D&D: Five Bonus Action Spells That Are Quick And Powerful

These spells might only take a Bonus Action to cast, but they often deliver a whole Action’s worth of results.
In D&D, spells are probably the most powerful thing you can usually do. Whenever you hear about some kind of absolute BS, be it dealing hundreds of points of damage in a single round or figuring out how to go fast enough to break the sound barrier, spells are usually involved.
And some of the best spells don’t even take your whole action. You can use just a Bonus Action to, for instance, ensnare someone and set them up for a full round of attacks (or whatever else you might want to use your Action for). Bonus Action spells, like these, deliver just excellent feels.
Divine Favor

Divine Favor got a serious glow up in the new edition. It is, in many ways, the perfect gish spell because it only takes a bonus action to cast and doesn’t even take up your concentration. So you can still make those cool attacks with your cool sword while also using magic to enhance the damage of every attack.
For a first level spell, you’ll get a d4 bonus damage on every attack. That can add up real quick once you’re making at least two attacks every Action (which you’ll still have free), and since your concentration is free, you can buff up with something like a conjure minor elementals or the like for even more.
Grasping Vine

Hey, Grasping Vine is one of those underrated spells you don’t hear too much about. And I think it’s because it’s a 4th level spell that might draw comparison to the likes of Hunger of Hadar and Evard’s Black Tentacles. But Druids and Rangers don’t get those spells. Instead they get Grasping Vine.
Grasping vine is different – for one, its a Bonus Action spell, which is hugely important. Because on its own, the spell only attacks one creature instead of an area like the other spells mentioned. But, the Grasping Vine deals pretty good damage, 4d8 if it hits, and it pulls a target up to 30 feet towards the vine, and then gives it the grappled Condition if the creature is HUge or Smaller. Meaning, it can lock down a single enemy pretty much for the whole fight.
You can repeat the attack as a Bonus Action, and dealing 4d8 with a Bonus Action is good on its own. But 4d8 plus a grapple? All for a Bonus Action? That can really change the course of a fight, especially since your Druid or Ranger can still make all their normal attacks or wild shape and keep concentrating on it. It’s a surprisingly effective Bonus Action force multiplier.
Mass Healing Word

Talking of spells that feel like they give you a whole Action’s worth of results for a single Bonus Action, Mass Healing Word is such a great way to take the sting out of the DM’s really good turn. It’s a souped up Healing Word that does 2d4 + Spell Modifier healing, but it also effects up to six creatures of your choice.
For a single bonus action, you can give your whole party some much needed healing. And you’ll still have your turn to drop a cantrip, cast a spell without a slot, make an attack, or dodge or dash or whatever else you might want to do with that Action.
Draconic Transformation

Draconic Transformation, out of Fizban’s Treasury of Dragons, is an amazing powerup spell. Especially considering that it’s only a Bonus Action to cast. You can start reaping its benefits the turn you cast it.
Once you cast the spell, you roar with draconic might and gain Blindsight out to 30 feet, incorporeal wings that give you a fly speed of 60 feet, and a Breath Weapon which you can exhale as you cast the spell, and also as a Bonus Action on subsequent turns (for the next minute). Creatures caught in your breath weapon have t save or take 6d8 Force Damage. And again, as a Bonus Action
Blade of Disaster

Finally, there’s the Black Blade of Disaster. This is a 9th level spell. But what a doozy. With it, you summon a “blade-shaped planar rift” that utterly annhiliates whatever it cleaves into. As part of the Bonus Action that you use to cast the sell, you make two melee spell attacks that each deal 4d12 Force Damage. The blade of disaster also scores a crit on a natural 18 or higher – and when it crits, it does 12d12 damage instead.
And, as you might imagine, you can repeat the two attacks—for one Bonus Action—on subsequent turns. Meaning you could send this magical planar rift/cuisinart flying into the lich’s minions and still keep casting important spells every round. Or dice up the lich, because almost nothing resists Force Damage. And doling out anywhere from 4d12 to a potential 24d12 as a Bonus Action is serious business.
Happy adventuring!
