Bonus Action in Baldur's Gate 3 are a type of special actions. Various Class Features, Spells, and other Abilities let you take an additional action on Your Turn called a Bonus Action. The Cunning Action feature, for example, allows a rogue to take a Bonus Action. You can take a Bonus Action only when a Special ability, spell, or other feature of the game states that you can do something as a Bonus Action. You otherwise don’t have a Bonus Action to take.
You can take only one Bonus Action on Your Turn, so you must choose which Bonus Action to use when you have more than one available.
You choose when to take a Bonus Action during Your Turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take Actions also prevents you from taking a Bonus Action.
Bonus Action in Baldur's Gate 3
Name |
Type |
Description |
Range |
Requirements |
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Characters perform a jump, which distance depends on his or her Strength modifier. Jumping doesn't trigger opportunity attacks. Recharge: Once per turn |
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N/A |
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Coat your weapon in a surface to deal additional damage. | ![]() |
N/A |
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Push a target away for up to 4 m. Shoving unsuspecting targets always succeeds. | ![]() |
N/A |
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Stick to the shadows to improve your chances of going undetected. Attacking or casting spells reveals your location | N/A | N/A |
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Double your movement speed for the current turn. | N/A | N/A |
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Magically assume the shape of a beast. While in animal shape, you can't talk or cast spells. You take on the game statistics of your beast form -excluding your Intelligence, Wisdom, and Charisma scores. When your beast form drops to 0 hit points, you revert to your normal form, with the number of hit points you had before transforming. If your hit points dropped below 0 in beast form, that damage is applied after you revert. Spells that require concentration are not broken by turning into an animal. Your equipment merges into your animal form and won't have any effect until you revert. |
N/A | N/A |
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Take the shape of a cat that can avoid attention or distract Enemies. Your cat shape has 2 hit points. |
N/A | N/A |
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Take the shape of a giant badegr that can burrow into the ground. Your badger shape has 13 hit points. |
N/A | N/A |
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Take the shape of a polar bear that can goad Enemies into attacking it. Your bear shape has 30 hit points. |
N/A | N/A |
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Take the shape of a dire wolf that can increase its allie's movement speed and leave its Enemies vulnerable. Your wolf shape has 18 hit points. |
N/A | N/A |
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Take the shape of of a giant spider that can enweb Enemies. Your spider shape has 20 hit points. |
N/A | N/A |
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Take the shape of of a dire raven that can avoid attention and Blind Enemies. Your raven shape has 21 hit points. |
N/A | N/A |
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Take the shape of of a deep rothé that can casts dancing lights and charge its Enemies. Your deep rothé shape has 23 hit points. |
N/A | N/A |
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Spend Spell Slots to gain Sorcery Points | N/A | N/A |
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Spend Sorcery Points to unlock a Spell Slot. | N/A | N/A |
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Make a Ranged Attack while moving.
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Must have Dashed or Disengaged this turn. Hand Crossbow |
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Expend a superiority die to bolster the resolve of a friendly creature. It gains an additional 8 hit points. | ![]() |
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You suck the blood from a living creature and regain 2d4 hit points. The target takes 2d4 Piercing damage, unless it is unconscious or you are Hiding. Biting a creature does not break stealth.
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