Generic Bonus Actions and Reactions

plisnithus8

Adventurer
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?
 
Last edited:

log in or register to remove this ad

1) I think it adds another decision point while taking a turn, without actually making the turn more fun or adding anything significant enough to bother.

2) That said, I like the actions and reactions, and think they fit what you're aiming for. I'd drop the restrictions from the 5 foot step, though, because that's just way too much fiddliness to handle when all you're talking about is a single square of movement.

3) My table has drinking a potion take just a bonus action.
 
Last edited:

1) I think it adds another decision point while taking a turn, without actually making the turn more fun or adding anything significant enough to bother.

2) That said, I like the actions and reactions, and think they fit what you're aiming for. I'd drop the restrictions from the 5 foot step, though, because that's just way too much fiddliness to handle when all you're talking about is a single square of movement.

3) My table has drinking a potion take just a bonus action.

1. For my groups, and especially since we rarely play beyond 7th level, adding another option of something to do on a turn makes allows a player like a bard who misses on their 1 attack have something they can do, may allow some creativity.
2. I had gotten rid of the 5' move restrictions but then added them back when posting here, thinking it might seem too good.
3. I think that seems like a good use for this.

Thanks
 

Have you tried the optional Tumble, Overrun, and Mark rules from the DMG? They could provide the kind of thing you’re looking for. I’m not a fan of Mark, personally, but I love Tumble and Overrun.
 

Some generic Reactions could be:
- you can fall prone after being targeted by an attack or being moved against your will,
- you can drop an object after being the target of an attack or being moved against your will.

Do you have to choose to fall prone before the outcome of the attack is announced? If so, that could be pretty powerful for characters with high Dex or Alertness.

"Oh, what, the guy hit me? Well, I'll fall prone so he misses and since I'll probably go first on the next round. Then I'll stand up as my move and attack. If he hits me again, I'll just fall down again!"

I don't think there is anything wrong with the idea. If it adds versatility and enjoyment to your game, go for it. :)
 


Do you have to choose to fall prone before the outcome of the attack is announced? If so, that could be pretty powerful for characters with high Dex or Alertness.

"Oh, what, the guy hit me? Well, I'll fall prone so he misses and since I'll probably go first on the next round. Then I'll stand up as my move and attack. If he hits me again, I'll just fall down again!"

I don't think there is anything wrong with the idea. If it adds versatility and enjoyment to your game, go for it. :)

My intent was that "after being targeted" implied after the attack and damage if any; I'll edit that above. Thanks.
 

1. For my groups, and especially since we rarely play beyond 7th level, adding another option of something to do on a turn makes allows a player like a bard who misses on their 1 attack have something they can do, may allow some creativity.
Yeah. I'm certainly not telling you not to do this. I'm not even trying to persuade you not to. I only told you I wouldn't do it because you asked me my opinion :p
 

Have you tried the optional Tumble, Overrun, and Mark rules from the DMG? They could provide the kind of thing you’re looking for. I’m not a fan of Mark, personally, but I love Tumble and Overrun.

I must say the DMG has been the book I still keep realizing there is more to discover.
I'll have to go look at those. Thanks
 

I don't like the generic bonus actions because many players will spend time on their turn looking for some way to use that bonus action. Actually I hate bonus actions in general because players do this during character creation (many players try to make sure every character they build has some use for the bonus action, such as an extra attack or spell effect) and also because bonus actions are confusing.

I like the idea of generic reactions because I think doing things when it's not your turn is a lot of fun. It gives a player something to do other than just watch.

Here's generic reactions I've used in the past:
- When forced movement would push you off a cliff, you can use your reaction to fall prone on top of the cliff, and not fall off.
- When an object within 5 feet of you changes, you can use your reaction to interact with that object (e.g., a door flies open next to you, you can use your reaction to close it again; or someone drops a weapon, you can use your reaction to pick it up)

Here's a generic reaction I'd like to introduce as a house rule maybe: When you get attacked or make a Dexterity saving throw, you can use your reaction to take the Dodge action (and it applies to the triggering effect) but become incapacitated until the end of your next turn. (Basically, you would give up your next turn, in order to haul ass right NOW.)
 

Trending content

Remove ads

Top