But Bonus Actions are thankfully one of the easiest to perform once you learn the ropes.
Constitution is one of the most important abilities in Dungeons & Dragons.
What Is A Bonus Action?
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For instance, Dual Wieldingcalls for the continuous use of Bonus Actions.
Themost common spells for Bonus Action use are typically Hunter’s Mark and Healing Word.
Weapon also becomes magical.
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Increase 1d4 for each increased slot level.
Choose one ability for target to have disadvantage on.
Use a Bonus Action when creature dies to move the Hex.
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Ensnaring Strike
The next time you successfully make a weapon attack, you create ensnaring vines.
Large creatures have Advantage on their saving throw.
Divine Favour
Cleric (War Domain), Paladin
Weapon deals extra 1d4 radiant damage.
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Gain advantage on Perception and Survival checks as well.
Use Bonus Action when creature dies to move the Hunter’s Mark.
If attacked, enemy must make a Wisdom saving throw or lose the attack or spell.
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If the warded creature attacks or casts an affecting spell on any enemy, this spell ends.
Searing Smite
Paladin
Deal extra d6 fire damage with inflamed weapon and ignite enemy with flames.
Wrathful Smite
Deal extra 1d6 psychic damage and cause Frightened condition on target on a failed Wisdom save.
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Spiritual Weapon
Cleric
2
Summon a spiritual weapon and make a melee attack for 1d8 + Spellcasting modifier.
Use Bonus Action to move this weapon 20ft in any direction and attack with it.
Flame Blade
V S M (Leaf of sumac)
Summon a fiery blade.
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Use an action to make a melee attack with this blade for 3d6 fire damage.
It lights brightly a 10ft radius and dimly an additional 10ft.
Shadow Blade
Summon a shadowy blade with light, finesse, and thrown properties.
Branding Smite
Deal extra 2d6 radiant damage and cause target to emit 5ft radius light.
Target, if invisible, becomes visible and cannot become invisible while lit.
Bonus increases by 1 at the 4th and 6th level slots.
Mass Healing Word
3
Heal up to 6 creatures within sight by 1d4 + Spellcasting modifier.
Add 1d4 for each spell level casted up.
Blinding Smite
Deal extra 3d6 radiant damage and Blind target on a failed Constitution save.
Lightning Arrow
The next ranged attack (ammunition, arrow, thrown weapon, etc.)
becomes a lightning bolt and deals 4d8 lightning damage on a hit and half on a miss.
When moving within 5ft of a creature, they take 1d6 fire damage.
Direct this vine on subsequent turns as a Bonus Action.
Banishing Smite
5
Deal extra 5d10 force damage.
Holy Weapon
Touched weapon emits 30ft radius bright light and additional 30ft dim light.
Weapon attacks made with it deal extra 2d8 radiant damage and has the magical property.
On a success, they take half as much damage and are not Blinded.
Use Bonus Action on future turns to make two attacks with a weapon that uses this ammunition.
Divine Word
7
Choose any number of creatures within sight and range and inflict a Charisma save.
On a failed save,cause an effectbased on health points.
Blade of Disaster
9
Create a 3ft-long planar rift in the shape of a blade.
As a Bonus Action, move the blade up to 30ft and attack with it twice again.
There are additionallyseveral other feats that rely on bonus actionsas well.
Barbarian Rage
Rage can now be extended with a Bonus Action.
Wild Shape
Druids can use a Bonus Action to Wild Shape, regardless of subclass.