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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
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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
- Advantage on melee attack rolls - Allies within 2 m / 7 ft have
- Camp Supplies targets - Throwing
- Strength modifier to melee attack rolls against or targets - Add an additional
- 1d6Radiant 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
- - Add a +10 to melee attack roll of an ally within 10 m / 33 ft
- 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
- , 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
- 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
Ranger
- - 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