List of features and items that affect melee attack rolls: Difference between revisions
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* {{SAI|Umbral Shroud}} - Become {{cond|Invisible}} for 10 turns if [[Obscured]] | * {{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 | * {{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
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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., , ), only the condition is mentioned.
Class features[edit | edit source]
Barbarian[edit | edit source]
Advantage on melee attack rolls until next turn
- Gain Disadvantage on Opportunity Attacks
- Foes have 2 m / 7 ft have
Advantage on melee attack rolls
- Allies within - Camp Supplies targets - Throwing
- Strength modifier to melee attack rolls against or targets - Add an additional
- 1d6
Radiant damage and possibly target for one turn
- Deal +1d4 bonus to melee attack rolls for self or ally for 10 turns
- Add
Bard[edit | edit source]
+1d6 bonus to melee attack rolls of an ally
+1d8 at level 5 and
+1d10 at level 10, respectively.
increases this die to - and are identical in their effect on melee attack rolls
( ) - Add - - Incur a penalty equal to your die on melee attack roll of an attacking creature
Cleric[edit | edit source]
Disadvantage on any attacking creature
Disadvantage on any creature attacking an ally
- Impose
- Impose Advantage on melee attack rolls against creatures within
3 m / 10 ft of the summoned illusion and attacker
- Gain - if Obscured - Become
10 m / 33 ft
- Add a +10 to melee attack roll of an ally within
- Gain a +10 to melee attack roll
Druid[edit | edit source]
- - Burrow into the ground and emerge at the target position, possibly knocking nearby creatures
- it - Bite a target to possibly
- creatures - Expel webbing that possibly
Advantage on melee attack rolls if an ally is within
3 m / 10 ft
- Gain - them - Roar at nearby creatures to possibly
- it - Attack a creature's eyes and
- - Gain
- - Wallop a foe with a fist of stone and thunder, possibly knocking them
Fighter[edit | edit source]
- shield, impose
Disadvantage on a creature attacking your ally within
1.5 m / 5 ft
- While carrying a - it - Attack a creature to possibly
Disadvantage on melee attack rolls against self
- Impose Advantage to melee attack roll
- Gain - it - Attack a creature to possibly
- it - Attack a creature to possibly
- Superiority Die to next melee attack roll - Add a bonus equal to
- - Attack a creature to possibly knock it
Monk[edit | edit source]
- Dexterity instead of Strength if Dexterity is higher - Melee attack rolls made with Monk Weapons and unarmed attacks use
Disadvantage
- Melee attack rolls against you have - - Push a creature back to possibly knock it
- - Summon a strong wind to push creatures back, forcing them
- - Possibly knock a target
Advantage on melee attack rolls against it
- Hold a humanoid enemy still, imposing - - Punch twice in succession to possibly knock a creature
- , gaining
Advantage on melee attack rolls
- Use a bonus action to - if Obscured - Become
- Obscured region to another, gaining
Advantage on next melee attack roll
- Teleport from one
Paladin[edit | edit source]
Advantage on melee attack rolls against celestials, fiends, and undead
- Gain - shield, impose
Disadvantage on a creature attacking your ally within
1.5 m / 5 ft
- While carrying a - an enemy - Possibly
- Charisma modifier to melee attack rolls - Add
- an enemy - Possibly
Advantage on melee attack rolls against one enemy
- Casting
Advantage on melee attack rolls againt all creatures
on oneself grants
- Gain - Casting
Ranger[edit | edit source]
- - Become
- Opportunity Attacks have
Disadvantage
- Enemy - - Enemies incur a -4 penalty to additional melee attack rolls when they attack you
- Proficiency bonus - Summoned companions receive a bonus to their melee attack rolls equal to your
- them - Roar at nearby creatures to possibly
- if it is not holding a weapon - Lash out at an enemy, possibly knocking it
- - Charge forward, attacking all creatures and possibly knocking them
- it - Attack a creature's eyes and
- - Hurl one of your feathers at a target, marking it as
- - Fly to a target location and create a cloud of upon landing
- - Lunge at a target, possibly knocking it
Advantage on melee attack rolls if an ally is within
3 m / 10 ft
- Gain - for 10 turns if Obscured - Become
- , gaining
Advantage on melee attack rolls
- Use a bonus action to
Rogue[edit | edit source]
- , gaining
Advantage on melee attack rolls
- Use a bonus action to - - Blend into the environment so completely that you become
- Mage Hand turns -
Advantage
- Melee attack rolls against enemies that have not taken a turn yet gain
Sorcerer[edit | edit source]
- all creatures within - Create a fog of cloud that
9 m / 30 ft are
- All creatures within 4 m / 13 ft, possibly all caught creatures
- Create a vine surface within Advantage on your next melee attack roll
- Gain +1d4 or
-1d4 to a target's melee attack roll
- Spend 2 Sorcery Points to impose
Warlock[edit | edit source]
- Critical Hit, possibly all nearby enemies - Upon landing a
Disadvantage on a melee attack roll against you, gaining
Advantage on melee attack rolls against the attacker if their attack missed
- Impose - nearby foes - Possibly
- upon taking damage - Become
- - Melee attack rolls made with Pact Weapon use Charisma modifier instead of Strength or Dexterity
Wizard[edit | edit source]
18 m / 60 ft to one of your Potent Dice
- Use a reaction to change the die of any melee attack roll within