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Dungeons & Dragons: Guide To Bonus Actions

Susan Sarandon
Susan SarandonOriginal
2024-11-12 16:34:02585browse

Learning the action economy rules of Dungeons & Dragons can be a tedious and imposing challenge for first-time enjoyers. With Actions, Bonus Actions, Reactions, Free Actions - the list of possible choices one can make on any given turn of combat can be exhausting. But Bonus Actions are thankfully one of the easiest to perform once you learn the ropes.

Dungeons & Dragons: Guide To Bonus Actions

For those wanting to dual wield, cast spells, or master their class feats, knowing the ins and outs of Bonus Actions will be paramount to your success. So pull out your handbooks, strap in, and grab your dice because you'll want to apply all you've learned to your next Dungeons & Dragons session.

Updated on November 8, 2024, by Alexis Campbell: With the 2024 Player's Handbook and Dungeon Master's Guide available, we've updated this guide to ensure we have the most up-to-date information available regarding bonus actions for both the 2014 and 2024 versions of D&D fifth edition.

What Is A Bonus Action?

Dungeons & Dragons: Guide To Bonus Actions

When dipping your foot into the waters of action economy, it's best to focus on each part's key components. For Bonus Actions, the most important things to keep in mind are:

  • Bonus Actions do not cost a full Action.
  • They can only be used in conjunction with specific feats or spells (they are always marked).
  • At any point during your turn, you can use a Bonus Action. You can use it before or after an action, a movement, or at any other time.
  • You cannot use more than one Bonus Action on a single turn. Therefore, if you have multiple feats that use a Bonus Action, you can only choose to use one.
  • If you are afflicted by a negative status that subdues your use of Actions, you will also lose your Bonus Action.
  • If you have a positive status that allows you to perform more than one Action (like Extra Attack, Action Surge, or Haste), you are still limited to only one Bonus Action per turn.

There are no legitimate handbook rules, items, feats, spells, or potions that allow a character to have more than one Bonus Action.

Uses For Bonus Actions

Dungeons & Dragons: Guide To Bonus Actions

Bonus Actions have several uses you'll likely experience through your general instance of combat. For instance, Dual Wielding calls for the continuous use of Bonus Actions.

Example: If you have two light weapons like two daggers, you can make an Action attack for 1d4 your Dexterity modifier. Then, you can use a Bonus Action to attack for a static 1d4, no modifier (unless you have Two-Weapon Fighting).

To wield more than one weapon and use an Off-Hand Attack as your Bonus Action, the weapon held in your off-hand must have the Light property in order to be wielded.

Dungeons & Dragons: Guide To Bonus Actions

Certain spells can be cast as Bonus Actions. This means you can cast a normal leveled spell or make a melee attack and use a Bonus Action to cast one of the applicable spells.

The most common spells for Bonus Action use are typically Hunter's Mark and Healing Word. However, if you have the Quicken Spell feat for Sorcerer, you will also get the chance to cast any Cantrip spell as a Bonus Action.

All Bonus Action Castable Spells

Spell Name

Class

Level

Range

Components

Description

Shillelagh

Druid

Cantrip

Touch

V S M (Mistletoe, a shamrock leaf, and a club or quarterstaff)

When dealing melee damage with weapon, use Spellcasting modifier instead of Strength and use 1d8 die instead of normal damage die. Weapon also becomes magical.

Healing Word

Bard, Cleric, Druid

1

60ft

V

Creature of choice within sight regains 1d4 Spellcasting modifier. Increase 1d4 for each increased slot level.

Hex

Warlock

1

90ft

V S M (the petrified eye of a newt)

Deal extra 1d6 necrotic on creature within sight when hitting with an attack. Choose one ability for target to have disadvantage on. Use a Bonus Action when creature dies to move the Hex.

Hail of Thorns

Ranger

1

Self

V

On next, successful ranged attack, rain thorns for 1d10 extra piercing damage on failed Dexterity save or half as much on a success.

Ensnaring Strike

Ranger

1

Self

V

The next time you successfully make a weapon attack, you create ensnaring vines. The target must make a Strength save or become Restrained and take 1d6 piercing damage at the start of each of its turns. Large creatures have Advantage on their saving throw.

Expeditious Retreat

Artificer, Sorcerer, Warlock, Wizard

1

Self

V S

You can take the Dash action as a Bonus Action.

Divine Favour

Cleric (War Domain), Paladin

1

Self

V S

Weapon deals extra 1d4 radiant damage.

Hunter's Mark

Ranger, Paladin (Oath of Vengeance)

1

90ft

V

Mark one target and deal extra 1d6 when hitting with a weapon attack. Gain advantage on Perception and Survival checks as well. Use Bonus Action when creature dies to move the Hunter's Mark.

Sanctuary

Cleric, Paladin (Oath of Vengeance)

1

30ft

V S M (A small silver mirror)

Ward creature within sight against attacks. If attacked, enemy must make a Wisdom saving throw or lose the attack or spell. If the warded creature attacks or casts an affecting spell on any enemy, this spell ends.

Searing Smite

Paladin

1

Self

V

Deal extra d6 fire damage with inflamed weapon and ignite enemy with flames. Enemy must make a Constitution saving throw at start of each of its turns and either takes another d6 of fire damage (fail) or puts out the fire (success).

Thunderous Smite

Paladin

1

Self

V

Deal extra 2d6 thunder damage and push target away 10ft then knock prone on a failed Strength save.

Wrathful Smite

Paladin

1

Self

V

Deal extra 1d6 psychic damage and cause Frightened condition on target on a failed Wisdom save.

Compelled Duel

Paladin

1

30ft

V

Creature within sight and range must make a Wisdom save and is compelled to fight you on a fail. It suffers disadvantage on attacks against other creatures that are not you and must succeed a Wisdom save to move more than 30ft away from you.

Shield of Faith

Cleric, Paladin

1

60ft

V S M (A small parchment with a bit of holy text written on it)

Ward a creature within sight for 2 AC.

Spiritual Weapon

Cleric

2

60ft

V S

Summon a spiritual weapon and make a melee attack for 1d8 Spellcasting modifier. Use Bonus Action to move this weapon 20ft in any direction and attack with it.

Misty Step

Sorcerer, Warlock, Wizard

2

60ft

V

Teleport 30ft to a place you can see.

Flame Blade

Druid

2

Self

V S M (Leaf of sumac)

Summon a fiery blade. Use an action to make a melee attack with this blade for 3d6 fire damage. It lights brightly a 10ft radius and dimly an additional 10ft.

Shadow Blade

Sorcerer, Warlock, Wizard

2

Self

V S

Summon a shadowy blade with light, finesse, and thrown properties. Deal 2d8 psychic damage on a hit, and when using in dim light or darkness, make attack rolls with advantage.

Branding Smite

Paladin

2

Self

V

Deal extra 2d6 radiant damage and cause target to emit 5ft radius light. Target, if invisible, becomes visible and cannot become invisible while lit.

Dragon's Breath

Sorcerer, Wizard

2

Touch

V S M (a hot pepper)

Touch one creature and give it the ability to breathe choice of magical energy: fire, cold, acid, lightning, or poison. They can expel it in a 15ft cone dealing 3d6 damage on a target's failed Dexterity save or half as much on their success.

Magic Weapon

Cleric (War Domain), Paladin, Wizard

2

Touch

V S

Touched weapon becomes a magical weapon with 1 bonus to attack and damage rolls. Bonus increases by 1 at the 4th and 6th level slots.

Mass Healing Word

Cleric

3

V

Heal up to 6 creatures within sight by 1d4 Spellcasting modifier. Add 1d4 for each spell level casted up.

Blinding Smite

Paladin

3

Self

V

Deal extra 3d6 radiant damage and Blind target on a failed Constitution save.

Lightning Arrow

Ranger

3

Self

V S

The next ranged attack (ammunition, arrow, thrown weapon, etc.) becomes a lightning bolt and deals 4d8 lightning damage on a hit and half on a miss. All creatures within 10ft must also make a Dexterity save, taking 2d8 lightning damage on fail and half on success.

Ashardalon's Stride

Artificer, Ranger, Sorcerer, Wizard

3

Self

V S

Increase speed by 20ft and become immune to opportunity attacks. When moving within 5ft of a creature, they take 1d6 fire damage.

Grasping Vine

Cleric (Nature Domain), Druid, Ranger

4

30ft

V S

Summon a vine in unoccupied space within sight. Any creature you direct it to attack (within 30ft range) must make a Dexterity save or be pulled toward it 20ft. Direct this vine on subsequent turns as a Bonus Action.

Staggering Smite

Paladin

4

Self

V

Deal extra 4d6 psychic damage and inflict disadvantage on saving throws and ability checks (as well as prevent Reactions) on a failed Wisdom save.

Banishing Smite

Paladin

5

Self

V

Deal extra 5d10 force damage. If damage reduces target to 50 health points or fewer, banish it to its home plane or (if already on home plane) to a harmless demiplane where it is incapacitated.

Holy Weapon

Cleric, Paladin

5

Touch

V S

Touched weapon emits 30ft radius bright light and additional 30ft dim light. Weapon attacks made with it deal extra 2d8 radiant damage and has the magical property. As a bonus action, dismiss the spell and cause it to burst dealing 4d8 radiant damage and blinding targets within 30ft that fail a Constitution save. On a success, they take half as much damage and are not Blinded.

Swift Quiver

Ranger

6

Touch

V S M (a quiver containing at least one piece of ammunition)

Create endless store of nonmagical ammunition. Use Bonus Action on future turns to make two attacks with a weapon that uses this ammunition.

Divine Word

Cleric

7

30ft

V

Choose any number of creatures within sight and range and inflict a Charisma save. On a failed save, cause an effect based on health points.

Blade of Disaster

Sorcerer, Warlock, Wizard

9

60ft

V S

Create a 3ft-long planar rift in the shape of a blade. Make up to two melee attacks with this blade to deal 4d12 force damage (and deal extra 8d12 Critical damage on rolls of 18 or higher for 12d12 total damage). As a Bonus Action, move the blade up to 30ft and attack with it twice again.

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