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

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* {{SAI|Clench of the North Wind}} - Hold a humanoid enemy still, imposing {{advantage}} on melee attack rolls against it
* {{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|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|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
* {{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

Revision as of 02:02, 23 May 2024

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., Blinded Blinded, Invisible Invisible), only the condition is mentioned.

Class features

Barbarian

Bard

Cleric

Druid

Fighter

Monk

Paladin

Ranger