it doesn't give you another bonus action. The optional part is that if you haven't used your bonus action that turn you can still use it after the Action Surge (AS).
So it could be:
Action → Bonus Action → AS Action
Action → AS Action → Bonus Action
To quote the rules:
You can take only one bonus action on your turn, so you must choose which ...
There's nothing in the Ready action description that would prevent readying Disengage. When you ready an action you:
decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose
to move up to your speed in response to it.
The perceivable circumstance is that the ...
You seem to have misunderstood one of the most fundamental rules of Dungeon World:
You don't make the moves
Moves just happen when their trigger is met. That means you cannot tell your GM that you wish to, for example, take the "Defend" move. You have to narrate what your character does. If that triggers a move, then the move happens.
For example, if you ...
Unfortunately, it would require your action. You can sheath a weapon or draw a weapon using your free object interaction, but not both. (Addendum: The Dual Wielder feat allows you to draw 2 weapons or sheath 2 weapons using a single object interaction. Note that this does nothing to fix your problem, it just seemed worth mentioning.)
A Rogue with the Thief ...
Under no circumstances is a wand classified as a one-handed weapon. It does not appear on the weapons table, and all it is capable of doing is letting the user cast the spell contained within:
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile ...
Yes, and they don't need to ready an action to do it
Say their movement is 30ft. They expend their movement for 30ft, use their action to Dash for an extra 30ft, then Bonus action to Dash again with an additional 30ft.
90ft in total - triple their base movement
Here's a question that covers Dashing twice on the same round:
Can you dash twice on the same ...
No, drawing a weapon does not take an action. Nor does picking up a dropped weapon. Both answers are found in the "Interacting with Objects Around You" sidebar on page 190 in the Player's Handbook (PHB):
Here are a few examples of the sorts of thing you can do in tandem
with your movement and action:
draw or sheathe a sword
pick up a ...