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D&D: The Five Best Bonus Action Spells

3 Minute Read
Mar 29 2022
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Need a spell in a hurry? Cast one as a bonus action. And these five best bonus action spells which will put you on top.

The best bonus action spells in D&D give you quick, versatile power. While they may not be as outright powerful as a spell that takes your full action, they’re surprisingly useful in that you can still take an action after you cast one. Whether you use that to make one or more attacks or to cast a cantrip or the like, there’s so much you can do.

The best bonus action spells take your character and add incredible value to every aspect of your turn. With a lot to pick from, though, which should you take? Here are our picks for the best bonus action spells in 5E.

Healing Word

healing word - best bonus action spell

This one’s on the list because of course it is. Even though in-combat healing is, by and large, less effective than other spells, it nevertheless can be helpful. And Healing Word is easily the best in-combat healing spell. It lets you still do something with your turn while also either keeping one of your friends up or getting them up from being downed.

Misty Step

an example of misty step, one of the best bonus action spells

Teleport spells are extremely good. And Misty Step, as a 2nd level spell, is one of the best. It’s a short range teleport, sure, at only 30 feet. But if you can see it, you can get there. Cross into a building with a glance through the window. Escape from a grapple, get away from being surrounded. Teleport next to the vulnerable mage and stab them so much they can’t do anything. Offensively or defensively, this spell is just grand.

Banishing Smite

Paladins have access to some of the best spells in the game. You might not know it, because they mostly use them to smite with. But, from the time they get spells on, they can do some incredible things. Banishing Smite is a perfect example. Sure it’s a 5th level Paladin spell, which makes it out of reach in many cases, but it does 5d10 extra damage on your next melee attack. And if that damage reduces a creature to 50 hit points or less, they’re banished. No save. No nothing. It’s extremely good to use on spellcasters early on to knock them out of the fight. But in any case, all that for just a bonus action.

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Compelled Duel

Same thing with Compelled Duel. This is a 1st-level Paladin spell, so you might ever actually get it. And it’s pretty simple: if your target fails their initial save, they not only get disadvantage to attack any creature other than you, they must also make a Wisdom saving throw to move more than 30 feet away from you.

It’s a huge annoyance and all it takes is a bonus action. You can still smite your target that turn if you want.

Sanctuary

One bonus action spell that can protect a creature from even the most powerful attacks. Sanctuary can keep even the Tarrasque at bay if it fails its save. It’s a single 1st level spell that can stop spells, melee attacks, grapples–it doesn’t care. The only thing it doesn’t stop is area of effect spells.

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And sure, it ends if your protected target affects an enemy, but if your target sets up a long concentration spell like Hypnotic Pattern and then gets Sanctuaried, they can keep maintaining the spell while protected.

What are your picks for best bonus action spells in the game?

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Author: J.R. Zambrano
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