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)
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)