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Generic Bonus Actions and Reactions
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<blockquote data-quote="plisnithus8" data-source="post: 7526788" data-attributes="member: 6870553"><p>One thing that I have often seem to be confusing about about 5e rules is the use of bonus actions and reactions. </p><p>This confused me when I began as well.</p><p>Players ask, what can I do as a bonus action? Well...if your class or race says you have something to use you can. For a reaction, you can use a an opportunity attack.</p><p>So how do I know...</p><p></p><p>I’m thinking one way to make this easier to understand and provide a little more choice in action is to allow everyone one the use of minor bonus actions which are generally less powerful than ones given to classes and races. You still only have one bonus action per round.</p><p></p><p>For example, some generic bonus actions could be:</p><p>- Quck Step: you can move up to 5 additional feet,</p><p>- Extra Interact: you can interact with an additional object, including drinking or pouring a - Mark: when you make a melee attack, you can also mark your target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.</p><p>- Overrun: When you try to move through a hostile creature's space, the mover can try to force your way through by overrunning the hostile creature. As a bonus action, you make a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. You have advantage on this check you are larger than the hostile creature, or disadvantage if you are smaller. If you win the contest, you can move through the hostile creature's space once this turn.- Tumble: You can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As a bonus action, you make a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If you win the contest, you can move through the hostile creature's space once this turn</p><p></p><p>Some generic Reactions could be:</p><p>- you can fall prone after being attacked or being moved against your will,</p><p>- you can drop an object after being the target of an attack or being moved against your will,</p><p>- you can make a Dexterity saving throw when pushed off a cliff or similar catastrophic effect.</p><p></p><p>1. What do you think of this concept in general?</p><p>2. What do you think about the specific additional bonus actions and reactions?</p><p>3. Do you have more Generic Bonus Actions and/irReactions to add to thirst lists?</p></blockquote><p></p>
[QUOTE="plisnithus8, post: 7526788, member: 6870553"] One thing that I have often seem to be confusing about about 5e rules is the use of bonus actions and reactions. This confused me when I began as well. Players ask, what can I do as a bonus action? Well...if your class or race says you have something to use you can. For a reaction, you can use a an opportunity attack. So how do I know... I’m thinking one way to make this easier to understand and provide a little more choice in action is to allow everyone one the use of minor bonus actions which are generally less powerful than ones given to classes and races. You still only have one bonus action per round. For example, some generic bonus actions could be: - Quck Step: you can move up to 5 additional feet, - Extra Interact: you can interact with an additional object, including drinking or pouring a - Mark: when you make a melee attack, you can also mark your target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn. - Overrun: When you try to move through a hostile creature's space, the mover can try to force your way through by overrunning the hostile creature. As a bonus action, you make a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. You have advantage on this check you are larger than the hostile creature, or disadvantage if you are smaller. If you win the contest, you can move through the hostile creature's space once this turn.- Tumble: You can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As a bonus action, you make a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If you win the contest, you can move through the hostile creature's space once this turn Some generic Reactions could be: - you can fall prone after being attacked or being moved against your will, - you can drop an object after being the target of an attack or being moved against your will, - you can make a Dexterity saving throw when pushed off a cliff or similar catastrophic effect. 1. What do you think of this concept in general? 2. What do you think about the specific additional bonus actions and reactions? 3. Do you have more Generic Bonus Actions and/irReactions to add to thirst lists? [/QUOTE]
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