5.5e BA Economy
5.5e BA Economy
Barbarian: High
Bard: Low
Cleric: High (Low for Trickery & War)
Druid: High (Low for Sea & Stars)
Fighter: High (Low for Psi Warrior)
Monk: Low
Paladin: Medium
Ranger: Medium (Low for Beast Master)
Rogue: Low
Sorcerer: Medium
Warlock: High
Wizard: High
Barbarian
● It takes a Bonus Action to Rage at the beginning of combat and to
maintain it (failing other options).
● At 14th level, the Berserker can use Intimidating Presence as a Bonus
Action once per Long Rest. You can get an additional use by spending
a Rage.
● At 3rd level, the Wild Heart Path can use Rage of the Wilds (Eagle) to
Dash and Disengage as a Bonus Action.
● At 14th level, the World Tree Path can use Travel along the Tree to
teleport up to 60 feet as a bonus action.
● At 3rd level, the Zealot Path can use Warrior of the Gods to regain hit
points from a pool of dice as a Bonus Action.
● At 10th level, the Zealot Path can use Zealous Presence to give
themself and their allies advantage on attacks and saving throws as a
Bonus Action once per Long Rest. You can get an additional use by
spending a Rage.
Summary: The Barbarian has very few auxiliary features that take a Bonus
Action. They either require only a single Bonus Action to be active for the
entirety of combat or they serve to provide circumstantial mobility or utility.
Feats that provide additional damage as a Bonus Action are a must for
optimization.
Bard
● It takes a Bonus Action to provide a Bardic Inspiration to an ally.
● Spells that Bard has access to & use a Bonus Action include: Dancing
Lights, Healing Word, Heat Metal, Lesser Restoration, Mass Healing
Word, Compulsion, Animate Objects, Mordenkainen’s Sword, as well
as any other spells it acquires from Magical Secrets.
● At 3rd level, the Glamour College can spend a Bardic Inspiration for
Mantle of Inspiration to provide their allies temporary hit points and
mobility as a Bonus Action.
● At 6th level, the Glamour College can use Mantle of Majesty to cast
Command for free for a short duration once per Long Rest. You can
spend a level 3+ spell slot for an additional use.
● At 14th level, the Glamour College can use Unbreakable Majesty to
make themself harder to hit for a short duration once per Short or
Long Rest.
● At 14th level, the Valor College can use Battle Magic to attack as a
Bonus Action.
Summary: The Bard starts with a feature that demands heavy use of the
Bonus Action. If you pick the Glamour subclass, you cannot afford to take
any features that use your Bonus Action. Do not consider these feats.
Cleric
● Spells that Cleric has access to & use a Bonus Action include: Healing
Word, Sanctuary, Shield of Faith, Lesser Restoration, Spiritual
Weapon, Animate Dead, Mass Healing Word, Create Undead, and
Divine Word.
● At 3rd level, the Trickery Domain can move their Invoke Duplicity
illusion as a Bonus Action.
● At 3rd level, the War Domain can use War Priest to attack as a Bonus
Action a number of times equal to your Wisdom modifier per Short or
Long Rest.
Summary: The Cleric has a skint few features that make use of their Bonus
Action, which is hungered for much more greedily by its spell list. While the
Trickery & War Domain has their fill of options, other Clerics may need
Bonus Action feats to maximize their action economy.
Druid
● It takes a Bonus Action to Wild Shape or conjure your Wild
Companion.
● Spells that Druid has access to & use a Bonus Action include:
Shillelagh, Healing Word, Jump, Barkskin, Flame Blade, Flaming
Sphere, Heat Metal, Lesser Restoration, and Grasping Vine.
● At 10th level, the Moon Circle can use Moonlight Step to teleport and
gain advantage on your next attack as a Bonus Action a number of
times equal to your Wisdom modifier per Long Rest. You can get an
additional use by spending a level 2+ spell slot.
● At 3rd level, the Sea Circle can spend a Wild Shape for Wrath of the
Sea to push and damage nearby creatures for a short duration.
● At 3rd level, the Stars Circle can spend a Wild Shape for Starry Form
to either improve your damage, healing, or concentration for a short
duration.
Summary: The Druid’s Bonus Action economy is largely dependent upon
their subclass. Sea and Stars Druids can’t afford to take any Bonus Action
feats, Moon Druids are partially dependent upon their Bonus Action, and
Land Druids don’t use them at all.
Fighter
● It takes a Bonus Action to call upon your Second Wind.
● The Battle Master’s Evasive Footwork, Feinting Attack, Lunging
Attack, and Rally Maneuvers all use your Bonus Action.
● At 7th level, the Battle Master can use Know Your Enemy to gain
information as a Bonus Action a once per Short or Long Rest. You can
get an additional use by spending a Superiority Die.
● At 3rd level, the Eldritch Knight can summon their War Bond weapon
as a Bonus Action.
● At 7th level, the Psi Warrior can use Telekinetic Adept to leap as a
Bonus Action.
● At 15th level, the Psi Warrior can use Bulwark of Force to shield
themself and their allies for a short duration once per Long Rest. You
can get an additional use by spending a Psionic Energy Die.
● At 18th level, the Psi Warrior can use Telekinetic Master as a Bonus
Action to attack while using Telekinesis.
Summary: The Fighter’s Bonus Action economy is largely dependent upon
their subclass. While Champion and Eldritch Knight make very little use of
their Bonus Action, Psi Warrior gradually accrues more and more valuable
uses of it, and Battle Master could potentially use it every turn—based on
which maneuvers they take.
Monk
● It takes a Bonus Action to use Martial Arts, Flurry of Blows, Patient
Defense, and Step of the Wind.
● At 6th level, the Shadow Warrior can use Shadow Step to teleport and
gain advantage on their next attack as a Bonus Action.
● At 6th level, the Open Hand Warrior can use Wholeness of Body to
heal themself as a Bonus Action a number of times equal to your
Wisdom modifier per Long Rest.
Summary: Flurry of Blows knocks any other Bonus Action option off a cliff.
Paladin
● It takes a Bonus Action to Divine Smite, Lay on Hands, or Divine
Sense.
● Spells that Paladin has access to & use a Bonus Action include:
Compelled Duel, Divine Favor, Divine Smite, Searing Smite, Shield of
Faith, Thunderous Smite, Wrathful Smite, Lesser Restoration, Magic
Weapon, Shining Smite, Blinding Smite, Staggering Smite, and
Banishing Smite.
● At 20th level, each Oath can use their capstone feature to empower
themself for a short duration once per Long Rest. You can get an
additional use by spending a level 5 spell slot.
● At 3rd level, the Glory Oath can use Peerless Athlete to improve their
Athletics, Acrobatics, and jumps as a Bonus Action.
Summary: Depending on how often you see yourself using Divine Smite,
you could take a Bonus Action feat—preferably one that isn’t focused on
damage.
Ranger
● It takes a Bonus Action to cast and move Hunter’s Mark.
● Spells that Ranger has access to & use a Bonus Action include: Hail of
Thorns, Hunter’s Mark, Jump, Barkskin, Lesser Restoration, Magic
Weapon, Lightning Arrow, Grasping Vine, and Swift Quiver.
● At 14th level, Rangers can use Nature’s Veil to turn Invisible as a
Bonus Action a number of times equal to your Wisdom modifier per
Long Rest.
● At 3rd level, the Beast Master can command their Primal Companion
to act as a Bonus Action
● At 15th level, the Fey Wanderer can Misty Step for free as a Bonus
Action a number of times equal to your Wisdom modifier per Long
Rest.
Summary: While a Beast Master will have their hands full, any other
Ranger subclass needs some way to use their Bonus Action effectively after
they’ve cast Hunter’s Mark.
Rogue
● It takes a Bonus Action to Dash, Disengage, Hide, or Steady Aim.
● At 3rd level, the Arcane Trickster can cast and control their Mage
Hand as a Bonus Action.
● At 3rd level, the Psi Knife can use Psychic Blades to attack as a Bonus
Action.
● At 9th level, the Psi Knife can use Psychic Teleportation to throw their
weapon and teleport to its location as a Bonus Action.
● At 3rd level, the Thief can use Fast Hands to pick pockets or locks,
disarm traps, or use items as a Bonus Action.
Summary; The Rogue is front loaded with options meant to enable their
Sneak Attack or greatly enhance their mobility as a Bonus Action. The Psi
Knife is heaped with additional options. Finding a way to utilize your Bonus
Action is not a high priority.
Sorcerer
● It takes a Bonus Action to activate Innate Sorcery or use Quickened
Spell.
● Spells that Sorcerer has access to & use a Bonus Action include:
Dancing Lights, Jump, Arcane Vigor, Dragon’s Breath, Flame Blade,
Flaming Sphere, Magic Weapon, Misty Step, Animate Objects, and
Bigby’s Hand.
● At 3rd level, the Aberrant Sorcerer can use Telepathic Speech to
establish a telepathic connection as a Bonus Action.
● At 14th level, the Aberrant Sorcerer can spend 1 or more Sorcery
Points with Revelation in Flesh to enhance their mobility or
perception for a short duration.
● At 14th level, the Clockwork Sorcerer can use Trance of Order to
stabilize rolls for a short duration once per Long Rest. You can get an
additional use by spending 5 Sorcery Points.
● At 14th level, the Draconic Sorcerer can use Dragon Winds to gain a
fly speed for a short duration once per Long Rest. You can get an
additional use by spending 3 Sorcery Points.
Summary: Most of the Bonus Action options Sorcerer has access to are
transformations that only ask for a single Bonus Action. However, you may
find that you wish to make ample use of Quickened Spell. Since this is an
expensive option, you’ll likely want a Bonus Action feat regardless.
Warlock
● Spells that Warlock has access to & use a Bonus Action include:
Armor of Agathys, Expeditious Retreat, Hex, Misty Step, Create
Undead, Tasha’s and Bubbling Cauldron.
● It takes a Bonus Action to use the following invocations: Gaze of Two
Minds, Investment of the Chain Master, Otherworldly Leap, and
technically Pact of the Blade.
● At 3rd level, the Archfey can use Steps of the Fey to cast Misty Step
for free as a Bonus Action a number of times equal to your Charisma
modifier per Long Rest.
● At 3rd level, the Celestial can use Healing Light to heal themself or a
companion from a pool of dice as a Bonus Action.
● At 3rd level, the Great Old One can use Awakened Mind to form a
telepathic connection.
Summary: Unless you’re a Warlock that wants to make ample use of a
familiar, you have free reign over your Bonus Action. Go nuts.
Wizard
● Spells that Wizard has access to & use a Bonus Action include:
Dancing Lights, Expeditious Retreat, Jump, Arcane Vigor, Dragon’s
Breath, Flaming Sphere, Magic Weapon, Misty Step, Animate Dead,
Arcane Eye, Animate Objects, Bigby’s Hand, Create Undead, Tasha’s
Bubbling Cauldron, and Mordenkainen’s Sword.
● At 3rd level, the Illusionist can use Improved Illusions to cast Minor
Illusion as a Bonus Action.
● At 14th level, the Illusionist can alter their Illusory Reality as a Bonus
Action.
Summary: For the love of God, take the Telekinetic feat.
Items
● If you attack with a Light weapon, you can attack with another Light
weapon as a Bonus Action. The Nick Weapon Mastery removes this
cost.
● You can drink a Healing Potion or Antitoxin as a Bonus Action.
Feats
● Chef treats can be eaten as a Bonus Action.
● Dual Wielder allows you to attack with a non-Two-Handed weapon as
a Bonus Action after attacking with a Light weapon.
● Fey Touched allows you to cast Misty Step as a Bonus Action once per
Long Rest.
● Great Weapon Master allows you to attack as a Bonus Action after you
score a Critical Hit or reduce a creature to 0 hit points.
● Keen Mind allows you to Study as a Bonus Action.
● Observant allows you to Search as a Bonus Action.
● Poisoner allows you to apply poison to your weapon as a Bonus Action.
● Polearm Master allows you to make a Pole Strike as a Bonus Action.
● Telekinetic allows you to shove or pull a faraway creature as a Bonus
Action.
Lineages
● The Aasimar can use Celestial Revelation to transform for a short
duration once per Long Rest.
● The Dragonborn can use Draconic Flight to gain a fly speed for a short
duration once per Long Rest.
● The Dwarf can use Stonecunning to gain Tremorsense for a short
duration a number of times equal to your Proficiency Bonus per Long
Rest.
● The High Elf can cast Misty Step for free as a Bonus Action once per
Long Rest.
● The Rock Gnome can activate their clockwork device as a Bonus
Action.
● The Goliath can become larger for a short duration once per Long
Rest. In addition, their Cloud Ancestry can teleport as a Bonus Action
number of times equal to your Proficiency Bonus per Long Rest.
● The Orc can use Adrenaline Rush to Dash and gain temporary hit
points as a Bonus Action a number of times equal to your Proficiency
Bonus per Short or Long Rest.
Spells
You can use a bonus action to…
Level 0
● Cast Shillelagh or Produce Flame.
● Move your Dancing Lights.
Level 1
● Cast Armor of Agathys, Compelled Duel, Divine Favor, Divine Smite,
Expeditious Retreat, Hail of Thorns, Healing Word, Hex, Hunter’s
Mark, Jump, Sanctuary, Searing Smite, Thunderous Smite, or
Wrathful Smite.
● See through your Find Familiar or reapply Witch Bolt.
Level 2
● Cast Arcane Vigor, Barkskin, Dragon’s Breath, Flame Blade, Lesser
Restoration, Magic Weapon, Misty Step, Shield of Faith, Shining
Smite, Spiritual Weapon
● Move your Flaming Sphere or maintain your Heat Metal.
Level 3
● Cast Blinding Smite, Lightning Arrow, Mass Healing Word,
● Command your Animate Dead
Level 4
● Cast Staggering Smite.
● Cast or attack with your Grasping Vine, move your Arcane Eye, or
choose a direction for Compulsion.
Level 5
● Cast Banishing Smite or Swift Quiver.
● Command your Animated Objects or Bigby’s Hand.
Level 6
● Command your Create Undead.
● Grab a potion from Tasha’s Bubbling Cauldron.
Level 7
● Cast Divine Word.
● Attack with Mordenkainen’s Sword.