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odigity
2017-12-31, 11:40 PM
The Bonus Guide (A Mini-Guide to Bonus Actions)

Sources: Player's Handbook, Plane Shift: Zendikar, Sword Coast Adventurer's Guide, Volo's Guide to Monsters, Xanathar's Guide to Everything
See Also: Master of Reactions — A Mini-Guide (http://www.giantitp.com/forums/showthread.php?389171-Master-of-Reactions-%97-A-Mini-Guide)

Acronyms


BA := Bonus Action
BI := Barding Inspiration
CD := Channel Divinity
HP := Hit Points
LR := Long Rest
SP := Sorcery Points
SR := Short Rest (or Long Rest)


Color Legend


Verbatim Text
Ability / Feat / Spell
BA Summary
Conditions
Cost / Uses
Sourcebook


General Rules

I only know of one general rule that grants a bonus action.


Two-Weapon Fighting — "When you take the Attack action and attack with a light melee weapon that you're holding in one hand, you can use a bonus action to attack with a different light melee weapon that you're holding in the other hand. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative. • If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it."


Races


Aasimar (Fallen) — Necrotic Shroud — dismiss effect • Volo's
Aasimar (Protector) — Radiant Soul — dismiss effect • Volo's
Aasimar (Scourge) — Radiant Consumption — dismiss effect • Volo's
Firbolg — Hidden Step — turn invisible until start of next turn or hostility (1/SR) • Volo's
Goblin — Nimble Escape — Disengage or Hide • Volo's
Lizardfolk — Hungry Jaws — your bite attack; if hit, get Con bonus temp HP (1/SR) • Volo's
Orc — Aggressive — move your speed "towards" enemy (must end closer than where you start) • Volo's


Classes


Barbarian

All

01 Rage — enter/exit rage

Battlerager

03 Battlerager Armor — attack with spiked armor for 1d4 piercing (while raging) • SCAG
10 Battlerager Charge — Dash (while raging) • SCAG

Beserker

03 Frenzy — melee weapon attack (while raging)

Storm Herald

03/05/10/15/20 Storm Aura : Desert — activate Aura effect (all creatures within 10' take 2/3/4/5/6 fire) (while raging) • Xanathar's
03/10/15/20 Storm Aura : Sea — activate Aura effect (one creature within 10' takes 1d6/2d6/3d6/4d6 lightning, Dex save for 1/2 damage) (while raging) • Xanathar's
03/05/10/15/20 Storm Aura : Tundra — activate Aura effect (chosen creatures within 10' get 2/3/4/5/6 temp HP) (while raging) • Xanathar's

Totem Warrior

03 Totem Spirit (Eagle) — Dash (while raging and unarmored)
14 Totem Attunement (Elk) — pass through space of (<= Large) creature which makes Str save or falls prone & takes 1d12 + Str bonus bludgeoning (while raging) • SCAG
14 Totem Attunement (Tiger) — melee weapon attack (while raging, after moving 20' in straight line toward (<= Large) creature and making melee weapon attack) • SCAG
14 Totem Attunement (Wolf) — knock creature (<= Large) prone (while raging, after hit creature with melee weapon attack)

Zealot

10 Zealous Presence — 10 other creatures within 60' get advantage on attacks/saves until start of your next turn (while raging) (uses: 1/LR) • Xanathar's


Bard

All

01/05/10/15 Bardic Inspiration — d6/d8/d10/d12, 60' (not you), 10m (cost: 1 BI Die)

Glamour

03/05/10/15 Mantle of Inspiration — Cha bonus creatures within 60' get 5/8/11/14 temp HP and can use its reaction to move its speed without triggering OpAtks (cost: 1 BI Die) • Xanathar's
06 Mantle of Majesty — activate Mantle (unearthly beauty, 1m, concentration, cast Command); charmed creatures autofail Command save (uses: 1/LR) • Xanathar's
06 Mantle of Majesty — cast Command (while Mantle is on) • Xanathar's
14 Unbreakable Majesty — "magically majestic presence", 1m, enemies must Cha save to attack you (if succeed, it gets disadvantage vs your spells next turn) (uses: 1/SR) • Xanathar's

Valor

14 Battle Magic — weapon attack (if action -> Bard spell)

Whispers

06 Mantle of Whispers — dismiss disguise • Xanathar's


Cleric

Grave

01 Circle of Mortality — Spare the Dying with 30' range • Xanathar's

Nature

17 Master of Nature — verbally command creatures charmed by CD: Charm Animals and Plants feature

Trickery

02 CD: Invoke Duplicity — move 1 illusory duplicate 30' (up to 120')
17 Improved Duplicity — move 1-4 illusory duplicates 30' (up to 120')

War

01 War Priest — weapon attack (if action -> Attack) (uses: Wis bonus/LR)


Druid

All

02 Wild Shape — revert to normal form

Dreams

02 Balm of the Summer Court — heal one creature within 120' 1..(1/2 Druid level)d6 + 1 temp HP (cost: 1..(1/2 Druid level) Heal Dice) • Xanathar's
10 Hidden Paths — teleport 60' (uses: Wis bonus/LR) • Xanathar's

Moon

02 Combat Wild Shape — enter Wild Shape
02 Combat Wild Shape — use spell slot -> heal 1d8/slot level (while in Wild Shape)

Shepherd

02 Spirit Totem — summon spirit within 60', 30' radius, 1m (uses: 1/SR) • Xanathar's

(Bear) — 5 + Druid level temp HP, advantage Str checks/saves
(Hawk) — advantage Perception, use reaction to grant advantage to attack
(Unicorn) — advantage checks to detect creatures; if cast healing spell, chosen creatures also gain Druid level HP

02 Spirit Totem — move spirit 60' (while spirit active) • Xanathar's


Fighter

All

01 Second Wind — heal 1d10 + Fighter level (uses: 1/SR)

Arcane Archer

07 Curving Shot — reroll attack against different target within 60' (after miss with Magic Arrow feature) • Xanathar's

Battle Master

03 Maneuvers : Commander's Strike — grant ally reaction attack (if action -> Attack and sacrifice one attack)
03 Maneuvers : Feinting Attack — gain advantage on next attack against currently adjacent target (+S Die damage)
03 Maneuvers : Rally — grant ally S Die + Cha bonus temp HP

Eldritch Knight

03 Weapon Bond — summon bonded weapon
03 War Magic — weapon attack (if action -> cantrip)
18 Improved War Magic — weapon attack (if action -> spell)

Samurai

02/10/15 Fighting Spirit — gain advantage on weapon attacks until end of turn + 5/10/15 temp HP (uses: 1/LR) • Xanathar's


Monk

All

01 Martial Arts — unarmed strike (if action -> Attack)
02 Flurry of Blows — two unarmed strikes (if action -> Attack) (cost: 1 ki)
02 Patient Defense — Dodge (cost: 1 ki)
02 Step of the Wind — Dash or Disengage, 2x jump distance (cost: 1 ki)

Four Elements

03 Water Whip — 30', 3d10 + 1d10/extra ki bludgeoning, prone or pull 25' (Dex save for 1/2 damage, no effects) (cost: 2+ ki)

Kensei

03 Path of the Kensei : Kensei's Shot — ranged attacks using Kensei weapons do +1d4 damage until end of turn • Xanathar's
11 Sharpen the Blade — grant +1..+3 to weapon, 1m (cost: 1-3 ki) • Xanathar's

Shadow

06 Shadow Step — teleport 60' to dim/dark (when in dim/dark)

Sun Soul

06 Searing Arc Strike — Burning Hands @ level (ki - 1) (cost: 2..(1/2 Monk level) ki) • SCAG
17 Sun Shield — extinguish/restore the light • SCAG


Paladin

Ancients

20 Elder Champion — cast Paladin spell with casting time of 1 action (while transformed)

Crown

03 CD: Turn the Tide — chosen bloodied creatures within 30' heal 1d6 + Cha bonus • SCAG

Redemption

03 CD: Emissary of Peace — +5 Persuasion, 10m • Xanathar's

Vengeance

03 CD: Vow of Enmity — 10', advantage on attacks for 1m or until it drops to 0 HP / is unconscious


Ranger

All

14 Vanish — Hide

Beast Master

07 Exceptional Training — command beast companion to Dash / Disengage / Dodge / Help (if it didn't attack)

Horizon Walker

03/11 Planar Warrior — target one creature within 30'; next weapon attack this turn does force damage, +1d8/2d8 • Xanathar's
07 Ethereal Step — Etherealness for one turn (uses: 1/SR) • Xanathar's

Monster Slayer

03 Slayer's Prey — target one creature within 60' (until rest or reassign); +1d6 damage on first weapon attack each turn • Xanathar's


Rogue

All

02 Cunning Action — Dash / Disengage / Hide

Arcane Trickster

03 Mage Hand Legerdemain — control Mage Hand
13 Versatile Trickster — use Mage Hand distraction to gain advantage vs creature until end of turn

Inquisitive

03 Eye for Detail — Perception for hidden creatures/objects or Investigation to uncover/decipher clues • Xanathar's

Mastermind

03 Master of Tactics — Help (for attacks: even if 30' away) • SCAG

Swashbuckler

13 Elegant Maneuver — get advantage on Acrobats / Athletics check on same turn • SCAG

Thief

03 Fast Hands — Sleight of Hand / disarm trap / open lock / Use an Object


Sorcerer

All

02 Font of Magic : Flexible Casting — convert SP to slot / slots to SP
03 Metamagic : Quickened Spell — cast spell with casting time of 1 action

Divine Soul

14 Otherworldly Wings — summon/dismiss wings • Xanathar's
18 Unearthly Recovery — regain 1/2 max HP if below 1/2 max HP (uses: 1/LR) • Xanathar's

Draconic

14 Dragon Wings — summon/dismiss wings

Shadow Magic

14 Shadow Walk — teleport 120' to dim/dark (when in dim/dark) • Xanathar's
18 Umbral Form — enter/exit shadowy form 1m; resistance to all but force/radiant, move through creatures/objects as difficult terrain (cost: 6 SP) • Xanathar's

Storm

01 Tempestuous Magic — fly 10' without OpAtks (before/after casting level 1+ spell) • SCAG
06 Storm Guide — dismiss rain shield or change wind direction until end of next turn • SCAG

Wild Magic

01 Wild Magic Surge (43-44) — teleport 20'


Warlock

All

05 Invocation : Cloak of Flies — summon / dismiss (5' radius, advantage on Intimidation, disadvantage on other Cha checks, Cha bonus poison when start turn in aura (uses: 1/SR) • Xanathar's
05 Invocation : Maddening Hex — Cha bonus psychic damage to curse target (if within 30') and adjacent creatures • Xanathar's
07 Invocation : Relentless Hex — teleport 30', adjacent to curse target • Xanathar's

Celestial

01 Healing Light — heal 1..(Cha bonus)d6 HP on ally within 60' (cost: 1..(Cha bonus) Heal Dice) • Xanathar's

Hexblade

01 Hexblade's Curse — curse one creature within 30' for 1m; add prof bonus to dmg, crit on 19, regain Warlock level + Cha bonus HP if it dies (uses: 1/SR) • Xanathar's

Undying

14 Indestructible Life — regain 1d8 + Warlock level HP & reattach one body part (uses: 1/SR) • SCAG


Wizard

Bladesinging

02 Bladesong — start Bladesong • SCAG

Illusion

14 Illusory Reality — make one illusory inanimate nonmagical object real for illusion spell's duration




Feats


Charger — melee weapon attack or shove (if action -> Dash)
Crossbow Expert — attack with loaded hand crossbow (if action -> Attack with 1H weapon)
Great Weapon Master — melee weapon attack (after melee weapon crits or drops creature)
Polearm Master — melee attack with butt end for 1d4 bludgeoning (if action -> Attack with glaive/halberd/quarterstaff)
Shield Master — shove with shield (if action -> Attack)
Tavern Brawler — grapple (after you hit with UAS or improvised weapon)

odigity
2017-12-31, 11:41 PM
Spells


— Bonus Action Casting —


C Magic Stone • Druid / Warlock • Xanathar's
C Shillelagh • Druid
1 Compelled Duel • Paladin
1 Divine Favor • Cleric (War) / Paladin
1 Ensnaring Strike • Paladin (Ancients) / Ranger
1 Expeditious Retreat • Sorcerer / Warlock / Wizard
1 Hail of Thorns • Ranger
1 Healing Word • Bard / Cleric / Druid
1 Hex • Elf (Mul Daya) / Warlock
1 Hunter’s Mark • Paladin (Vengeance) / Ranger
1 Sanctuary • Cleric / Paladin (Devotion)
1 Searing Smite • Cleric (Forge) / Paladin
1 Shield of Faith • Cleric / Paladin
1 Thunderous Smite • Paladin
1 Wrathful Smite • Paladin
1 Zephyr Strike • Ranger
2 Dragon’s Breath • Sorcerer / Wizard • Xanathar's
2 Flame Blade • Druid
2 Healing Spirit • Druid / Ranger • Xanathar's
2 Magic Weapon • Cleric (War) / Cleric (Arcana) / Paladin / Wizard
2 Misty Step • Druid (Coast) / Paladin (Ancients) / Paladin (Vengeance) / Sorcerer / Warlock / Wizard
2 Shadow Blade • Sorcerer / Warlock / Wizard • Xanathar's
2 Spiritual Weapon • Cleric
3 Blinding Smite • Paladin
3 Lightning Arrow • Ranger
3 Mass Healing Word • Cleric
4 Grasping Vine • Cleric (Nature) / Druid / Ranger
4 Guardian of Nature • Druid / Ranger • Xanathar's
4 Staggering Smite • Paladin
5 Banishing Smite • Paladin
5 Far Step • Sorcerer / Warlock / Wizard • Xanathar's
5 Holy Weapon • Cleric / Paladin • Xanathar's
5 Swift Quiver • Ranger
7 Divine Word • Cleric



— Bonus Action After Casting —


C Dancing Lights • Elf (Drow) / Bard / Sorcerer / Wizard
1 Expeditious Retreat • Sorcerer / Warlock / Wizard
1 Hex • Elf (Mul Daya) / Warlock
1 Hunter’s Mark • Paladin (Vengeance) / Ranger
1 Unseen Servant • Bard / Warlock / Wizard
2 Dust Devil • Druid / Sorcerer / Wizard • Xanathar's
2 Flame Blade • Druid
2 Flaming Sphere • Cleric (Light) / Druid / Wizard
2 Gust of Wind • Cleric (Tempest) / Druid / Monk (Four Elements) / Sorcerer / Wizard
2 Healing Spirit • Druid / Ranger • Xanathar's
2 Shadow Blade • Sorcerer / Warlock / Wizard • Xanathar's
2 Spiritual Weapon • Cleric
3 Animated Dead • Cleric / Paladin (Oathbreaker) / Wizard
3 Melf’s Minute Meteors • Sorcerer / Wizard • Xanathar's
3 Tiny Servant • Wizard • Xanathar's
4 Compulsion • Bard
4 Grasping Vine • Cleric (Nature) / Druid / Ranger
4 Storm Sphere • Sorcerer / Wizard • Xanathar's
5 Animate Objects • Bard / Sorcerer / Wizard
5 Bigby’s Hand • Wizard
5 Danse Macabre • Warlock / Wizard • Xanathar's
5 Dawn • Cleric / Wizard • Xanathar's
5 Far Step • Sorcerer / Warlock / Wizard • Xanathar's
5 Holy Weapon • Cleric / Paladin • Xanathar's
5 Swift Quiver • Ranger
5 Wrath of Nature • Druid / Ranger • Xanathar's
6 Arcane Gate • Sorcerer / Warlock / Wizard
6 Soul Cage • Warlock / Wizard • Xanathar's
7 Mordenkainen’s Sword • Bard / Wizard
7 Crown of Stars • Sorcerer / Warlock / Wizard • Xanathar's
7 Project Image • Bard / Wizard
8 Illusory Dragon • Wizard • Xanathar's

odigity
2017-12-31, 11:43 PM
... reserved ...

Garresh
2018-01-01, 12:43 PM
I really like this. It's simple but effective, and has a lot of potential for someone planning to multiclass or even with spell selection.

Naanomi
2018-01-01, 01:15 PM
Someone did this for reactions as well a while ago... we should update/recreate it and combine/link the guides under ‘action economy guide’

Lombra
2018-01-01, 01:21 PM
Typo: Firbold should be Firbolg

Kuulvheysoon
2018-01-01, 01:46 PM
You should probably specify (for the Circle of the Shepherd druid) that you can move the spirit freely for the duration with a bonus action - right now, it's unclear as to what is only 1/SR.

odigity
2018-01-01, 03:30 PM
Someone did this for reactions as well a while ago... we should update/recreate it and combine/link the guides under ‘action economy guide’

That was me, and I updated it a few days ago. (That's what inspired me to finally get this one done.)

http://www.giantitp.com/forums/showthread.php?389171-Master-of-Reactions-%97-A-Mini-Guide

(Just added "see also" links to each other at the top of both.)


Typo: Firbold should be Firbolg

Fixed. Thanks!


You should probably specify (for the Circle of the Shepherd druid) that you can move the spirit freely for the duration with a bonus action - right now, it's unclear as to what is only 1/SR.

Thanks for catching that inconsistency; I made it more consistent with other "summon/move" pairings by separating the two bits into separate entries - one for summon (that indicates quantity), and one for move (that only works when its already summoned).

AHF
2018-01-31, 05:41 PM
Loved the reaction thread and can't wait to get into the content here too. I will say this color scheme is brutal for those of us with the most common form of color blindness (red/green). There are a lot of these that I have no hope of diffentiating. I know this was done at the suggestion of another poster but if you continue to work guides like this I'd put my $.02 in to request colors in a more universally distinct spread of colors like:
*yellow or orange
*gray
*black
*light blue
*either dark blue or dark purple
*one dark version of red or green or brown
*one light version of red or green or brown

Again, big thanks for all this amazing content. Really appreciated.

(Edit: This is so well organized that it is still easy to follow. Kudos)

chiefmeowser
2018-06-20, 08:37 PM
Thank you for the awesome guide! I would like to add that forge cleric also gets searing smite as its lv1 magic.

odigity
2018-07-16, 11:12 PM
Thank you for the awesome guide! I would like to add that forge cleric also gets searing smite as its lv1 magic.

Thanks - added.