@Filthy Lucre , what additional actions would like to see? Not including class specific actions, the general actions available on your turn are below. That is a lot of options. What else are you looking for?
EDIT: Also, Feats give you a lot more combat options. The Martial Adept feat alone can give any character access to two maneuvers.
Movement:
Move up to your speed
Get up from prone
flank (optional flanking rule in DMG)
Bonus Action:
Cast a spell
Make an attack with an off-hand weapon
Use a class feature
Action:
Attack (class specific but many options here)
Cast a spell (class specific, but many options here)
Cleave through creatures (optional rule in DMG)
Dodge
Dash
Disengage
Disarm (optional rule in DMG)
Dodge
Escape
Grapple (an Attack action)
Help
Hide
Improvised Actions:
- Ability Checks (PHB)
- Advantage and Disadvantage (DMG)
- Damage severity by level (DMG)
- Improvising damage (DMG)
- Object Armor Class (DMG)
- Object Hit Points (DMG)
- Targets in areas of effect (DMG)
- Typical Difficulty Classes (PHB & DMG)
- Mob attacks (DMG)
- Using Ability Scores (DMG)
Make an Ability / Skill Check
Mark (optional rule in DMG)
Overrun (optional rule in DMG)
Ready (an Action)
Search
Shove a creature
Shove Aside (optional rule in DMG)
Tumble (optional rule in DMG)
Use a class feature
Use an object
Additional Optional Rules to review (DMG):
Facing
Flanking
Lingering injuries
Massive Damage
Morale
Additionally, advice on adjudicating actions:
Some advice for
Cinematic combat stunts on D&D Beyond
Advice on
Improvised Actions from Sly Flourish