Action Economy

A round of combat last 6 second in D&D, and during those 6 seconds there are the 6 things that you are allowed to do. To make the most out of a round of combat you want to make sure you are utilizing everything you have available.
  The 6 different things you can do are:
•Move
•Take an Action
•Take a Bonus Action
•Take an Interact Action
•Take a Reaction
•Take a Free Action
  You can do ALL of those things during a single round if you have the available abilities, details below.
 

Moving

On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, your movement can include jumping, climbing, and swimming, and you can even break up your move between actions or attacks.   Moving through DIFFICULT TERRAIN as well as moving while prone take 2x the move speed. Moving through difficult terrain while prone cost a combined 3x the move speed. Dropping prone is free, but to stand back up it takes half of you max move speed.
 

Take an Action

When you take your action on your turn, you can take one of the actions presented HERE , an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks.
  When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure.
[article:c2a072bb-4d8b-44f3-a559-03bc47056e06]  

Take an Interaction Action

You can interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack.   If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions.   The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge.
 

Take a Bonus Action

Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take.   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 available.   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.
 

Take a Reaction

Certain special abilities, spells, 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 turn or on someone else’s. The opportunity attack is the most common type of reaction, which you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature willingly leaves your reach. A creature flung by an explosion would not trigger an oppurtunity attack.   When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction.
 

Take a Free Action

Your turn can include a variety of flourishes that require neither your action nor your move.   You can communicate however you are able, through brief utterances and gestures, as you take your turn.   You can also drop your equipped weapon for free.