List of sources of additional resources: Difference between revisions
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This is a '''list of sources of additional resources'''. There are many ways to increase the various [[resources]] beyond their normal limits with class features and items. | |||
This is a '''list of sources of additional resources'''. There are many | |||
== | = Common resources = | ||
== Actions == | |||
In combat, {{r|action|forceplural=yes}} are the most important resource. Gaining additional actions to spend each turn is potentially very strong. Below is a list of all the items, spells, or class features that can grant additional actions. | |||
Note that in [[Honour mode]], these additional actions (except {{SAI|Action Surge}}) do not work with {{SAI|Extra Attack}}. | |||
This means, for example, that a {{Cond|Hastened}} level{{nbts}}11 {{Class|Fighter}} can attack 4 times (3 times with the first action, but only once with the second action). Outside of Honour mode, this fighter could attack 6 times per turn (3 times for each action). | |||
=== Consumables === | |||
* {{MdRarityItem|Scroll of Haste}}: Apply {{Cond|Hastened}} to the target, giving an additional {{r|action}} each turn for up to 10 turns. When the spell ends or concentration is prematurely broken, the target becomes {{Cond|Lethargic}}. | |||
* {{MdRarityItem|Potion of Speed}}: Apply {{Cond|Hastened}}, gaining an additional {{r|action}} each turn for 3 turns and becoming {{Cond|Lethargic}} after the effect ends. | |||
* {{MdRarityItem|Elixir of Bloodlust}}: Once per turn, gain an additional {{r|action}} after killing an enemy. Lasts until a long rest. This can stack with {{Cond|Hastened}}. | |||
* {{MdRarityItem|Haste Spore Grenade}}: Create a cloud of spores lasting 3 turns that applies {{Cond|Haste Spores}} which gives an extra {{r|action}} for 1 turn. The condition can be reapplied each turn for as long as the cloud lasts. This cannot stack with {{Cond|Hastened}}. | |||
* {{MdRarityItem|Haste Spore Flask}}: Same as the Haste Spore Grenade except the cloud is larger and is permanent. | |||
* {{MdRarityItem|Terazul}}: Gain an additional {{r|action}} each turn for 2 turns, but become {{Cond|Lethargic}} after the effect ends. This can stack with other sources of {{Cond|Hastened}}. | |||
=== Items === | === Items === | ||
* {{MdRarityItem| | * {{MdRarityItem|Armour of the Sporekeeper}}: Create a cloud of spores lasting 3 turns that applies {{Cond|Haste Spores}} which gives an extra {{r|action}} for 1 turn. The condition can be reapplied each turn for as long as the cloud lasts. This cannot stack with {{Cond|Hastened}}. ({{recharge|long rest}}) | ||
* {{MdRarityItem|Gontr Mael}}: Apply {{Cond|Celestial Haste}} to yourself, gaining an additional {{r|action}} each turn for up to 5 turns, or until concentration is broken. This does not apply {{Cond|Lethargic}} when it ends and does not stack with {{Cond|Hastened}}. | |||
* {{MdRarityItem|Haste | === Class features === | ||
* {{SAI|Action Surge|w=40}}: Gain an additional {{r|action}}, once per short rest. Unlike other sources of additional actions, the {{r|action}} granted by Action Surge works with {{SAI|Extra Attack}} in [[Honour mode]]. | |||
* {{SAI|Haste|w=40}}: Apply {{Cond|Hastened}} to the target, giving an additional {{r|action}} each turn for up to 10 turns. When the spell ends or concentration is prematurely broken, the target becomes {{Cond|Lethargic}}. | |||
=== | |||
* {{SAI| | |||
* {{SAI|Haste|w=40}} | |||
== | == Bonus actions == | ||
By default, characters have a single {{r|bonus}} to spend each turn. There are a few items and class features that can increase this. | |||
=== Items === | === Items === | ||
==== | * {{MdRarityItem|Pyroquickness Hat}}: Gain an additional {{r|bonus}} after casting a leveled {{DamageType|Fire}} spell. ({{recharge|Per turn}}) | ||
===== | * {{MdRarityItem|Helmet of Grit}}: Gain an additional {{r|bonus}} while below 50% HP. | ||
* {{ | === Class features === | ||
* {{RarityItem| | * {{SAI|Fast Hands|w=40}}: Gain an additional {{r|bonus}} each turn. | ||
* {{SAI|Wholeness of Body|w=40}}: For 3 turns, gain an additional {{r|bonus}} each turn. ({{recharge|long rest}}) | |||
== Reactions == | |||
By default, characters have one {{r|reaction}} which is replenished at the start of each turn. There is only one way to gain additional reactions. | |||
* {{MdRarityItem|Duellist's Prerogative}}: If your off-hand is empty, gain an additional {{r|reaction}} each turn. | |||
== Movement speed == | |||
See [[List of sources of movement speed]]. | |||
== Restoring common resources == | |||
Normally, common resources are only replenished at the start of each turn, but there are a few scenarios where they can be replenished mid-turn. | |||
* {{SAI|Assassin's Alacrity}}: Restores your {{r|action}} and {{r|bonus}} resources when entering combat. | |||
* When a creature is revived with {{SAI|Death Ward}}, {{SAI|Relentless Endurance}}, {{SAI|Relentless Rage}}, {{RarityItem|The Blood of Lathander}}, or {{SAI|Survival Instinct}}, its {{r|action}}, {{r|bonus}}, {{r|reaction}}, and {{r|movement}} resources are fully restored. Creatures revived with normal healing will come back with none of these resources other than movement speed. If you die under the effects of one of these abilities in the middle of your turn (for example, by blowing yourself up with a {{SAI|Fireball}}), you will automatically revive with all your common resources replenished. | |||
== | = Spell slots = | ||
Aside from [[Spells#Spell slots|normal class progression]], additional spell slots can be acquired from the following sources: | |||
=== Items === | |||
* {{MdRarityItem|Pearl of Power Amulet}}: Restore a slot up to a {{r|spell3}}. ({{recharge|long rest}}) | |||
* {{MdRarityItem|Spellcrux Amulet}}: Restore a spell slot of any level. ({{recharge|long rest}}) | |||
* {{MdRarityItem|Elixir of Arcane Cultivation}}: Gain an additional {{r|spell1}}. | |||
* {{MdRarityItem|Shield of Devotion}}: Gain an additional {{r|spell1}}. | |||
* {{MdRarityItem|Shield of the Undevout}}: Gain an additional {{r|spell1}}. | |||
* {{MdRarityItem|Caitiff Staff}}: Restore a Warlock spell slot of any level. ({{recharge|long rest}}) | |||
* {{MdRarityItem|Spellthief}}: Restore a {{r|spell1}} when landing a critical hit with the bow. ({{recharge|short rest}}) | |||
* {{MdRarityItem|Greater Elixir of Arcane Cultivation}}: Gain an additional {{r|spell2}}. | |||
* {{MdRarityItem|Superior Elixir of Arcane Cultivation}}: Gain an additional {{r|spell3}}. | |||
* {{MdRarityItem|Supreme Elixir of Arcane Cultivation}}: Gain an additional {{r|spell4}}. | |||
=== Class features === | === Class features === | ||
* {{SAI| | * {{SAI|Arcane Recovery|w=40}}: Restore a number of spell slots whose summed levels does not exceed {{math|\frac{\text{Wizard level} }{2} }} (rounded up). ({{recharge|long rest}}) | ||
* {{SAI|Wholeness of Body}} ([[ | * {{SAI|Natural Recovery|w=40}}: Restore a number of spell slots whose summed levels does not exceed {{math|\frac{\text{Druid level} }{2} }} (rounded up). ({{recharge|long rest}}) | ||
* {{SAI|Create Spell Slot|w=40}}: Spend {{r|sp|forceplural=yes}} to restore a slot up to {{r|spell5}}. | |||
* {{SAI|Bolstering Magic: Level 1 Spell Slot|w=40}}: Restore an ally's {{r|spell1}}. ({{recharge|long rest}}) | |||
= Class specific resources = | |||
== Bardic Inspiration == | |||
{{Class|Bards}} gain {{r|bi|3}} at level 1, 4 at level 5, and 5 at level 9. Also at level 5, {{SAI|Font of Inspiration}} replenishes the charges after short rests. Other than that, there are a few items that give additional charges. | |||
* {{MdRarityItem|Wondrous Gloves}}: Gain an additional {{r|bi}}. | |||
* {{MdRarityItem|Boots of Brilliance}}: Restore a {{r|bi}}. ({{recharge|long rest}}) | |||
== Channel Divinity == | |||
{{Class|Cleric}}s get a single {{r|cd}} that is replenished each short rest. The only way to get additional charges is with: | |||
* {{MdRarityItem|Amulet of the Devout}}: Gain an additional {{r|cd}}. Contrary to the description, this extra charge does get replenished on short rests as well. | |||
== Channel Oath == | |||
{{Class|Paladin}}s get a single {{r|co}} that is replenished each short rest. The only way to get additional charges is with: | |||
* {{RarityItem|Armour of Devotion}}: Restore a {{r|co}}. ({{recharge|long rest}}) | |||
== Ki == | |||
{{Class|Monk}}s start with {{r|ki|2}} at level 1 and gain an additional point each monk level. Other than that {{r|ki|forceplural=yes}} can be acquired from the following items and abilities: | |||
=== Items === | |||
* {{MdRarityItem|Sentient Amulet (Rare)}}: Restore {{r|ki|2}}. ({{recharge|long rest}}) | |||
* {{MdRarityItem|Sentient Amulet (Very Rare)}}: Restore '''1d4''', '''1d6''', or '''1d8''' {{r|ki|forceplural=yes}} determined by your {{SAI|Martial Arts: Deft Strikes|Martial Arts}} die. ({{recharge|long rest}}) | |||
=== Class features === | |||
* {{SAI|Harmony of Fire and Water}}: Restore half your {{r|ki|forceplural=yes}} (rounded down). ({{recharge|long rest}}) | |||
* {{SAI|Wholeness of Body}}: Restore half your {{r|ki|forceplural=yes}} (rounded down). For the next 3 turns, you will regenerate 1 {{r|ki}} per turn. ({{recharge|long rest}}) | |||
== Sorcery points == | |||
{{Class|Sorcerer}}s gain {{r|sp|forceplural=yes}} equal to their Sorcerer level starting at level 2. | |||
Besides that, they have abilities to create additional {{r|sp|forceplural=yes}}. | |||
* {{SAI|Create Sorcery Points}}: Expend a spell slot to gain {{r|sp|forceplural=yes}} equal to the level of the slot. | |||
* {{SAI|Wild Magic: Sorcery Points}}: For 2 turns, each leveled spell you cast will restore {{r|sp|forceplural=yes}} equal to the level of the spell. | |||
== Superiority Die == | |||
{{Class|Battle Master}}s have {{r|sd|4}} at level 3 and 5 dice at level 7. Other than that, the only way to increase this is with: | |||
* {{SAI|Martial Adept|w=40}}: Gain an additional {{r|sd}}. | |||
== Wild Shape == | |||
{{Class|Druid}}s get {{r|ws}} starting at level 2. The only way to increase this is with: | |||
* {{MdRarityItem|Shapeshifter Hat}}: Gain an additional {{r|ws}}. ({{recharge|long rest}}) | |||
= Resting = | |||
Many resources are replenished on long or short rests. Aside from actually resting, there are a number of other ways of restoring these resources. | |||
* {{SAI|Song of Rest}}: Restores the party as if they took a short rest. This cannot be used in combat. | |||
* {{SAI|Divine Intervention: Opulent Revival}}: Restores the party as if they took a long rest and also revives any downed party members. This can be used in combat. Any form of Divine Intervention can only be used once per character in the entire game. | |||
* Using a Restoration Pod found aboard the [[Nautiloid]] in the prologue or the [[Mindflayer colony]] in Act Two restores the party as if they took a long rest. | |||
* Using the pool in the boudoir in the [[House of Hope]] also provides the benefit of a long rest. | |||
* {{MdRarityItem|Potion of Angelic Reprieve}}: Fall asleep for 2 turns and gain the benefits of a short rest and recharge all level 1 and 2 spell slots when you awaken. | |||
* {{MdRarityItem|Potion of Angelic Slumber}}: Fall asleep for 2 turns and gain the benefits of a long rest when you awaken. | |||
{{NavGameplay/Mechanics}} | {{NavGameplay/Mechanics}} | ||
[[Category:Lists]] | [[Category:Lists]] | ||
[[Category:Lists of sources]] | [[Category:Lists of sources]] |
Revision as of 05:35, 3 January 2024
This is a list of sources of additional resources. There are many ways to increase the various resources beyond their normal limits with class features and items.
Common resources
Actions
In combat, Actions are the most important resource. Gaining additional actions to spend each turn is potentially very strong. Below is a list of all the items, spells, or class features that can grant additional actions.
Note that in Honour mode, these additional actions (except ) do not work with . This means, for example, that a level 11 Fighter can attack 4 times (3 times with the first action, but only once with the second action). Outside of Honour mode, this fighter could attack 6 times per turn (3 times for each action).
Consumables
- Scroll of Haste: Apply to the target, giving an additional Action each turn for up to 10 turns. When the spell ends or concentration is prematurely broken, the target becomes .
- Potion of Speed: Apply , gaining an additional Action each turn for 3 turns and becoming after the effect ends.
- Elixir of Bloodlust: Once per turn, gain an additional Action after killing an enemy. Lasts until a long rest. This can stack with .
- Haste Spore Grenade: Create a cloud of spores lasting 3 turns that applies which gives an extra Action for 1 turn. The condition can be reapplied each turn for as long as the cloud lasts. This cannot stack with .
- Haste Spore Flask: Same as the Haste Spore Grenade except the cloud is larger and is permanent.
- Terazul: Gain an additional Action each turn for 2 turns, but become after the effect ends. This can stack with other sources of .
Items
- Armour of the Sporekeeper: Create a cloud of spores lasting 3 turns that applies which gives an extra Action for 1 turn. The condition can be reapplied each turn for as long as the cloud lasts. This cannot stack with . ( Recharge: Long rest)
- Gontr Mael: Apply to yourself, gaining an additional Action each turn for up to 5 turns, or until concentration is broken. This does not apply when it ends and does not stack with .
Class features
- Action, once per short rest. Unlike other sources of additional actions, the Action granted by Action Surge works with in Honour mode. : Gain an additional
- to the target, giving an additional Action each turn for up to 10 turns. When the spell ends or concentration is prematurely broken, the target becomes . : Apply
Bonus actions
By default, characters have a single Bonus action to spend each turn. There are a few items and class features that can increase this.
Items
- Pyroquickness Hat: Gain an additional Bonus action after casting a leveled Fire spell. ( Recharge: Per turn)
- Helmet of Grit: Gain an additional Bonus action while below 50% HP.
Class features
- Bonus action each turn. : Gain an additional
- Bonus action each turn. ( Recharge: Long rest) : For 3 turns, gain an additional
Reactions
By default, characters have one Reaction which is replenished at the start of each turn. There is only one way to gain additional reactions.
- Duellist's Prerogative: If your off-hand is empty, gain an additional Reaction each turn.
Movement speed
See List of sources of movement speed.
Restoring common resources
Normally, common resources are only replenished at the start of each turn, but there are a few scenarios where they can be replenished mid-turn.
- Action and Bonus action resources when entering combat. : Restores your
- When a creature is revived with The Blood of Lathander, or , its Action, Bonus action, Reaction, and Movement resources are fully restored. Creatures revived with normal healing will come back with none of these resources other than movement speed. If you die under the effects of one of these abilities in the middle of your turn (for example, by blowing yourself up with a ), you will automatically revive with all your common resources replenished. , , ,
Spell slots
Aside from normal class progression, additional spell slots can be acquired from the following sources:
Items
- Pearl of Power Amulet: Restore a slot up to a Level 3 Spell Slot. ( Recharge: Long rest)
- Spellcrux Amulet: Restore a spell slot of any level. ( Recharge: Long rest)
- Elixir of Arcane Cultivation: Gain an additional Level 1 Spell Slot.
- Shield of Devotion: Gain an additional Level 1 Spell Slot.
- Shield of the Undevout: Gain an additional Level 1 Spell Slot.
- Caitiff Staff: Restore a Warlock spell slot of any level. ( Recharge: Long rest)
- Spellthief: Restore a Level 1 Spell Slot when landing a critical hit with the bow. ( Recharge: Short rest)
- Greater Elixir of Arcane Cultivation: Gain an additional Level 2 Spell Slot.
- Superior Elixir of Arcane Cultivation: Gain an additional Level 3 Spell Slot.
- Supreme Elixir of Arcane Cultivation: Gain an additional Level 4 Spell Slot.
Class features
- (rounded up). ( Recharge: Long rest) : Restore a number of spell slots whose summed levels does not exceed
- (rounded up). ( Recharge: Long rest) : Restore a number of spell slots whose summed levels does not exceed
- Sorcery Points to restore a slot up to Level 5 Spell Slot. : Spend
- Level 1 Spell Slot. ( Recharge: Long rest) : Restore an ally's
Class specific resources
Bardic Inspiration
Bards gain 3Bardic Inspiration Charges at level 1, 4 at level 5, and 5 at level 9. Also at level 5, replenishes the charges after short rests. Other than that, there are a few items that give additional charges.
- Wondrous Gloves: Gain an additional Bardic Inspiration Charge.
- Boots of Brilliance: Restore a Bardic Inspiration Charge. ( Recharge: Long rest)
Channel Divinity
Clerics get a single Channel Divinity Charge that is replenished each short rest. The only way to get additional charges is with:
- Amulet of the Devout: Gain an additional Channel Divinity Charge. Contrary to the description, this extra charge does get replenished on short rests as well.
Channel Oath
Paladins get a single Channel Oath Charge that is replenished each short rest. The only way to get additional charges is with:
- Armour of Devotion: Restore a Channel Oath Charge. ( Recharge: Long rest)
Ki
Monks start with 2Ki Points at level 1 and gain an additional point each monk level. Other than that Ki Points can be acquired from the following items and abilities:
Items
- Sentient Amulet (Rare): Restore 2Ki Points. ( Recharge: Long rest)
- Sentient Amulet (Very Rare): Restore 1d4, 1d6, or 1d8 Ki Points determined by your die. ( Recharge: Long rest)
Class features
- Ki Points (rounded down). ( Recharge: Long rest) : Restore half your
- Ki Points (rounded down). For the next 3 turns, you will regenerate 1 Ki Point per turn. ( Recharge: Long rest) : Restore half your
Sorcery points
Sorcerers gain Sorcery Points equal to their Sorcerer level starting at level 2. Besides that, they have abilities to create additional Sorcery Points.
- Sorcery Points equal to the level of the slot. : Expend a spell slot to gain
- Sorcery Points equal to the level of the spell. : For 2 turns, each leveled spell you cast will restore
Superiority Die
Battle Master Fighters have 4Superiority Dice at level 3 and 5 dice at level 7. Other than that, the only way to increase this is with:
- Superiority Die. : Gain an additional
Wild Shape
Druids get Wild Shape Charge starting at level 2. The only way to increase this is with:
- Shapeshifter Hat: Gain an additional Wild Shape Charge. ( Recharge: Long rest)
Resting
Many resources are replenished on long or short rests. Aside from actually resting, there are a number of other ways of restoring these resources.
- : Restores the party as if they took a short rest. This cannot be used in combat.
- : Restores the party as if they took a long rest and also revives any downed party members. This can be used in combat. Any form of Divine Intervention can only be used once per character in the entire game.
- Using a Restoration Pod found aboard the Nautiloid in the prologue or the Mindflayer colony in Act Two restores the party as if they took a long rest.
- Using the pool in the boudoir in the House of Hope also provides the benefit of a long rest.
- Potion of Angelic Reprieve: Fall asleep for 2 turns and gain the benefits of a short rest and recharge all level 1 and 2 spell slots when you awaken.
- Potion of Angelic Slumber: Fall asleep for 2 turns and gain the benefits of a long rest when you awaken.