Modeling Tools
The modeling tools act on objects rather than on sketch entities: they add a node-group modifier to a body, so the solid they build keeps following the sketch it came from and stays editable in the modifier afterwards.
Reach them from the toolbar while no sketch is active, or with their global shortcut from anywhere in Object Mode (see the keymap). Each of them picks up what is already selected, and returns to the Select tool once it is done. Everything you set interactively can be corrected in the redo panel right after, and later on the modifier itself.
Extrude
View3D_OT_node_extrude
Add an extrude modifier node group
Pick a profile (a sketch's body, or a curve) and drag the depth, or type it. Mirror Extrude grows the solid to both sides of the profile, and Asymmetric lets the two sides differ.
A profile that isn't filled is extruded into open walls rather than a solid.
Revolve
View3D_OT_node_revolve
Revolve a 2D profile around a picked axis
Pick the profile, then the axis to turn it around: a mesh edge, a sketch or curve line, or one of the part's own axes, which are drawn while the axis is being picked. Angle is the sweep, Flip Direction turns it the other way, and Angular Resolution sets the largest angle per segment, so the step count adapts to the sweep.
Arrays
Both arrays share one toolbar button and one shortcut, which starts whichever of the two the toolbar shows. They copy the picked object with a node group, so the copies follow the original as it changes.
View3D_OT_node_array_linear
Add a linear array of the selected element
Drag out the direction and the spacing. While dragging, the row follows an axis, a mesh edge or a sketch line under the cursor, so it can be laid on an existing direction instead of eyeballed. Count is the number of copies and Use Total Distance makes the distance the whole span rather than the step between copies. A second Count and offset turn the row into a grid, and Merge by Distance welds copies that meet.
View3D_OT_node_array_circular
Add a circular array of the selected element around a picked axis
Pick the axis to turn around (a mesh edge, a sketch line or one of the part's own axes, as for the revolve), then drag out the count. Angle is the whole sweep the copies are spread over, or the turn between two of them with Use Total Angle off. Align Rotation turns each copy with the pattern, as a bolt circle does; with it off a copy keeps its orientation while travelling round.
Boolean
View3D_OT_node_boolean
Nondestructively boolean the active object with a cutter object
Pick the body that receives the boolean and the cutter to apply to it, either beforehand by selecting both or in the viewport. Operation is Difference, Union or Intersect, and Boolean Solver chooses between Exact and the much faster Manifold (the default for new booleans is a preference).
A solid cutter would hide the result, so its viewport display is switched to wireframe; set Cutter Display to Solid to keep it shaded. What a cutter looks like in a part, and how it travels with the body it cuts, is covered in parts and assemblies.
Automatic booleans
A new Extrude or Revolve that overlaps existing bodies is booleaned into them right away, so a pocket drawn on a face cuts what it sits on without a second step. The tool's redo panel picks the operation, and the Auto Boolean toggle in the tool settings bar turns the automatic detection off, leaving the new solid separate.