• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

D&D 5E Retraining (players, not characters)

This. I'm trying to wrap my head around the bonus actions but I struggle. It's kinda like 4E's minor action, but not really?
Somebody explain how this works for me please, even though it's probably painfully obvious.
It's pretty simple. Normally on your turn you have a move and an action. Some things, like the Rogue's Cunning Action, give you a bonus action, but you can only have one per turn.

It's like a minor action, except you can only take it if something specifically says you can.
 

log in or register to remove this ad

It's pretty simple. Normally on your turn you have a move and an action. Some things, like the Rogue's Cunning Action, give you a bonus action, but you can only have one per turn.

It's like a minor action, except you can only take it if something specifically says you can.
Right, so you're not guaranteed to have one every turn and can only use it for the action described by the feature it grants.

In case of the Wizard, am I right in thinking that casting a spell with a casting time of 'bonus' automatically grants and uses the Wizard's bonus action?
 

Right, so you're not guaranteed to have one every turn and can only use it for the action described by the feature it grants.

In case of the Wizard, am I right in thinking that casting a spell with a casting time of 'bonus' automatically grants and uses the Wizard's bonus action?
Yes, exactly.
 


Right, so you're not guaranteed to have one every turn and can only use it for the action described by the feature it grants.

In case of the Wizard, am I right in thinking that casting a spell with a casting time of 'bonus' automatically grants and uses the Wizard's bonus action?

Yes. It's very different from a "swift" action in previous editions, because in a sense it's not a regular option in the action economy.

Maybe one way to summarize 5e action economy to a new player is:

- on your turn, you can do one action, and you can move your speed (you can also freely speak and do stuff that's not significative enough to cost the action)

- you may have special abilities that grant you a bonus action of a specific type in the same turn, but you can only ever use one of them per turn

- between your turns, you can do one reaction, but this is usually triggered by external events
 

Yes. It's very different from a "swift" action in previous editions, because in a sense it's not a regular option in the action economy.

Maybe one way to summarize 5e action economy to a new player is:

- on your turn, you can do one action, and you can move your speed (you can also freely speak and do stuff that's not significative enough to cost the action)

- you may have special abilities that grant you a bonus action of a specific type in the same turn, but you can only ever use one of them per turn

- between your turns, you can do one reaction, but this is usually triggered by external events

Minor point, reactions can be on your own turn as well..... ( I had to highlight that since it's one of those things I'd assume was not the case based on prior editions) ... But I think that would be such an extreme corner case scenario... Like you do something to trigger a reaction, then that persons reaction triggers your own reaction. ;-)
 

Yes. It's very different from a "swift" action in previous editions, because in a sense it's not a regular option in the action economy.

Splitting hairs but I thought you only got to use swift actions for specific things too?

Nevertheless you make it very clear how it works. I am so wrapped up in the 4e & half remembered 3e way of doing things that I had not really noticed how clean it was.
 

Minor point, reactions can be on your own turn as well..... ( I had to highlight that since it's one of those things I'd assume was not the case based on prior editions) ... But I think that would be such an extreme corner case scenario... Like you do something to trigger a reaction, then that persons reaction triggers your own reaction. ;-)

Ah, I haven't thought of that... I'd prefer if there was a rule against it however.
 


Remembering that you can continue moving after you take an action (Breaking Upp a Move) is one of the things i find people must relearn a lot too.

Also remembering that you do not move in the initiative order after taking a Ready an Action or that Cover also grant protection to Dexterity Saving throws are good ones.
 

Into the Woods

Remove ads

Top