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Bonus Actions

In the heart of a battle against the unknown, even the smallest movements can mean the difference between survival and oblivion. Hunters in Obscured get a flicker of opportunity in the form of a 'Bonus Action.' These represent swift maneuvers, instinctive responses, or minor efforts that a Hunter can squeeze in on top of their main action. For instance, a desperate reload, a shouted warning, or the flash of a warding charm could all fall under the category of bonus actions.

While every turn provides a Hunter with one action and one bonus action, there's always a bit of wiggle room. If circumstances demand it, a Hunter can sacrifice their main action to snag an extra bonus action. Two desperate reloads? Fumbling for a crucifix while on the run? It's possible, but be warned...

You can't go in the other direction. A bonus action will never become a full action. In other words, don't expect to squeeze in an extra attack just because you have a swift maneuver left over.

Example

Overseer: "You're cornered in the crumbling chapel, and the cultists are closing in."

John: "I'm not going down without a fight! I want to smash open the window and yell the thunderbird chant we got from the lady in town – two bonus actions, right?"

Overseer: "Absolutely! Busting open the window uses your bonus action, but you can ditch your main action and use that chant."

John: "Hell yea! Eat thunder!"