# Act
The 'Act' action is actually a grouping of several more-specific actions one can take on their turn. See the options below for how your character may act when they take the Act action.
## Examine
To examine something or someone, you typically use your action to make either an [[Intelligence]] ([[Arcana]], [[History]], [[Investigation]], [[Nature]], or [[Religion]]) check of varying kinds—either on their own or against opposing checks. For example, you may use the Examine action to make an Arcana check to recall lore about a magical artifact or powerful wizard. Alternatively, you may examine a desk with an Investigation check against a grappled, squirming guard to find keys hidden on his person.
## Hide
When you take the Hide action, you make a [[Dexterity]] ([[Stealth]]) check in an attempt to hide, following the rules for hiding. If you succeed, you gain certain benefits, as described in the "[[Attack#Unseen Attackers and Targets|Unseen Attackers and Targets]]" section of the attack action. Often one will use their action to hide and will only be uncovered if the opposing threat rolls a higher number on a [[Wisdom]] ([[Perception]]) check.
## Influence
Using your action to Influence often involves one making a [[Charisma]] ([[Deception]], [[Intimidation]], [[Performance]], or [[Persuasion]]) check—either on their own or against opposing [[Wisdom]] ([[Insight]]) checks. Usually the DM has the final say as to whether or not your Influence works against a foe or opposing force.
## Search
More rarely used is the action to Search. Often passive checks for a [[Wisdom]] ([[Insight]], [[Medicine]], [[Perception]], or [[Survival]]) check are enough but sometimes the DM will require a dedicated action (of 6 seconds or more) to discover whether a foe is lying (Insight), or if an ally has contracted a disease (Medicine). Occasionally, you'll make these checks as part of this action against opposing [[Deception]], or [[Nature]] checks.