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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 | |||
* {{SAI|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]] |
Revision as of 01:27, 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
Rogue]
- , 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
- all creatures within - Create a fog of cloud that
- - All creatures within 9 m / 30 ft are
- all caught creatures - Create a vine surface within 4 m / 13 ft, possibly
- 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
- 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
- Charisma modifier instead of Strength or Dexterity - Melee attack rolls made with Pact Weapon use
Wizard
- - Use a reaction to change the die of any melee attack roll within 18 m / 60 ft to one of your Potent Dice