![]() | This article is a stub and in need of expansion. See the editing manual for how to contribute or the style manual for guidelines. |
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