D&D 5E Getting a Handle on 5E Rules

Rhys Cargolor

First Post
Hi guys. I'm new to the forum. I was recently invited to join an online D&D Game and thought it might be helpful if I understood the rules. I anticipate I'll be using this thread to ask lots of questions. Hopefully you won't tire of answering them. :)

For a game reference, I've been using the D&D Basic Rules found on the dnd.wizard-basic rules page. (I'd include a link but forum rules for noobs won't let me). I am also aware of the Player's Handbook. Honestly, I'm not impressed with the way the Basic Rules describes the rules. I've spent a good portion of my life digesting manuals converting them into quick reference guides, right to the point without pages of generalized verbiage. I'm wonder if the Player's Handbook is better and would it be worth the purchase? If better, please say why.

I'll start off with one rules topic. Imagine you are a new player and this is an intro to bonus actions. All references refer to BR= Basic rules, version number, page number:

Bonus Action (BRv0.3 p69)
*Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action.
*The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action.
*You otherwise don’t have a bonus action to take.You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.
*You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.


Bonus Action (BRv0.3p79)- A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action.

Huh? This is pretty generalized description except for the Rogue example, not noob friendly but is a clue as to the class specialized nature of bonus actions.

From the reading I've done, my impression is that in each turn basically you are allowed a move (possibly split in two), an attack (spell or physical), a Tandem (Free) Action(s), pick up something, yell a warning, etc (BRv0.3p70), and a bonus action (which is looking like specific bonus actions are unique to each class). In addition my impression is that a Opportunity Attack and a Reaction are also possible. Does this sound reasonable?

For now, I'd like to focus on spells. I'll be starting off as a L1 Cleric. I see in the Level 1 Spells what appears to be 2 spells with bonus attached to them:
* Healing Word- single target, 1 bonus action, instantaneous, ranged 60 feet, regains 1d4+ spellcasting ability modifier (Wisdom +3).
* Shield of Faith- 1 bonus action, duration up to 10 min, ranged 60’, Protects a target with a +2 Bonus to AC for duration.

I'm trying to make heads or tails out of the BR p79 reference above and this is one of the rules I'd like to clarify. First of all I'm looking for a concise list of rules for bonus actions. References to bonus actions are scattered though out the Basic Rules manual. Questions follow...

1. I assume that a bonus action is a bonus action because the game gods decided to categorize these particular actions as "something extra". For a duel wielding character I understand the need to allow that character to attack with both weapons, so that aspect makes sense.

2. For a spell caster on your turn, your action besides a move, could either be to cast a spell or launch a physical attack, in any order. However the bonus action would allow you to take an additional attack in a single turn.

But the description (BRp79) appears to say, you can only cast one spell per turn period. Does this mean that if want to make two attacks in your turn, you'd have to cast a spell (a designated bonus spell (as per my two spell examples above) as a bonus action, your other action would have to be a physical attack?

3. I assume for my example above, two actions in a turn could take place in any order, or must the bonus action always happen last?

4. Is an Opportunity Attack or a Reaction considered a bonus move? (I'm assuming not.)

Thanks! :D
 
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You effectively have 4 actions. You can use them in any order.

A main "action" that you do on your turn. It's your big thing.

A "bonus action" that adds some other smaller benefit. They are usually have specific triggers that allow it. such as needing to take an attack action to make an off-hand attack. Also if you cast a bonus action spell (healing word), you cannot cast another spell that turn, except cantrips. You cannot cast healing word and bless on the same turn, but you can cast healing word and sacred flame. Or healing word and make an attack.

A "reaction" that let's you do things on other people's turn, including an opportunity attack. They have specific triggers (when you are hit). You can take reaction on your own turn (feather fall), but then you can't take another one until the start of your next turn.

A "move". Which let's you move around.


There is no "bonus move". Though you can use your action to dash, which increases your movement for a turn.
 

In each round of combat a character can normally have:
1 action
1 bonus action
1 reaction
and be able to move up to their maximum move rate
These can be in ANY order unless specifically stated

A Reaction will, by its nature, normally occur during another creature or character's turn during the round. An opportunity attack is a Reaction, as you are reacting to the move of another creature.

Anything which breaks from this pattern will specifically state so (for example, Action Surge grants an extra action (but not an extra reaction or bonus action))

Spells will have their usage specified in each description:
- for example - Counterspell is cast as a Reaction

A spellcaster can feasibly cast 3 spells during a round of combat if they have spells available to them which are cast as action, reaction and bonus action, and conditions allow. For a character to cast 2 spells, 1 as an action and 1 as a bonus action on the same turn, the spell cast as an action MUST be a cantrip. No such limitation exists for Reaction spells as they are, by nature and necessity, very quick.
 

1. I assume that a bonus action is a bonus action because the game gods decided to categorize these particular actions as "something extra". For a dual wielding character I understand the need to allow that character to attack with both weapons, so that aspect makes sense.

Yup, WotC decided to catagorize these extra extra single actions you can take on your turn as Bonus Actions to help tell us that they aren't standard, they're a bonus.

2. For a spell caster on your turn, your action besides a move, could either be to cast a spell or launch a physical attack, in any order. However the bonus action would allow you to take an additional attack in a single turn.

But the description (BRp79) appears to say, you can only cast one spell per turn period. Does this mean that if want to make two attacks in your turn, you'd have to cast a spell (a designated bonus spell (as per my two spell examples above) as a bonus action, your other action would have to be a physical attack?

Nope... you *can* cast two spells in the turn, provided that the spell cast using your regular Action is only a Cantrip.

The Bonus Action spell will be one of your spells using one of your levels 1-9 spell slots that says it requires a Bonus Action to cast. You then can use your regular Action to either Attack with a weapon, do any of the other things that require an Action (like Hide, Dodge, Dash etc.) or cast another spell, but this one HAS to be a Cantrip only. The one thing you aren't allowed to do is cast another regular spell using one of your Levels 1-9 spell slots.

So if you cast Healing Word on your turn with your Bonus Action you could then cast Sacred Flame with your Action, but NOT something like Darkness or Protection From Evil or Good.

3. I assume for my example above, two actions in a turn could take place in any order, or must the bonus action always happen last?

You usually can mix and match when you do your Action, Move, and Bonus Action... even splitting parts up. So you could on your turn Move half your speed, then perform a Bonus Action, move the remainder of your speed, and then perform your Action. It's up to you. I think there's only a certain couple times where it states within the description of a Bonus Action that it can *only* occur following a certain Action taken first... but those are rare.

4. Is an Opportunity Attack or a Reaction considered a bonus move? (I'm assuming not.)

No. However you COULD use your Reaction to get a second move, provided you used your Action on your turn to Ready a Dash action. So on your turn you could move somewhere on the battlefield and then use the Ready action to Dash with a trigger of something like "When an enemy gets within 10 feet of me, I back up 30 feet." Then, if/when an enemy gets within 10 feet of you during that round, it triggers your Readied action and you use your Reaction to take that Dash to back up.

Of course, by doing this you don't actually get to take an Attack or Cast a Spell or whatnot on your turn... because your Action was to use the Ready action.
 


Yep.

You can Move, take an Action, and where allowed or relevant, take a Bonus Action and/or Reaction.

The Action you take can be:
- Attack
- Dodge
- Disengage
- Help
- Grapple
- Cast a Spell that is listed as taking an Action to cast

Your Bonus Actions available will depend on your class.

As a Cleric, you can cast spells that vary in casting time. Some are listed as taking an Action to cast; others take a Bonus Action.
As others have said, if you cast a spell that takes up your Bonus Action, any spells cast as your Action that round must be cantrips.

Your move can be broken up, so let's say you have a movement of 30'. On your turn you can move, say, 10' and then use a Bonus Action to cast Healing Word on a stricken colleague; then use your Action to cast a Cantrip and move the rest of your 20' movement. Alternatively you can choose to use your remaining movement to close with an enemy and use your Attack to Attack with a weapon.

In terms of "is the Players Handbook worth it"? It gives you as a Cleric a number of different options, different domains to belong to, and different archetypes to follow. It also provides more spells and gives you a longer level progression than the Basic Rules.
 

The basic rules are extracted from the player's handbook. What they leave out (apart from the artwork) are a multiplicity of the race, class, subclass, background and feat options and a lot of the spells. The explanation of how the game works is word-for-word identical.

You may find the Sage Advice articles helpful.

The rules will become clearer once you start playing the game. Your DM can explain them as you go along. DMs generally don't mind doing that, especially for players new to the game. Basically, in the game, you just say what you want your character to try to do, and it's up to the DM to fit that to the rules so that he can decide if you succeed and, if so, what happens next.

Good luck in your first game :)
 

From the reading I've done, my impression is that in each turn basically you are allowed a move (possibly split in two), an attack (spell or physical), a Tandem (Free) Action(s), pick up something, yell a warning, etc (BRv0.3p70), and a bonus action (which is looking like specific bonus actions are unique to each class). In addition my impression is that a Opportunity Attack and a Reaction are also possible. Does this sound reasonable?
This has all been answered, but I'd like to emphasize that casting a spell or attacking are just two possible actions, and that making a single attack might be your whole action, or you might get more than one attack for a single action, or you might attack using a bonus action (as in two-weapon fighting) or reaction (like an opportunity attack).

So definitely don't fall into thinking attack = action, and be alert for rules that say 'attack' where you might be tempted to expect 'action' or vice-versa, as it makes a big difference, especially for Fighter and other classes who get the Extra Attack feature.
 

Most of what needs to be said has been said already, but I do want to point out one thing. The 5e ruleset was designed as exceptions-based. So, all the rules you need to know about bonus actions are what you quoted, exactly--until you come upon an exception. Basic rule is you don't get a bonus action unless something gives it to you. The rogue's class feature is an exception to that, allowing them to do various specified things as bonus actions. The cleric spells you mention are also exceptions to the general rule, allowing the cleric to use a bonus action to cast a spell (if they have it) and also do a regular action. Another general rule is you can use a bonus action at any time during your turn. An off-hand attack is an exception to this rule, sort of, because you only get the option to use it as a bonus action if you make an attack with your main hand. There are many other exceptions, but unless you have a player option (race, class, spell, magic item, etc) that specifies it, you don't need to worry about it.

The previous edition of D&D, 4e, was a bit more technical in specifying what action options you had available. While it's mostly similar (and similar to 3e too), 5e decided to try to simplify the wording. What you most need to worry about is just performing an Action, and moving around up to your listed speed. If you have other options, they'll be listed as you create / level your character.

As for whether the Player's Handbook reads any better, I don't really think so. Everything in the Basic Rules is cut down from the PHB. The main thing might be the PHB might have more examples of play, but any additional rules text would be to support options that aren't in the Basic Rules. Since you're just starting out, I can't recommend getting a PHB until you're more invested in the game and know you'll want to play more with expanded player character options. (If you're interested, more races/classes/spells are available in the System Reference Document, which is also a free resource.)
 

3E - Swift Action
4E - Minor Action
5E - Bonus Action

I have no idea why they rename this concept between editions, but they're basically the same.
Slight differences in the exact mechanics, but more similar to each other than the three editions' definition of "saving throw," for example.

A spellcaster can feasibly cast 3 spells during a round of combat if they have spells available to them which are cast as action, reaction and bonus action, and conditions allow. For a character to cast 2 spells, 1 as an action and 1 as a bonus action on the same turn, the spell cast as an action MUST be a cantrip. No such limitation exists for Reaction spells as they are, by nature and necessity, very quick.

Strictly speaking, the rule for bonus action spells forbids casting reaction spells on thatturn entirely. It prohibits all spells that aren't cantrips cast as an action, so even if your reaction spell is a cantrip it doesn't qualify.
I'd probably rule the way you do, though. It shouldn't come up too much, since most reaction spells are primarily intended to be used not on your turn.
 

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