List of features and items that affect melee attack rolls: Difference between revisions

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(Created page with "{{PageSeo |title=List of features and items that affect melee attack rolls |image=Attack Roll Icon.png |description=A comprehensive list of all features and items that affect melee attack rolls. }} {{stub}} This is a comprehensive list of all features and items that directly affect melee attack rolls. == General information == * A source can cause different effects as part of its mechanic, but this article lists only effects to melee attack rolls. * If a source causes a...")
 
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* {{SAI|Guided Strike}} - Gain a +10 to melee attack roll
* {{SAI|Guided Strike}} - Gain a +10 to melee attack roll
** {{SAI|War God's Blessing}} - Add a +10 to melee attack roll of an ally within {{distance|m=10|ft=33}}
** {{SAI|War God's Blessing}} - Add a +10 to melee attack roll of an ally within {{distance|m=10|ft=33}}
=== [[Druid]] ===
* {{SAI|Burrow (Badger)|Burrow}} - Burrow into the ground and emerge at the target position, possibly knocking nearby creatures {{cond|Prone}}
* {{SAI|Venomous Bite (Spider Wild Shape)|Venomous Bite}} - Bite a target to possibly {{cond|Poisoned|Poison}} it
* {{SAI|Web (Spider Wild Shape)|Web}} - Expel webbing that possibly {{cond|Enwebbed|Enwebs}} creatures
* {{SAI|Pack Tactics}} - Gain {{advantage}} on melee attack rolls if an ally is within {{distance|m=3|ft=10}}
* {{SAI|Goading Roar}} - Roar at nearby creatures to possibly {{cond|Goaded|Goad}} them
* {{SAI|Rend Vision (Dire Raven Wild Shape)|Rend Vision}} - Attack a creature's eyes and {{cond|Blinded|Blind}} it
* {{SAI|Invisibility (Air Myrmidon)|Invisibility}} - Gain {{cond|Invisible|Invisibility}}
* {{SAI|Grounded Thunder Strike}} - Wallop a foe with a fist of stone and thunder, possibly knocking them {{cond|Prone}}
=== [[Fighter]] ===
* {{SAI|Protection}} - While carrying a [[shield]], impose {{disadvantage}} on a creature attacking your ally within {{distance|m=1.5|ft=5}}
* {{SAI|Distracting Strike (Melee)|Distracting Strike}} - Attack a creature to possibly {{cond|Distracted|Distract}} it
* {{SAI|Evasive Footwork}} - Impose {{disadvantage}} on melee attack rolls against self
* {{SAI|Feinting Attack|Feinting Attack}} - Gain {{advantage}} to melee attack roll
* {{SAI|Goading Attack (Melee)|Goading Attack}} - Attack a creature to possibly {{cond|Goaded|Goad}} it
* {{SAI|Menacing Attack (Melee)|Menacing Attack}} - Attack a creature to possibly {{cond|Frightened|Frighten}} it
* {{SAI|Precision Attack}} - Add a bonus equal to [[Superiority Die]] to next melee attack roll
* {{SAI|Trip Attack (Melee)|Trip Attack}} - Attack a creature to possibly knock it {{cond|Prone}}
=== [[Monk]] ===
* {{SAI|Martial Arts: Dextrous Attacks}} - Melee attack rolls made with Monk Weapons and unarmed attacks use [[Dexterity]] instead of [[Strength]] if Dexterity is higher
* {{SAI|Patient Defence}} - Melee attack rolls against you have {{disadvantage}}
* {{SAI|Fist of Unbroken Air}} - Push a creature back to possibly knock it {{cond|Prone}}
* {{SAI|Rush of the Gale Spirits}} - Summon a strong wind to push creatures back, forcing them {{cond|Off Balance}}
* {{SAI|Water Whip}} - Possibly knock a target {{cond|Prone}}
* {{SAI|Clench of the North Wind}} - Hold a humanoid enemy still, imposing {{advantage}} on melee attack rolls against it
* {{SAI|Flurry of Blows: Topple}} - Punch twice in succession to possibly knock a creature {{cond|Prone}}
* {{SAI|Shadow Arts: Hide}} - Use a bonus action to {{cond|Hiding|Hide}}, gaining {{advantage}} on melee attack rolls
* {{SAI|Cloak of Shadows}} - Become {{cond|Cloak of Shadows|Invisible}} if [[Obscured]]
* {{SAI|Shadow Step}} - Teleport from one [[Obscured]] region to another, gaining {{advantage}} on next melee attack roll
=== [[Paladin]] ===
* {{SAI|Divine Sense}} - Gain {{advantage}} on melee attack rolls against celestials, fiends, and undead
* {{SAI|Protection}} - While carrying a [[shield]], impose {{disadvantage}} on a creature attacking your ally within {{distance|m=1.5|ft=5}}
* {{SAI|Nature's Wrath}} - Possibly {{cond|Nature's Wrath|Restrain}} an enemy
* {{SAI|Sacred Weapon}} - Add [[Charisma]] modifier to melee attack rolls
* {{SAI|Abjure Enemy}} - Possibly {{cond|Frightened|Frighten}} an enemy
* {{SAI|Vow of Enmity}} - Gain {{advantage}} on melee attack rolls against one enemy
** Casting {{SAI|Vow of Enmity}} on oneself grants {{advantage}} on melee attack rolls againt all creatures
=== [[Ranger]] ===
* {{SAI|Hide in Plain Sight}} - Become {{cond|Invisible}}
* {{SAI|Escape the Horde}} - Enemy [[Opportunity Attacks]] have {{disadvantage}}
* {{SAI|Multiattack Defence}} - Enemies incur a -4 penalty to additional melee attack rolls when they attack you
* {{SAI|Companion's Bond}} - Summoned companions receive a bonus to their melee attack rolls equal to your [[Proficiency bonus]]
* {{SAI|Goading Roar}} - Roar at nearby creatures to possibly {{cond|Goaded|Goad}} them
* {{SAI|Honeyed Paws}} - Lash out at an enemy, possibly knocking it {{cond|Prone}} if it is not holding a weapon
* {{SAI|Boar Charge}} - Charge forward, attacking all creatures and possibly knocking them {{cond|Prone}}
* {{SAI|Rend Vision (Dire Raven Companion)|Rend Vision}} - Attack a creature's eyes and {{cond|Blinded|Blind}} it
* {{SAI|Bad Omen}} - Hurl one of your feathers at a target, marking it as {{cond|Curse of the Dire Raven|Cursed}}
* {{SAI|Fly (Dire Raven Companion)|Fly}} - Fly to a target location and create a cloud of {{SAI|Darkness}} upon landing
* {{SAI|Lunging Bite}} - Lunge at a target, possibly knocking it {{cond|Prone}}
* {{SAI|Pack Tactics}} - Gain {{advantage}} on melee attack rolls if an ally is within {{distance|m=3|ft=10}}
* {{SAI|Umbral Shroud}} - Become {{cond|Invisible}} for 10 turns if [[Obscured]]
* {{SAI|Dread Ambusher: Hide}} - Use a bonus action to {{cond|Hiding|Hide}}, gaining {{advantage}} on melee attack rolls
=== [[Rogue]] ===
* {{SAI|Cunning Action: Hide}} - Use a bonus action to {{cond|Hiding|Hide}}, gaining {{advantage}} on melee attack rolls
* {{SAI|Supreme Sneak}} - Blend into the environment so completely that you become {{cond|Invisible}}
* {{SAI|Mage Hand Legerdemain}} - [[Mage Hand]] turns {{cond|Invisible}}
* {{SAI|Assassinate: Initiative}} - Melee attack rolls against enemies that have not taken a turn yet gain {{advantage}}
=== [[Sorcerer]] ===
* {{SAI|Wild Magic: Fog}} - Create a fog of cloud that {{cond|Blinded|Blinds}} all creatures within
* {{SAI|Wild Magic: Blur}} - All creatures within {{distance|m=9|ft=30}} are {{cond|Blurred}}
* {{SAI|Wild Magic: Entangle}} - Create a vine surface within {{distance|m=4|ft=13}}, possibly {{cond|Entangled|Entangling}} all caught creatures
* {{SAI|Tides of Chaos}} - Gain {{advantage}} on your next melee attack roll
* {{SAI|Bend Luck}} - Spend 2 Sorcery Points to impose {{InfoBlob|{{DieIcon|d4|Physical}}+1d4}} or {{InfoBlob|{{DieIcon|d4|Physical}}-1d4}} to a target's melee attack roll
=== [[Warlock]] ===
* {{SAI|Mortal Reminder}} - Upon landing a [[Critical Hit]], possibly {{cond|Frightened|Frighten}} all nearby enemies
* {{SAI|Entropic Ward}} - Impose {{disadvantage}} on a melee attack roll against you, gaining {{advantage}} on melee attack rolls against the attacker if their attack missed
* {{SAI|Fey Presence: Disturbing}} - Possibly {{cond|Frightened|Frighten}} nearby foes
* {{SAI|Misty Escape}} - Become {{cond|Invisible}} upon taking damage
* {{pass|Pact of the Blade (passive feature)|Pact of the Blade}} - Melee attack rolls made with Pact Weapon use [[Charisma]] modifier instead of [[Strength]] or [[Dexterity]]
=== [[Wizard]] ===
* {{SAI|Portent}} - Use a reaction to change the die of any melee attack roll within {{distance|m=18|ft=60}} to one of your Potent Dice
[[Category:Lists]]
[[Category:Lists of sources]]

Latest revision as of 02:28, 23 May 2024

This is a comprehensive list of all features and items that directly affect melee attack rolls.

General information[edit | edit source]

  • A source can cause different effects as part of its mechanic, but this article lists only effects to melee attack rolls.
  • If a source causes a condition that affects melee attack rolls (for e.g., Blinded Blinded, Invisible Invisible), only the condition is mentioned.

Class features[edit | edit source]

Barbarian[edit | edit source]

Bard[edit | edit source]

Cleric[edit | edit source]

Druid[edit | edit source]

Fighter[edit | edit source]

Monk[edit | edit source]

Paladin[edit | edit source]

Ranger[edit | edit source]

Rogue[edit | edit source]

Sorcerer[edit | edit source]

Warlock[edit | edit source]

Wizard[edit | edit source]

  • Portent Portent - Use a reaction to change the die of any melee attack roll within 18 m / 60 ft to one of your Potent Dice