Polearm master, Bonus Actions and WTH?

Post/Author/DateTimePost
#1

Zardnaar

Aug 27, 2014 12:16:47

 

 The pole arm master feats seems to grant you a bonus action where you can deal 1d4 damage as a bonus action. Unlike dual wielding you seem to get to add your strength bonus to this 1d4?

 

 This means you cannot use a second wind in the same round however. Once you hit level 5 and get multiple attacks how does this work with action surge? You get a have another action which doens't seem to be a bonus action. Example

 

level 5 2 attacks per round + 1d4 bonus action.

Action surge 4 attacks + 1d4 bonus attack.

 

 In play it also seems to hard to understand some of the rules such as the Rogues bonus dash and disengage actions along with disarming traps (no skill for it as such) and I am trying to make sense of a multiclass spellcaster. Not sure if they share the multiclass xp table or if something like a Cleric 10/Wizard10 uses the table for each class and gets level 20 spell pattern in each class but limited to what spells a level 10 spell caster in each class would know.

 

 I had to explain the bonus dash action for example in 3.5 terms. As I undeerstand it in for or lesss lets you use the withdraw action as a move action as opposed to a full round action and even then I am not 100% sure.

 

 

#2

Dastion

Aug 27, 2014 13:07:07

The best analog I can think of for Bonus Actions is 4e Minor actions or 3.5 Swift Actions.  But as far I know you can't downgrade an Action to a Bonus Action (ie A bard can't cast Healing Word and grant Bardic Inspiration on the same turn because both are bonus actions).

 

You get to perform one bonus action per round, and only if something allows you to (like Polearm Master or Second Wind).   Action Surge only grants you an additional Action, not a Bonus Action.  So you could take the Attack action twice and a single bonus action to either attack with the haft or use second wind.

 

 

You add up your caster levels to determine spell slots.  Some classes only grand partial levels (ie Paladin is 1/2, Arcane Trickster is 1/3).

 

So if you were a 10th lvl Wizard, 4th level Paladin, and 3rd Level Arcane Trickster your spell slots would be those of a 13th level caster on the multiclass chart (10+2+1).  However, each class still determines their spells known/prepared separately.  So as a 13th lvl caster you'd have 6th & 7th level spell slots, but your Wizard can only add a wizard spells to his spellbook as a 10th level Wizard (maximum of 5th).  So though you can't prepare or learn those higher level spells, you can use the slots to cast lower level spells (ie if you chose Cure Wounds as a Paladin you could cast it up to 7th level, even though your Paladin levels allow allow you to learn 1st level Paladin spells).

 

 

 

Dash and Disengage are Action choices (some classes have the ability to use these actions as bonus actions) that modify your movement for the turn,

they don't in themselves allow you to move.

 

Your Movement per round equals your Speed (ie 30ft for a Human) you can split this up as you choose.  So move 10feet, attack, move 20 feet.  If you get multiple attacks you can even split them up by moving I between.

 

Dash adds your Speed (30) to your movement for the round.  So now you can move up to 60 feed.

 

Disengage is an action which modifies any further movement you take during your turn to not provoke attacks of opportunity.

#3

mellored

Aug 27, 2014 13:28:53

Zardnaar wrote:
#4

Devils-Advocate

Aug 27, 2014 14:06:38

Zardnaar wrote:
#5

Zardnaar

Aug 27, 2014 15:19:32

The multiclass thing seems really abusable as splashing a single level of cleric or wizard in a full caster build may only give you level 1 spells but you would get lots of them. A cleric for example adding a single wizzie level could take shield as a spell and magic missile and evey time he gets attacked just spams shield spells as a reaction for +5 AC. Or he could use higher level spell slots to cast very big magic missiles.

 

 A wizzard adding a single level of cleric gets armor proficiencies and can heal quyite well using higher level slots for cure spells and guiding bolt makes a decent blasting spell. And you get cantrips which scale with your total levels correct? 

#6

mellored

Aug 27, 2014 16:02:17

Zardnaar wrote:
#7

Devils-Advocate

Aug 27, 2014 15:51:31

Zardnaar wrote:
#8

Zardnaar

Aug 27, 2014 16:02:01

Devils-Advocate wrote:
#9

spelley

Aug 27, 2014 16:08:21
And, of course, all this "splash one level of a completely unrelated Class for the mechanical benefits" isn't going to fly with a lot of DMs
#10

Zardnaar

Aug 27, 2014 16:10:03

spelley wrote:
#11

Devils-Advocate

Aug 27, 2014 17:33:33

Zardnaar wrote:
#12

Zardnaar

Aug 27, 2014 17:38:38

Devils-Advocate wrote:
#13

aleatoric

Aug 27, 2014 19:12:03

Zardnaar wrote:
#14

Zardnaar

Aug 27, 2014 19:21:45

aleatoric wrote:
#15

mellored

Aug 27, 2014 19:26:56

Zardnaar wrote: