Does the off-hand gauntlet of the Guardian Artificer gain the bonus Intelligence modifier?

I’m trying to figure out in D&D 5e if an Artificer, choosing armorer and guardian, can add their intelligence modifier to attack and damage rolls with their off-hand gauntlet.

Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier to the attack and damage rolls.

Thunder Gauntlets

Each of the armor’s gauntlets.

Would the off-hand gauntlet be considered a part of the special weapon mentioned in the first quote to gain the bonus?

Does Mind whip prevent bonus actions if you take away an action?

The text for mind whip states

You psychically lash out at one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the spell’s other effects

Meanwhile, the rules state

[…] anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

If the target chooses a bonus action, it technically shouldn’t be able to do so, as it was deprived of its action. Or is this a case of specific beats general?

Healing Word in a Higher Level Slot — is it still a Bonus Action to cast?

If I prepare healing word in a higher level spell slot, is it still a Bonus Action to cast?

Related context

My DM cites Critical Role as evidence that this is probably not the case because in all the hours he’s watched them play their 5e campaign, they have ruled healing word in higher slots as not a Bonus action.

I’ve not watched Critical Role, so I don’t know if this is even the case in the show.

Does Discipline Focus (Insightful Strikes) add the Wisdom bonus to each attack of Flashing Sun’s full-attack action?

Discipline Focus (Insightful Strikes) states the following:

At 4th level, you can add your Wisdom modifier as a bonus on damage rolls whenever you execute a strike from the chosen discipline. At 12th level, you can choose a second discipline to which this ability applies.

and Flashing Sun states the following:

Flashing sun allows you to make an additional melee attack during this round. As part of this maneuver, you take a full attack action and make your normal melee attacks. However, you can make one additional attack this round at your highest attack bonus. All the attacks you make this round, including the extra attack granted by this maneuver, are made with a -2 penalty.

So, the thing is, Flashing Sun includes a full attack in its description, and Insightful Strikes says "damage rolls", in plural. Does this mean that it adds the Wis bonus to each attack’s damage roll, only to the one added by the strike itself, or neither?

Can you break up your Attack action for a bonus action?

You can do it to move:

If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again. (PHB 190)

It would be necessary for the Great Weapon Master feat:

On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action

As a level 17 Fighter, if I can not place a bonus action between attacks, there are two possibilities:

  1. I have to wait until I finished all 4 attacks of the action, to make another attack as a bonus action
  2. the bonus action attack is wasted unless the kill or crit happens on the 4th attack

So can I take a bonus action in the middle of the attacks of an action?

Does the Tentacle of the Deeps get bonus damage from Spirit Shroud?

Does the Fathomless’ Tentacle deal extra damage from the Spirit Shroud spell as it is you doing the attack via the tentacle? If so does the target have to be within 10 feet of both the warlock and the tentacle?

Tentacle of the Deeps: As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes ld8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. — Tashas p.72

Spirit Shroud: Until the spell ends, any attack you make deals ld8 extra damage when you hit a creature within 10 feet of you. — Tashas p.108

How to calculate Attack Bonus as a 5th Level Monk

Starting out at 5th level, and I am not sure how to calculate attack bonus. The reason I have this question is because with the Martial Arts feat(?) it says that I would use DEX instead of STR for attack and damage rolls, so do I use DEX when calculating my attack bonus? Or do I still use STR for calculating my attack bonus (for an unarmed strike).

Strength is 11, so the STR modifier is 0 whereas Dexterity is 18, so the DEX modifier is 4. Proficiency bonus is 3.

So would my unarmed attack bonus be 3 or 7? Or am I missing something completely?

Do the Illusionist’s Bracers with the War Caster feat let you take a bonus action on somebody else’s turn? [duplicate]

So basically this answer states:

[…] The War Caster feat says:

When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

The current text of Illusionist’s Bracers says:

While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time. […]

[…] So read Illusionist’s Bracers again, and it sure looks like this:

  1. On a creature’s turn, the creature provokes an opportunity attack from a war caster with Illusionist’s Bracers.
  2. The war caster casts a cantrip at the creature as a reaction.
  3. The Illusionist’s Bracers grants a bonus action to the war caster that can be used on that same turn.
  4. The war caster casts the cantrip again with that bonus action, not on the war caster’s turn. […]

Really my question is simply whether or not this is correct. If something would let you take a bonus action when it is not your turn, can you take that bonus action?

Can you use a Bonus Action on a turn other than your own?

The rules for Bonus Actions (PHB, pg.189) state;

You can take only one bonus action on your turn…

Which to me can be read in two ways.

  1. You can only take a bonus action if it is your turn.
  2. You can take only one bonus action on your turn but can take one or more on someone else’s turn.

As an example, if I were to ready an attack action could I also use a bonus action for Two-Weapon Fighting when the trigger is met?

If a bonus action attack for Two-Weapon Fighting involves multiple ability modifiers, which ones are added to the damage roll?

This question is entirely inspired by the following:

  • Bonus action attack ability score modifier (5E Question)

That question, however, happens to ask about a homebrew method of adding multiple ability modifiers to the bonus action attack of Two-Weapon Fighting and so, ultimately, has a homebrew solution. This question concerns non-homebrew methods of creating this scenario.

Two-Weapon Fighting states:

[…] You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. […]

But what happens when you would add more than one ability modifier to the damage roll? There are a few ways of doing this, and I’ll list the ones I know of below:

The Way of Mercy Monk’s Hand of Harm feature:

[…] When you hit a creature with an unarmed strike, you can spend 1 ki point to deal extra necrotic damage equal to one roll of your Martial Arts die + your Wisdom modifier. […]

The Devotion Paladin’s Channel Divinity: Sacred Weapon feature:

[…] For 1 minute, you add your Charisma modifier to attack rolls made with that weapon […]

The Oathbreaker Paladin’s Aura of Hate feature:

[…] Starting at 7th level, the paladin, as well any fiends and undead within 10 feet of the paladin, gains a bonus to melee weapon damage rolls equal to the paladin’s Charisma modifier […]

The Ranger’s Foe Slayer feature:

[…] Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. […]

The Warlock’s Lifedrinker Eldritch Invocation:

[…] When you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier […]

Note, that perhaps some of these aren’t quite the same as the others, but what I’m asking remains the same: When a feature actually does cause you to add multiple different ability modifiers to an attack made as part of Two-Weapon Fighting which ones are not added to the damage roll?