Exceeding Expectations: A Compilation of Bonus Actions

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#1

WiredNavi

Jul 30, 2015 22:17:10

Exceeding Expectations: A Compilation of Bonus Actions

 

I've tried to gather here all the various ways to gain bonus actions in 5E.  If I've missed any, please let me know so I can update this.

 

Most entries are from the PHB.  Entries designated (UA) are from assorted Unearthed Arcana.  Entries designated (EE) are from the Elemental Evil Player's Companion.  I've covered Wildshape, but the myriad ways to get bonus actions by Polymorphing into things that aren't beasts are left as an exercise to the reader.


General bonus actions anyone can take:


Two-Weapon Fighting (bonus action melee attack with second light weapon when using Attack action with a light weapon)


Spells which take a bonus action to cast:
Banishing Smite (bonus action to cast)
Blinding Smite (bonus action to cast)
Branding Smite (bonus action to cast)
Compelled Duel (bonus action to cast)
Divine Favor (bonus action to cast)
Divine Word (bonus action to cast)
Ensnaring Strike (bonus action to cast)
Expeditious Retreat (bonus action to cast; bonus action to take the Dash action on later turns)
Grasping Vine (bonus action to cast; bonus action to have the vine attack again)
Hail of Thorns (bonus action to cast)
Healing Word (bonus action to cast)
Hex (bonus action to cast; bonus action to switch targets)
Hunter's Mark (bonus action to cast; bonus action to switch targets)
Magic Stone (EE) (bonus action to cast)
Magic Weapon (bonus action to cast)
Mass Healing Word (bonus action to cast)
Misty Step (bonus action to cast)
Sanctuary (bonus action to cast)
Searing Smite (bonus action to cast)
Shield of Faith (bonus action to cast)
Shillelagh (bonus action to cast)
Spiritual Weapon (bonus action to cast; bonus action to move the weapon and attack with it)
Swift Quiver (bonus action to cast; bonus action to make two attacks with the quiver)
Thunderous Smite (bonus action to cast)
Wrathful Smite (bonus action to cast)

 

Spells which give you bonus actions after casting (some overlap):
Animate Dead (command created undead as bonus action)
Animate Object (command animated objects as bonus action)
Arcane Gate (rotate gate rings as bonus action)
Aura of Vitality (bonus action to heal a target)
Bigby's Hand (bonus action to move and use the hand, or crush with it after grasping)
Compulsion (bonus action to indicate the compulsion direction)
Create Undead (bonus action to mentally command the undead)
Dancing Lights (bonus action to move the lights)
Dust Devil (EE) (bonus action to move the dust devil)
Expeditious Retreat (bonus action to cast; bonus action to take the Dash action on later turns)
Flaming Sphere (bonus action to move the sphere)
Grasping Vine (bonus action to cast; bonus action to have the vine attack again)
Gust of Wind (bonus action to change the wind direction)
Heat Metal (bonus action to repeat the spell damage)
Hex (bonus action to cast; bonus action to switch targets)
Hunter's Mark (bonus action to cast; bonus action to switch targets)
Melf's Minute Meteors (EE) (bonus action to fire more meteors)
Mislead (bonus action to switch from using your senses or duplicate's)
Mordenkainen's Sword (bonus action to move the sword and attack with it)
Project Image (bonus action to switch from using your senses or duplicate's)
Spiritual Weapon (bonus action to cast; bonus action to move the weapon and attack with it)
Storm Sphere (EE) (bonus action to call lighting out of the sphere)
Swift Quiver (bonus action to cast; bonus action to make two ranged attacks with the quiver)
Unseen Servant (bonus action to command the servant)

 

Class abilities which use bonus actions:
Barbarian: Activate or end a rage
Barbarian Berserker: Make a melee weapon attack while in a Frenzy rage
Barbarian Eagle Totem: Dash while raging and not in heavy armor


Bard: Bardic Inspiration
Bard College of Valor: Battle Magic (take one weapon attack when you cast a bard spell)


Cleric Nature Domain: Master of Nature (command charmed animals and plants)
Cleric Trickery Domain: Invoke Duplicity (move your illusory duplicate)
Cleric Trickery Domain: Improved Duplicity (move any or all of your illusory duplicates)
Cleric War Domain: War Priest (make a melee weapon attack, Wis mod per long rest)


Druid: Revert from wild shape
Druid Circle of the Moon: Activate wild shape
Druid Circle of the Moon: Expend a spell slot to heal yourself while wildshaped


Fighter: Second Wind (regain 1d10+fighter level HP)
Fighter Battlemaster: Commander's Strike maneuver
Fighter Battlemaster: Feinting Strike maneuver
Fighter Battlemaster: Rally maneuver
Fighter Eldritch Knight: Weapon Bond (Summon a bonded weapon)
Fighter Eldritch Knight: War Magic (Make one weapon attack when you use your action to cast a cantrip)
Fighter Eldritch Knight: Improved War Magic (Make one weapon attack when you use your action to cast a spell)


Monk: Unarmed strike after attacking
Monk: Flurry of Blows (spend 1 ki for up to 2 unarmed strikes)
Monk: Patient Defense (spend 1 ki to use the Dodge action)
Monk: Step of the Wind (spend 1 ki to Disengage or Dash)
Monk Way of Shadow: Shadow Step (teleport up to 60 feet in dim light/darkness, gain advantage on next weapon attack)


(UA) Mystic: Activate a discipline
(UA) Mystic: End one effect of a discipline while maintaining the discipline
(UA) Mystic Awakened: Third Eye - Tremorsense (Gain tremorsense 30 ft. for 1 minute)
(UA) Mystic Awakened: Third Eye - Unwavering Eye (Gain advantage on Wisdom checks for 1 minute)
(UA) Mystic Awakened: Third Eye - Truesight (Gain truesight 30 ft. for 1 minute)
(UA) Mystic Immortal: Celerity - Surge of Speed (increase your speed by 30 ft. and provoke no OAs until the end of the turn)
(UA) Mystic Immortal: Celerity - Surge of Action (gain another regular action this turn)


Paladin Oath of the Ancients: Elder Champion (while in elder form, 1-action paladin spells can be cast as bonus actions)

Paladin Oath of Vengeance: Vow of Enmity (bonus action to gain advantage vs. a single target for 1 minute)


Ranger: Vanish (Hide as a bonus action)
Ranger Beast Master: Exceptional Training (command your beast to Dash, Disengage, Dodge, or Help as a bonus action)


Rogue: Cunning Action (Dash, Disengage, or Hide as a bonus action)
Rogue Thief: Fast Hands (Sleight of Hand, disarm traps/open locks, or Use an Object as a bonus action)
Rogue Arcane Trickster: Mage Hand Legerdemain (control your mage hand as a bonus action)
Rogue Arcane Trickster: Versatile Trickster (bonus action to gain advantage on attacks vs. a creature next to your mage hand)
Rogue (UA) Swashbuckler: Elegant Maneuver (bonus action to gain advantage on next Dex(Acrobatics) or Strength(Atheletics) check)


Sorcerer: Flexible Casting (turn sorcery points into spell slots or vice versa)
Sorcerer: Quickened Spell Metamagic (cast a 1-action spell as a bonus action)
Sorcerer Draconic Bloodline: Dragon Wings (create or dismiss wings)
Sorcerer Wild Magic: Wild Magic Surge 27-28 (all 1-action spells become bonus action spells for 1 minute)
Sorcerer Wild Magic: Wild Magic Surge 43-44 (for 1 minute, teleport up to 20 feet as a bonus action)
Sorcerer (EE) Storm Origin: Tempestuous Magic (bonus action to fly 10 feet when you cast a non-cantrip spell on your turn)
Sorcerer (EE) Storm Origin: Storm Guide (bonus action to stop rain within 20 feet or choose direction of wind in 100-ft radius)


Wizard School of Illusion: Illusory Reality (bonus action to make part of an illusion real)

 

Feats which use bonus actions:
Feat: Charger (bonus action after using Dash to make one melee attack or shove a creature)
Feat: Crossbow Expert (bonus action when taking Attack action with a one-handed weapon to also attack with a hand crossbow)
Feat: Great Weapon Master (make one melee weapon attack when you crit or drop a creature)
Feat: Polearm Master (make an attack with the butt of a polearm when using the Attack action)
Feat: Shield Master (shove with your shield when using the Attack action)
Feat: Tavern Brawler (make a grapple attempt when you hit with an improvised or unarmed attack)


Racial abilities which use bonus actions:


(UA) Eberron Shifter: Shift (activate shifting abilities, gain temp HP)
(UA) Eberron Shifter: Longstride (Dash as a bonus action while shifting)
(UA) Eberron Shifter: Razorclaw (make a bonus action to make an unarmed attack using your Dex modifier for +hit and +damage)


(UA) Waterborne Minotaur: Goring Rush (melee attack with horns when you use Dash action)
(UA) Waterborne Minotaur: Hammering Horns (shove creature back but not prone with horns when you make Attack action)


Bonus actions gained from Wildshaping or Polymorphing into a beast:


Allosaurus, Lion, Panther, Tiger: Pounce (bonus action bite attack if target knocked prone by a pouncing attack)
Elephant, Mammoth, Triceratops, Warhorse:  Trampling Charge (bonus action stomp attack if target is knocked prone by a trampling attack)
Giant Octopus, Octopus: Dash after using ink cloud
Giant Hyena: Rampage (bonus action to move up to 1/2 move and make a bite attack after dropping target with a melee attack)

#2

WiredNavi

Jul 30, 2015 22:17:44

Reserved

#3

Bloodscythe

Jul 31, 2015 13:58:31

Great list.  Useful if you're looking to maximize your action economy.

#4

Coredump00

Jul 31, 2015 14:52:52

 

Paladin: Vengeance: Vow of Enmity: As bonus action get advantage against single target for 1 minute

(Reply to #4)

WiredNavi

Coredump00 wrote:
#6

Corran21

Aug 06, 2015 19:08:57

Could we please have this included in the collection of guides thread?