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  1. - Top - End - #1
    Bugbear in the Playground
     
    Zombie

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    Default The Bonus Guide (A Mini-Guide to Bonus Actions)

    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

    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)
    Last edited by odigity; 2018-07-16 at 10:57 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Zombie

    Join Date
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    Default Re: The Bonus Guide (A Mini-Guide to Bonus Actions)

    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
    Last edited by odigity; 2018-07-16 at 11:11 PM.

  3. - Top - End - #3
    Bugbear in the Playground
     
    Zombie

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    Default Re: The Bonus Guide (A Mini-Guide to Bonus Actions)

    ... reserved ...
    Last edited by odigity; 2018-01-01 at 04:50 AM.

  4. - Top - End - #4
    Orc in the Playground
     
    NinjaGuy

    Join Date
    Aug 2014

    Default Re: The Bonus Guide (A Mini-Guide to Bonus Actions)

    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.

  5. - Top - End - #5
    Ettin in the Playground
     
    MonkGirl

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    Default Re: The Bonus Guide (A Mini-Guide to Bonus Actions)

    Someone did this for reactions as well a while ago... we should update/recreate it and combine/link the guides under ‘action economy guide’

  6. - Top - End - #6
    Bugbear in the Playground
     
    ClericGuy

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    Default Re: The Bonus Guide (A Mini-Guide to Bonus Actions)

    Typo: Firbold should be Firbolg
    English isn't my first language, so I will likely express myself poorly.
    Please assume that I'm arguing in good faith, and that I mean no offense to anybody.

  7. - Top - End - #7
    Troll in the Playground
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    The Great White North

    Default Re: The Bonus Guide (A Mini-Guide to Bonus Actions)

    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.

    Avatar by Iron Penguin.

    The Power of the Orient: A Wu Jen Handbook

    Quote Originally Posted by Paul S. Kemp
    Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

  8. - Top - End - #8
    Bugbear in the Playground
     
    Zombie

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    Default Re: The Bonus Guide (A Mini-Guide to Bonus Actions)

    Quote Originally Posted by Naanomi View Post
    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/showt...7-A-Mini-Guide

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

    Quote Originally Posted by Lombra View Post
    Typo: Firbold should be Firbolg
    Fixed. Thanks!

    Quote Originally Posted by Kuulvheysoon View Post
    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).

  9. - Top - End - #9
    Orc in the Playground
     
    PaladinGuy

    Join Date
    Dec 2017

    Default Re: The Bonus Guide (A Mini-Guide to Bonus Actions)

    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)
    Last edited by AHF; 2018-02-03 at 11:13 AM.

  10. - Top - End - #10
    Pixie in the Playground
     
    ClericGuy

    Join Date
    Jun 2018

    Default Re: The Bonus Guide (A Mini-Guide to Bonus Actions)

    Thank you for the awesome guide! I would like to add that forge cleric also gets searing smite as its lv1 magic.

  11. - Top - End - #11
    Bugbear in the Playground
     
    Zombie

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    Default Re: The Bonus Guide (A Mini-Guide to Bonus Actions)

    Quote Originally Posted by chiefmeowser View Post
    Thank you for the awesome guide! I would like to add that forge cleric also gets searing smite as its lv1 magic.
    Thanks - added.

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