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|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 |
Revision as of 01:37, 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
- 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
Barbarian
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
+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
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
- - 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
- 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
- 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
- if Obscured - Become
- Obscured region to another, gaining
Advantage on next melee attack roll
- Teleport from one