Can you burn Movement for a bonus action?

No, you can’t. Actions cannot be “traded” for bonus actions. This is a rather weird issue since one would think that it should be possible based on how you’d envision it, but the RAW don’t allow it.

Can you take two bonus actions?

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 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 flaming sphere do damage when you cast it?

Flaming sphere can definitely damage the same creature twice in a round. Once using a bonus action on your turn and one more time if that creature ends their turn within 5 feet of the sphere. There might be a way of getting a third damage roll within a round if you cast Flaming Sphere in midair above a creature’s head.

Can you control more than one flaming sphere?

A standard action can be used to make two move actions in a round (A double move) so that you can control more than one Flaming sphere per round. However doing so gives up your cast for that round. No, Directing the sphere to move does not provoke an attack of opportunity

How does a flaming sphere’s movement work in Pathfinder?

Since the sphere moves in whichever direction you point, you cannot direct its movement other than pointing to an enemy, which causes the sphere to roll towards said target. Also, the sphere deals damage when it moves into an enemy’s square on your turn, upon which its movement halts.

How tall does a flaming sphere have to be?

Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet.

What happens when you RAM a sphere into something?

The sphere /can/ cause damage twice. When you ram it into something, the creature saves and takes damage. If it ends it’s turn next to the ball (did not use it’s movement to escape) then it saves and takes damage again. The save is /always/ the character’s DC, the DC does not vary based on the sphere’s damage.

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