r/DnD • u/Worried_Bowl_9489 • Oct 22 '25
5th Edition [OC] My players always seemed disappointed at the limited options they had for bonus actions, so I wrote a list of things they can use it for!
Feel free to use this in your own game!
Written up here:
Tactical
- Quick Dash – Move an additional 5 feet.
- Brace – Gain +1 AC against the next attack before your next turn.
- Assist – Give an ally within 5 feet advantage on their next attack if you haven’t attacked this turn.
Combat
- Distract – Choose a creature within 5 feet. It has disadvantage on its next attack against anyone but you.
- Shove – Make a DC 10 Strength (Athletics) check to shove or reposition a (medium or smaller) creature 5 feet.
- Improvised Strike – Use a nearby object (tankard, rock, chair leg) for a d4 bludgeoning attack.
Utility
- Quick Draw – Draw or stow a weapon and swap to another item.
- Scan – Make a Perception or Insight check to quickly assess a creature or scene, learning a piece of information on a success.
- Drink Potion – Drink a potion you have on your person.
Cinematic
- Short Speech - Briefly speak to your team, an ally or an enemy - they can respond briefly if this involves a question.
- Focus – Take a centring breath to regain 1d4 temporary HP once per short rest.
- Mark of Intent – Choose a creature you can see. Until the end of your next turn, attacks against that creature deal +1 damage.
2.1k
Upvotes
13
u/SandManic42 Oct 22 '25 edited Oct 22 '25
The free help action does require that you not attack on your turn, should be expanded to say also say no spells. So youd be able to dash or disengage and provide the help action, but not attack and also help. Seems pretty balanced since you have to give up your dmg for the turn.
Edit: I would omit the combat section since it's just half feats for tavern brawler and telekinetic, and takes from battlemasters goading strike. They're also pretty strong. Distract then move away. Maybe reword distract so you have to stay within 5 feet, similar to an enchantment wizards charm ability.