Why does dueling fighting style add such a big bonus?

I’ve created a character in D&D Beyond. He’s a level 4 half-elf fighter. Here’s the character sheet:

Character sheet img 1 Character sheet img 2

The character has a longsword and D&D Beyond has calculated the damage roll on this to be 1d8+12. The +12 bonus seems too big according to my calculations. I’m calculating the roll like this:

  1. The base roll for a longsword is 1d8
  2. I add my strength modifier so that’s +4
  3. I have dueling as my fighting style speciality so that’s +2 because I’m wiedling the longsword with one hand

So I calculate the roll as 1d8+6. Where is D&D Beyond getting the extra +6 bonus from?

If I change the fighting style from dueling to say, archery, the bonus drops to +4, which seems correct. Why does the dueling fighting style add such a huge bonus?

Divine Soul. Is it possible to quickened fireball as bonus action + cast cantrip + bonus action a spiritual weapon attack?

So I started playing like a month ago and the DM was nice enough to create a char for me and write me into the story. I’ve never played D&D before but told him I wanted to glass cannon blow things up. So he made me a divine soul sorcerer at level 13. My Metamagics are Twinned, Quickened, and Careful. I’ve been reading up on the rules and just found out before last session that I can quickened fireball and cast fire bolt as my action for extra damage at the expense of 2 sp. My DM gave me spiritual weapon and spirit guardians. So this brings me to my question.

Can I hypothetically on turn one cast fireball, and cast spiritual weapon as bonus action, then have weapon move to/hit bad guy. Then on next turn. Quickened fireball, cast fire bolt, and have the weapon move to/hit bad guy?

I honestly don’t see why not as spirit weapon doesn’t require concentration like something like animate objects. but in the player’s handbook it says:

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of one action.

The part where it says "provided that you haven’t already taken a bonus action this turn" would imply that I can’t. But the part "you can’t cast another spell during the same turn…" leads me to believe I might be able to. Because I am not casting another spell. I am also not concentrating on it. Like if I dominate person and tell the person to attack a bad guy, it’s attacks are not connected to what I do at all. In my opinion it’s a lot like casting conjure celestial and getting a couatl to cast/attack or dominating a monster.

Does casting dimension door or compulsion with the magic dagger Bookmark expend your bonus action and your action?

From Tomb of Annihilation, the description of the magic dagger Bookmark says:

While you have the dagger drawn, you can use a bonus action to activate one of the following properties:

  • Cast dimension door from the dagger. Once this property is used, it can’t be used again until the next dawn.
  • Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet, but it targets only spiders that are beasts. Once this property is used, it can’t be used again until the next dawn.

Both dimension door and compulsion have a casting time of one action.

Does using a bonus action to activate one of these properties enable you to then use your action cast one of those spells, or does the Bookmark change the casting time of those spells to 1 bonus action?

How high can the static bonus to an attack roll get?

I was considering this Q&A: What is the highest possible AC?

I was curious about whether any attack roll could ever get high enough to hit such an AC (short of scoring a critical hit, which ignores AC), and that got me thinking: How high can the static bonus to an attack roll get?

I’m not interested in the amount of damage done, just the static bonus, hence I’m also not interested in the actual number rolled on the die, but if it matters, assume it’s not a critical hit. The bonus can be temporary or situational, hence buff spells are allowed.

Any magic items, help from friends, feats, official races or classes or subclasses are allowed, but UA is not allowed, and nor is anything involving any kind of polymorph/wild shape. Also assume that the maximum ability score range is 20, with the exception of Barbarians going up to 24 in STR and CON at level 20 (in other words, no Manuals/Tomes to get to 30, and no other magic items that increase your maximum, but class features that do the same are OK). We can also assume rolling ability scores with lucky rolls so we can have almost any ability score at 20.

The best I can think of off the top of my head is a level 20 Ranger (so proficiency bonus of +6) with 20 DEX, the Archery Fighting Style (+2), and is shooting their +3 Longbow at one of their favoured enemies, thus adding their WIS (also 20) to the attack roll, so that’s 6 + 5 + 5 + 3 + 2 = +21 bonus. (There are also probably some buffs that can be added to this, but I can’t recall any at the moment, but I’m sure something exists…)

Can we do better than that within the restrictions I’ve specified above?

Grappling strike fighter power with brawler style – attack roll bonus

I (the DM) have a player with a level 11 fighter (brawler style). She uses the power "Grappling strike" (Martial Power 2 p7) with a bastard sword (+2), and we disagree on bonuses to attack roll.

The power states:

Hit: 1 [W] + Strength modifier damage, and you grab the target. The grab ends automatically at the end of your next turn.

And the brawler style (Martial Power 2 p6 with errata) states:

In addition, you gain a +2 enhancement bonus to the attack rolls of unarmed attacks and a +2 bonus to the attack rolls of grab attacks and attacks to move a creature you’re grabbing. These bonuses increase to +4 at 11th level and +6 at 21st level

She thinks the attack roll should have the brawler style bonus (+4 at level 11). But I think that bonus should not be counted, as it is for grab attack only, and grappling strike is an attack with just a grab effect/consequence.

I think the brawler style applies only to the grab action, describe in PHB 1, p290.

As English is not our native language, we may misunderstood this bonus.

A +4 bonus at level 11 seems a little overpowered for an at-will power, it can change:

1d20 + 17 (5 half level, 5 str, 3 proficiency, 2 alteration, 2 feat)

to:

1d20 + 21

A standard monster has 25 AC (DMG 1, p184): she will hit on 4+!

Can you please tell us which understanding is right ?

Is there a comprehensive list of every monk bonus feat?

I know there aren’t as many as fighter bonus feats, but I discovered there are more than the ones listed in the PHB (Stunning Fist/Improved Grapple, Combat Reflexes/Reflect Arrows, Improved Disarm/Improved Trip). such as in the PHB2, where you can get Fiery Fist, Ki Blast and Fiery Ki Defense, or in the Eberron campaign guide is also Monastic Training, which you can get at either 1st, 2nd or 6th level.

Is there any way I can look for all of them or do I have to look at every single feat in every single 3.5 book to see if there is any more? Google does not help much in this aspect.

Gearhead Speed bonus calculation

How does the Speed +20% bonus from Gearhead Quality works? Should I sum up this with the Speed Attribute or should I just adjust the speed movement value?

For example: my car has Speed 3. If I choose to improve Speed, should I calculate 3+20% or just adjust my movement speeds with the vehicle to 24/48 m/turn? If I should calculate 3+20%, should I round up the value?

Additionally, Gearhead gives an extra +1 modifier to Speed or Handling that lasts for 1D6 minutes. If I’m using that +20% bonus, should I calculate this after applying this +1 modifier? Or before?

Why can’t you use a bonus action in place of an action?

It’s pretty well established that you can’t use a bonus action (spell or otherwise) as your action on your turn. See here and here for those questions. But I still don’t really understand, why are the rules are set up that way?

The answers in the linked questions reference page 189 in the PHB where it says:

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.

Does anyone know why there isn’t a caveat along the lines of “you can only take two bonus actions if you use one in place of your action”?

I wouldn’t consider it productive to question why every rule is set up the way it is. But in this instance a quick search online will turn up numerous people who have a houserule that bonus actions can be used as actions, so apparently the reasoning behind it isn’t clear for a lot of players. Something from an official source would obviously be best, but I’d take a tweet from one of the game designers or even specific game situations where this would be problematic too.