It's still weird to me that you can't use your action to Take A Bonus Action. Because there exist things where you have two things you could do as a bonus action, and you'd rather do both of them than take any regular action and do one of them, and that's annoying. They're faster and easier to do except when they're not.
It’s part of the attempt to pretend 5e doesn’t have an action economy. Having a hierarchy of actions in which higher Actions can be traded down for lower Actions was too “game-y” for a lot of people’s taste. This is just one of the ways Bonus Actions were tweaked to make them feel less like the Minor Actions whose effects they replicate.
At the very least, bonus action spells should be eliminated. The bonus action spell rules are a mess. I gave up even trying to enforce them; my players simply could not wrap their heads around the limitation. Replace all bonus action spells with regular action spells that say "When you cast this spell, you can also cast a cantrip or take the Attack action."
Honestly, I don’t see why they feel it’s so important to only allow one non-Cantrip spell per turn. Like, what’s the big problem with casting Hex and Witch Bolt in the same turn, or Healing Word and Cure Wounds? If a Spell is balanced to be usable on the same turn as an Attack, shouldn’t it theoretically be balanced to use in the same turn as another Spell?
I'd also like to see dual wielding folded into the Attack action. That would be a trivial change that would simplify dual wielding and remove a number of arbitrary "oops, bonus action limit means your concept doesn't work" pitfalls. (For instance, berserker with two axes should be a thing in D&D.)
I agree. I wonder if the reason they had it be a bonus action was just to avoid awkward interactions with the rules for Extra Attack.
Of course, at this point, the two most common sources of bonus actions are gone, and the case for keeping them is that much weaker. Most of the remaining bonus actions are of the "Super Combat Mode Activate!" type, like barbarian rage or the hexblade's curse. I'm not necessarily opposed to keeping it that way: There's a good case that you shouldn't be able to power up half a dozen Super Combat Modes in a single round. But if it turns out most characters don't have more than one or two Super Combat Modes available, the rule may not be doing enough work to justify its existence.
I think that’s ok. Bonus Actions are a useful part of the system framework, even if they are used very sparingly. In fact, I kind of think it’s better if they are. One thing I liked about Bonus Actions as opposed to Minor Actions is that there are fewer things to use Bonus Actions on by default. The question becomes, “Should I use a Bonus Action this turn?” Instead of “What should I use my Bonus Action on this turn?”
Personally, my fix to Bonus Actions would be:
- Change the name to “Lesser Action” or “Minor Action” or something. Remove the line about you not having a Bonus Action to spend unless you have an ability to spend it on. This will remove confusion around why they’re limited to once per turn.
- Remove the restriction on spellcasting so that you can use any spell you want on the same turn you use a Bonus Action. This eliminates an unusual interaction that makes Bonus Actions seem more confusing than they are with no real benefit.
- Fold dual-wielding into the Attack Action. This removes the primary source of fustration around Bonus Actions, where you realize using a Bonus Action will deprive you of one of your Attacks you normally get every turn.
- Allow players to use an Action to do anything they could do with a Bonus/Minor Action. If you’re a multiclass Barbarian/Warlock and you want to give up your Attack so you can cast Hex and enter Rage on the same turn, you should be allowed to do that.
I think these small tweaks would clean Bonus Actions up significantly. It makes their function more transparent, eliminates the places where they get in the way of letting you do what you want to do on your turn, and it differentiates them from regular Actions by making sure there are no universal ways to use them. Everythinh that uses a Bonus Action comes from a Race/Class/Subclass Feature, a Spell, or a Feat, so it preserves the “Can and Should I use a Bonus Action?” thought process as opposed to “What do I use my Bonus Action for?”