Secret Lesson 11

Bonus Actions, Reactions, Triggers, and Timing

You now understand the game's standard Actions.

But a creature's turn can sometimes include more than its normal action.

Certain class features, spells, and other rules can give you access to another type of activity called a:

BONUS ACTION

And some rules allow you to respond immediately to something that happens through a:

REACTION

These are separate from your normal action.

Understanding the difference between:

Action

Bonus Action

and

Reaction

is essential for understanding combat timing.


THE THREE MAIN ACTION TYPES

A useful starting point is:

ACTION

The main thing you do on your turn.

Examples include:

  • Attack

  • Dash

  • Dodge

  • Magic

  • Search

  • Ready


BONUS ACTION

An additional special action that is available only when a rule specifically gives you one.


REACTION

An immediate response to a particular trigger.

A Reaction can happen:

  • on your turn

  • on another creature's turn

depending on when its trigger occurs.


BONUS ACTIONS

A Bonus Action is an additional type of action that certain:

  • class features

  • spells

  • abilities

  • other game rules

allow you to take on your turn.

The most important rule is this:

YOU DO NOT AUTOMATICALLY HAVE A BONUS ACTION

A Bonus Action is available only if a specific rule says that you can do something as a Bonus Action.


YOU CANNOT INVENT A BONUS ACTION

Suppose your character has no feature or spell that uses a Bonus Action.

You cannot simply say:

“I use my Bonus Action to attack again.”

There must be a rule that gives you something you can do as a Bonus Action.

Without such a rule:

THERE IS NO BONUS ACTION AVAILABLE TO TAKE


EXAMPLE — CLASS FEATURE

The SRD gives the Rogue's Cunning Action as an example of a feature that allows a Bonus Action.

The exact Cunning Action rules will be covered when we study the Rogue.

For now, the important idea is:

the class feature creates the Bonus Action option.


ONE BONUS ACTION PER TURN

Even if you have several different Bonus Action options available:

YOU CAN TAKE ONLY ONE BONUS ACTION ON YOUR TURN

 


EXAMPLE

Suppose your character has three abilities:

Ability A — Bonus Action

Ability B — Bonus Action

Ability C — Bonus Action

You cannot use all three on the same turn.

You must choose:

ONE


BONUS ACTIONS DO NOT REPLACE YOUR NORMAL ACTION

A Bonus Action is separate from your standard action.

For example, if a feature permits it, your turn might include:

Action — Attack

and:

Bonus Action — use a class feature

These are different parts of the turn.


YOU CHOOSE WHEN TO TAKE YOUR BONUS ACTION

Unless the rule gives the Bonus Action a specific timing requirement, you decide when during your turn to use it.

For example, depending on the rules involved, you might use your Bonus Action:

before your action

or:

after your action

or between other permitted parts of your turn.


SPECIFIC TIMING OVERRIDES YOUR CHOICE

If the Bonus Action's rule specifies exactly when it can occur:

FOLLOW THAT TIMING

For example, imagine a hypothetical feature says:

“Immediately after you take the Attack action, you can use a Bonus Action to…”

You could not use that Bonus Action before taking the Attack action.

The specific timing requirement controls when it becomes available.

This follows the rule you learned in Lesson 2:

SPECIFIC RULES OVERRIDE GENERAL RULES


LOSING THE ABILITY TO TAKE ACTIONS ALSO PREVENTS BONUS ACTIONS

The SRD states that anything that prevents you from taking actions also prevents you from taking a Bonus Action.

This is important because certain conditions can remove your ability to act.

For example, the Incapacitated condition prevents a creature from taking:

  • Actions

  • Bonus Actions

  • Reactions

 


BONUS ACTION QUICK RULE

Remember:

Do I have a rule that gives me a Bonus Action?

NO

You cannot take one.

YES

You can choose one Bonus Action option.

You can take:

ONLY ONE PER TURN


REACTIONS

A Reaction is different.

A Reaction is an immediate response to a:

TRIGGER

The SRD describes it as a special action taken in response to something that happens.


WHAT IS A TRIGGER?

A trigger is the event that allows a particular Reaction to occur.

For example:

“When a creature leaves your reach…”

could be a trigger.

Or:

“When you are hit by an attack…”

could be the trigger for some feature.

Or:

“When a creature you can see casts a spell…”

could be the trigger for another rule.

The Reaction's description tells you what event activates the option.


NO TRIGGER, NO REACTION

A Reaction is not something you can normally take whenever you want.

You need:

A RULE THAT GIVES YOU A REACTION

and:

THE REQUIRED TRIGGER MUST OCCUR

Only then can you use that Reaction.


REACTIONS CAN HAPPEN ON SOMEONE ELSE'S TURN

This is one of their most important properties.

A Reaction can happen:

  • during your own turn

  • during another creature's turn

because the timing depends on its trigger.


EXAMPLE

It is an enemy's turn.

The enemy does something that triggers one of your Reactions.

You can use your Reaction even though:

IT IS NOT YOUR TURN

That is one of the major differences between a Reaction and a Bonus Action.


BONUS ACTION VS. REACTION

BONUS ACTION

Normally used:

on your own turn

and only if a rule gives you one.

REACTION

Used:

when its trigger occurs

which might happen during your turn or someone else's.


OPPORTUNITY ATTACKS

The SRD identifies the Opportunity Attack as the most common example of a Reaction.

An Opportunity Attack can occur when a creature you can see leaves your reach using certain forms of movement.

You then use your:

REACTION

to make one melee attack with a weapon or an Unarmed Strike before the creature actually leaves your reach.

We will examine Opportunity Attacks in greater detail later in the combat lessons.


ONE REACTION AT A TIME

After taking a Reaction:

YOU CANNOT TAKE ANOTHER REACTION UNTIL THE START OF YOUR NEXT TURN

 

This is one of the most important timing rules in the game.


EXAMPLE

An enemy triggers your Reaction.

You use it.

Later in the same round, another enemy triggers another possible Reaction.

You cannot use the second one yet.

You have already spent your Reaction.

You regain the ability to take another Reaction:

AT THE START OF YOUR NEXT TURN


REACTION RECOVERY IS NOT “ON YOUR TURN”

Pay attention to the exact timing.

It is not:

at the end of your turn

and not:

at the end of the round

It is:

AT THE START OF YOUR NEXT TURN

 

This distinction can matter.


EXAMPLE OF REACTION TIMING

Suppose your turn begins.

At that moment, your Reaction becomes available again.

You take your turn.

Later, during an enemy's turn, you use a Reaction.

You now cannot react again until:

THE START OF YOUR NEXT TURN


REACTIONS CAN OCCUR DURING YOUR OWN TURN

Because a Reaction is tied to a trigger rather than to another creature's turn, you can sometimes take a Reaction during your own turn.

The Rules Glossary confirms that if you take a Reaction on your turn, you can still also take:

  • an Action

  • a Bonus Action

  • or both

provided the rules otherwise allow them.

So a Reaction does not automatically replace your normal Action or Bonus Action.


ACTION + BONUS ACTION + REACTION

In a turn where all the appropriate rules allow it, a creature might potentially use:

one Action

one Bonus Action

and:

one Reaction

These are distinct resources.

However, remember:

the Reaction requires a valid trigger.

You don't simply receive one free extra action.


WHEN EXACTLY DOES A REACTION HAPPEN?

The SRD provides an important general timing rule:

A REACTION OCCURS IMMEDIATELY AFTER ITS TRIGGER

unless the Reaction's own description says otherwise.


EXAMPLE

Suppose a rule says:

“When a creature completes X, you can take this Reaction.”

The trigger happens.

Then:

THE REACTION OCCURS IMMEDIATELY AFTERWARD

unless that specific Reaction tells you to use different timing.


SOME REACTIONS INTERRUPT EVENTS

Certain Reaction rules can specify timing that occurs before something else is completed.

For example, an Opportunity Attack occurs:

RIGHT BEFORE THE CREATURE LEAVES YOUR REACH

because that specific rule tells us so.

Again:

SPECIFIC TIMING OVERRIDES GENERAL TIMING


WHAT IF A REACTION INTERRUPTS ANOTHER CREATURE'S TURN?

If you use a Reaction during another creature's turn:

  1. that creature's turn is temporarily interrupted

  2. resolve your Reaction

  3. the creature continues its turn afterward

The SRD states this explicitly.


EXAMPLE

Enemy's turn:

1. Enemy begins moving.

2. Movement triggers your Reaction.

3. Resolve your Reaction.

4. Enemy resumes its turn.

The Reaction does not normally end the enemy's entire turn unless the Reaction's effect itself causes something that prevents further actions.


READY AND REACTIONS

In Lesson 10, you learned about the Ready action.

Ready provides one of the clearest examples of trigger-based timing.

When you Ready:

  1. define a perceivable trigger

  2. choose an action or movement to perform

  3. wait

  4. if the trigger occurs before your next turn, you can use your Reaction to perform the prepared response

 


EXAMPLE — READY

On your turn:

“I Ready an action. If the door opens, I attack the creature that comes through.”

You have now spent:

YOUR ACTION

to Ready.

Later, the door opens.

That is your:

TRIGGER

You may now spend:

YOUR REACTION

to perform the prepared attack.


YOU CAN IGNORE A READY TRIGGER

When a trigger occurs after you have Readied something:

you are not forced to respond.

You may:

use your Reaction

or:

ignore the trigger.


IF YOU HAVE ALREADY USED YOUR REACTION

Suppose you Ready something.

Before the trigger occurs, another event causes you to spend your Reaction.

Later, the Ready trigger happens.

You have no Reaction available.

Therefore:

YOU CANNOT PERFORM THE READIED RESPONSE

because Ready requires your Reaction.


READYING A SPELL

Ready has additional rules when the prepared action is a spell.

To Ready a spell:

  • the spell must have a casting time of an Action

  • you cast it normally when you Ready it

  • you expend the required resources at that time

  • you hold its magical energy

  • holding it requires Concentration

  • you release it using your Reaction when the trigger occurs

 


IF YOUR CONCENTRATION BREAKS

If you lose Concentration before releasing the readied spell:

THE SPELL DISSIPATES

and:

IT NEVER TAKES EFFECT

 


TRIGGERS MUST BE PERCEIVABLE FOR READY

The Ready action specifically requires you to choose a:

PERCEIVABLE CIRCUMSTANCE

as its trigger.

You cannot Ready based on something your character has no way of perceiving.


REACTION TIMING EXAMPLE

Suppose your Reaction says:

“When you see a creature enter a marked area…”

Enemy enters the area.

Trigger occurs.

Unless the Reaction's text provides another timing instruction:

RESOLVE THE REACTION IMMEDIATELY AFTER THE TRIGGER

Then the interrupted turn continues.


TIMING WORDS MATTER

When reading a feature, pay careful attention to words such as:

when

after

before

at the start of

at the end of

immediately after

These words determine when an effect can happen.


“WHEN” VS. “AFTER”

For example:

“When you are hit…”

and:

“After you take damage…”

are not necessarily the same timing.

The first may trigger at the moment the attack hits.

The second happens after damage has already occurred.

Always follow the exact wording of the specific rule.


“START OF YOUR TURN”

Many rules refresh or activate:

AT THE START OF YOUR TURN

A Reaction is one important example.

After using one, your ability to take another Reaction returns at:

THE START OF YOUR NEXT TURN

 


“UNTIL THE START OF YOUR NEXT TURN”

You saw this wording with Dodge.

If an effect lasts:

until the start of your next turn

it ends as your next turn begins.

This is different from:

until the end of your next turn.

Exact timing language matters.


ACTION ECONOMY

Players often use the informal phrase:

ACTION ECONOMY

to describe how a creature manages the different things it can do during a turn.

Within the rules we have studied, the important categories are:

MOVEMENT

Move according to your available Speed.

ACTION

Take one action at a time.

BONUS ACTION

Use one if a rule grants one.

REACTION

Use one when a valid trigger occurs, then wait until the start of your next turn to regain it.

These resources are separate, although specific rules can interact with them.


EXAMPLE — A COMPLETE TURN

Imagine your character has:

Speed 30 feet

a normal Action

and a feature that provides a Bonus Action.

Your turn might look like:

MOVEMENT

Move 15 feet.

ACTION

Attack.

MOVEMENT

Move the remaining 15 feet.

BONUS ACTION

Use your special feature.

Later, during an enemy's turn:

REACTION

Use a Reaction when its trigger occurs.

This illustrates how several different parts of the game's timing system can fit together.


ORDER CAN MATTER

Suppose your Bonus Action gives you a benefit to your next attack.

Then:

Bonus Action first → Attack second

may be useful.

If instead your Bonus Action can only be used after attacking:

Attack first → Bonus Action second

may be required.

The rules of each feature determine the legal timing.


YOU CANNOT CONVERT ACTION TYPES FREELY

Another common beginner mistake is assuming that:

an Action can always become a Bonus Action

or:

a Bonus Action can become an Action

or:

an unused Action gives you another Reaction

That is not a general rule.

Action types are separate.

You can only convert or substitute them if a specific rule explicitly allows it.


UNUSED BONUS ACTIONS DON'T ACCUMULATE

Suppose you have a Bonus Action available but choose not to use it.

You do not carry it into the next turn.

You cannot say:

“I skipped my Bonus Action last turn, so I have two now.”

Each turn is resolved according to the options available during that turn.


UNUSED REACTIONS DON'T ACCUMULATE

The same principle applies to Reactions.

If you never use your Reaction before your next turn:

you don't gain two.

You simply still have the ability to take one when the next valid trigger occurs.


INCAPACITATED AND TIMING

The Incapacitated condition is particularly important because it prevents:

  • Actions

  • Bonus Actions

  • Reactions

It also breaks Concentration.

This means a character who becomes Incapacitated can lose access to several parts of the action economy at once.


EXAMPLE — INCAPACITATED DURING A READIED SPELL

You Ready a spell.

Holding it requires Concentration.

Before the trigger happens, you become Incapacitated.

The Incapacitated condition breaks your Concentration.

Therefore:

the readied spell dissipates before it can be released.


COMMON BEGINNER MISTAKES

MISTAKE 1 — ASSUMING EVERY CHARACTER ALWAYS HAS A BONUS ACTION

A Bonus Action exists only when a rule gives you something to do as one.


MISTAKE 2 — USING MULTIPLE BONUS ACTIONS

You can take only:

ONE BONUS ACTION PER TURN

 


MISTAKE 3 — USING A REACTION WITHOUT A TRIGGER

A Reaction must be activated by the trigger specified by its rule.


MISTAKE 4 — THINKING REACTIONS ONLY HAPPEN ON ENEMY TURNS

A Reaction can occur on:

your turn

or:

someone else's turn

depending on the trigger.


MISTAKE 5 — USING MULTIPLE REACTIONS BEFORE YOUR NEXT TURN

Once you take one:

you cannot take another until:

THE START OF YOUR NEXT TURN

 


MISTAKE 6 — THINKING READY GIVES YOU AN EXTRA ACTION FOR FREE

Ready costs:

YOUR ACTION NOW

and the prepared response later costs:

YOUR REACTION

 


MISTAKE 7 — FORGETTING THAT READIED SPELLS REQUIRE CONCENTRATION

A readied spell must have a casting time of an Action, and holding it requires Concentration.


MISTAKE 8 — IGNORING EXACT TIMING WORDS

“Before,” “after,” “when,” “start,” and “end” can completely change how a rule works.

Read the trigger carefully.


LESSON 11 — KEY TAKEAWAYS

BONUS ACTIONS REQUIRE A RULE

You do not automatically have one.

A class feature, spell, or other rule must give you a Bonus Action option.


ONLY ONE BONUS ACTION PER TURN

If several are available:

choose one.


BONUS ACTION TIMING IS FLEXIBLE UNLESS SPECIFIED

You normally decide when during your turn to use it unless its rule gives specific timing.


REACTIONS RESPOND TO TRIGGERS

They can occur during your turn or another creature's turn.


AFTER USING A REACTION

You can't take another until:

THE START OF YOUR NEXT TURN

 


GENERAL REACTION TIMING

A Reaction normally happens:

IMMEDIATELY AFTER ITS TRIGGER

unless the specific Reaction says otherwise.


INTERRUPTED TURNS CONTINUE

After the Reaction resolves, the creature whose turn was interrupted normally continues its turn.


READY USES BOTH AN ACTION AND A REACTION

Take the Ready action now.

Respond to the trigger later using your Reaction.


NEXT LESSON

LESSON 12 — SOCIAL INTERACTION: ROLEPLAYING, ATTITUDES, INFLUENCE, AND SOCIAL CHECKS

You now understand how Actions, Bonus Actions, Reactions, and timing work.

Next we return to one of the three fundamental pillars of play:

SOCIAL INTERACTION

In Lesson 12, we will study:

  • how social encounters work

  • the GM's role in controlling NPCs

  • roleplaying

  • active and descriptive approaches to roleplaying

  • Friendly, Indifferent, and Hostile attitudes

  • how attitudes affect interactions

  • when a social Ability Check is necessary

  • when no check should be made

  • how Influence works within a full social encounter

  • Deception

  • Intimidation

  • Performance

  • Persuasion

  • Animal Handling

  • how roleplaying and game mechanics work together


SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.