This variant increases the number of bonus actions a creature can take, and makes moving cost a bonus action, trying to allow for more choices on your turn.
Changes
- You now have 2 bonus actions on your turn, rather than 1 bonus action.
- You can move up to your speed as a bonus action (select one speed type).
- You can spend 1 action to use something that requires a bonus action.
- You no longer have a free object interaction (see the Interact bonus action below).
- The Dash action now allows you to move up to 1.5× your speed.
- You can only activate a specific spell or skill once per turn (e.g. you cannot use Spiritual Weapon three times on a turn).
Generic Bonus Actions
Action |
Description |
Crawl |
While you are prone, you move up to half of your walking speed. |
Defend |
You take a moment to defend yourself. |
Demoralize |
You try to demoralize a creature, reducing its effectiveness in battle. |
Drink a Potion |
You consume a potion. |
Drop Prone |
You fall prone. |
Escape |
You attempt to escape from a Grapple. |
Feint |
You attempt to make a feinting maneuver, to create an opening for yourself. |
Focus |
You take a moment to focus, aiming your next strike. |
Interact |
You interact with an object or the terrain. |
Search |
You scan an area for signs of creatures or objects. |
Stand |
You stand up from Prone. |
Stride |
Move up to your walking speed. |
Take Cover |
You attempt to take cover or make better use of the cover that you already have. |
Crawl
If you are Prone, you move up to half of your walking speed and remain Prone.
Defend
You can only use this once per turn. You gain a +1 bonus to your AC and your Saving Throws until the start of your next turn.
Demoralize
With a sudden shout, a well-timed taunt, or a cutting putdown, you can shake an enemy's resolve. Choose a creature within 10m of you whom you're aware of. Contest your Charisma (Intimidation) check against that target's Wisdom (Insight) check. If the target does not understand the language you are speaking, or you're not speaking a language, you take a –4 penalty to the check. On a success, the target takes a –1 penalty to all of its d20 rolls and save DCs until the end of its next turn.
Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Drink a Potion
You consume a potion that you have at hand (most of the time, you will need to use a bonus action to Interact, in order to first retrieve the potion).
Drop Prone
You fall
.
Escape
You attempt to escape from being
.
Choose one creature, object, spell effect, hazard, or other impediment imposing this condition on you. Attempt a Strength (Athletics) or Dexterity (Acrobatics) check against the DC of the effect. Whether or not you succeed, for the rest of this turn, you receive a –2 penalty to any attack roll, or ability check made to Escape.
Critical Success (+10). You get free and remove the Grappled condition imposed by your chosen target. You can then move up to 2m.
Success. You get free and remove the Grappled condition imposed by your chosen target.
Critical Failure (–10). You don't get free, and you can't attempt to Escape again until your next turn.
Feint
With a misleading flourish, you leave an opponent within melee reach of you unprepared for your real attack. Contest your Dexterity (Acrobatics), Strength (Athletics), or Charisma (Deception) check against that opponent's Wisdom (Insight) check. On a success, you gain Advantage on your next melee attack roll that you attempt against it before the end of your turn.
Focus
You gain a +1 bonus to your attack rolls this turn.
Interact
You use your hand or hands to manipulate an object or the terrain. You can grab an unattended or stored object, open a door, or produce some similar effect. You might have to attempt a skill check to determine if your Interact action was successful.
Search
If you're looking for creatures, choose an area you're scanning. If precision is necessary, the GM can have you select a 12m Cone centred on you, or a 6m radius Sphere within line of sight. You might take a penalty if you choose an area that's far away. You make a Wisdom (Perception) check, and the result is compared to the Dexterity (Stealth) DC of the hidden creatures in the area.
If you're using Search to look for objects (including secret doors and hazards), you search up to a 4m square adjacent to you. You make an Intelligence (Investigation) check, and the result is compared to the DC to detect each object in the area.
Stand
You stand up from
.
Stride
You move up to your walking speed.
Take Cover
You press yourself against a wall or duck behind an obstacle to take better advantage of cover. If you currently have half cover, you instead gain three-quarters cover, which provides a +5 bonus to AC and Dexterity Saving Throws. Otherwise, you gain the benefits of half cover (a +2 bonus instead).
This lasts until you move from your current space, use an attack action, become unconscious, or end this effect as a free action.
Specialty Bonus Actions
These actions are useful under specific circumstances. Some require you to have a special movement type.
Action |
Description |
Avert Gaze |
You avert your gaze from danger. |
Burrow |
Move up to your Burrow speed. |
Climb |
Move up to your Climb speed. |
Fly |
Move up to your Flying speed. |
Mount |
You mount a creature. |
Point Out |
You point out a hidden creature to your allies. |
Recall Knowledge |
You try to remember a bit of knowledge regarding a topic related to that skill. |
Swim |
Move up to your Swim speed. |
Avert Gaze
You avert your gaze from danger. Choose one of the following:
- You fully avert your gaze. You cannot see the creatures or objects that you averted your gaze from. This usually means that you are considered Blinded against those creatures or objects, but also means you do not need to make a Saving Throw against a visual ability that requires you to look at a creature or object, such as a medusa's petrifying gaze. Your gaze remains averted until the start of your next turn.
- You partially avert your gaze. You gain Advantage on Saving Throws against visual abilities that require you to look at a creature or object, such as a medusa's petrifying gaze. Your gaze remains averted until the start of your next turn.
Burrow
Provided you have a burrow speed, you dig your way through dirt, sand, or a similar loose material at a rate up to your burrow speed. You can't burrow through rock or other substances denser than dirt unless you have an ability that allows you to do so.
Climb
You move up to your climb speed (if you do not have a climb speed, you spend one extra metre of movement for each metre of movement). Your GM might ask you to attempt an Athletics check if the climb isn't easy for you, and they determine the DC based on the nature of the incline and environmental circumstances. If you have a climb speed, the DC is usually lower.
Fly
Provided you have a fly speed, you move through the air up to your fly speed. Moving upward (straight up or diagonally) uses the rules for moving through Difficult Terrain. You can move straight down 2m for every 1m of movement you spend. If you Fly to the ground, you don't take falling damage. You can use this action to fly 0m to hover in place. If you're airborne at the end of your turn and didn't use a Fly action this round, you fall, unless you have the Hover trait or are being held aloft by magick, such as by the Fly spell.
Mount
You move onto an adjacent creature and ride it. If you're already mounted, you can instead use this action to dismount, moving off the mount into a space adjacent to it.
Point Out
You indicate a creature that you can see to one or more allies, gesturing in a direction and describing the distance verbally. That creature is hidden to your allies, rather than undetected. This works only for allies who can see you and are in a position where they could potentially detect the target.
Recall Knowledge
You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. The GM determines the DCs for such checks and which skills apply.
The following skills can be used to Recall Knowledge, getting information about the listed topics. In some cases, you can get the GM's permission to use a different but related skill, usually against a higher DC than normal. Some topics might appear on multiple lists, but the skills could give different information. For example, Arcana might tell you about the magickal defenses of a golem, whereas Smiths' Tools could tell you about its sturdy resistance to physical attacks.
- Arcana: Arcane theories, magickal traditions, creatures of arcane significance, and arcane planes.
- History: Local history, key personalities, legal institutions, societal structure, and humanoid culture.
- Medicine: Diseases, poisons, wounds, and forensics.
- Nature: The environment, flora, geography, weather, creatures of natural origin, and natural planes.
- Religion: Divine agents, divine planes, theology, obscure myths, and creatures of religious significance.
- Tools: The subject matter of the tool (e.g. Alchemist's Supplies: alchemical reactions and creatures; or Tinker's Tools: engineering and constructs).
Swim
You move up to your swim speed (if you do not have a swim speed, you spend one extra metre of movement for each metre of movement). In most calm water, you succeed at the action without needing to attempt a check. Your GM might ask you to attempt an Athletics check if the swim isn't easy for you, and they determine the DC based on the nature of the water and environmental circumstances. If you have a swim speed, the DC is usually lower.