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List of features and items that affect melee attack rolls
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This is a comprehensive list of all features and items that directly affect melee attack rolls.
General information[edit | edit source]
- 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[edit | edit source]
Barbarian[edit | edit source]
- Camp Supplies targets - Throwing
- Strength modifier to melee attack rolls against or targets - Add an additional
+1d4 bonus to melee attack rolls for self or ally for 10 turns
- Add Disadvantage on Opportunity Attacks
- Foes have 2 m / 7 ft have
Advantage on melee attack rolls
- Allies within Advantage on melee attack rolls until next turn
- Gain - 1d6 damage and possibly target for one turn - Deal
Bard[edit | edit source]
+1d6 bonus to melee attack rolls of an ally
- and are identical in their effect on melee attack rolls
- increases this die to
+1d8 at level 5 and
+1d10 at level 10, respectively.
( ) - Add - - Incur a penalty equal to your die on melee attack roll of an attacking creature
Cleric[edit | edit source]
- Obscured - Become if
- - Gain a +10 to melee attack roll
Advantage on melee attack rolls against creatures within
3 m / 10 ft of the summoned illusion and attacker
10 m / 33 ft
- Add a +10 to melee attack roll of an ally within
- Gain Disadvantage on any attacking creature
Disadvantage on any creature attacking an ally
- Impose
- Impose
Druid[edit | edit source]
- - Burrow into the ground and emerge at the target position, possibly knocking nearby creatures
- - Roar at nearby creatures to possibly them
- - Wallop a foe with a fist of stone and thunder, possibly knocking them
- - Gain
Advantage on melee attack rolls if an ally is within
3 m / 10 ft
- Gain - - Attack a creature's eyes and it
- - Bite a target to possibly it
- - Expel webbing that possibly creatures
Fighter[edit | edit source]
- - Attack a creature to possibly it
Disadvantage on melee attack rolls against self
- Impose Advantage to melee attack roll
- Gain - - Attack a creature to possibly it
- - Attack a creature to possibly it
- Superiority Die to next melee attack roll - Add a bonus equal to
- shield, impose
Disadvantage on a creature attacking your ally within
1.5 m / 5 ft
- While carrying a - - Attack a creature to possibly knock it
Monk[edit | edit source]
Advantage on melee attack rolls against it
- Hold a humanoid enemy still, imposing - Obscured - Become if
- - Push a creature back to possibly knock it
- - Punch twice in succession to possibly knock a creature
- 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 - - Summon a strong wind to push creatures back, forcing them
Advantage on melee attack rolls
- Use a bonus action to , gaining - Obscured region to another, gaining
Advantage on next melee attack roll
- Teleport from one - - Possibly knock a target
Paladin[edit | edit source]
- - Possibly an enemy
Advantage on melee attack rolls against celestials, fiends, and undead
- Gain - - Possibly an enemy
- shield, impose
Disadvantage on a creature attacking your ally within
1.5 m / 5 ft
- While carrying a - Charisma modifier to melee attack rolls - Add
Advantage on melee attack rolls against one enemy
- Casting
Advantage on melee attack rolls againt all creatures
on oneself grants
- Gain - Casting
Ranger[edit | edit source]
- - Hurl one of your feathers at a target, marking it as
- - Charge forward, attacking all creatures and possibly knocking them
- Proficiency bonus - Summoned companions receive a bonus to their melee attack rolls equal to your
Advantage on melee attack rolls
- Use a bonus action to , gaining - Opportunity Attacks have
Disadvantage
- Enemy - - Fly to a target location and create a cloud of upon landing
- - Roar at nearby creatures to possibly them
- - Become
- - Lash out at an enemy, possibly knocking it if it is not holding a weapon
- - Lunge at a target, possibly knocking it
- - Enemies incur a -4 penalty to additional melee attack rolls when they attack you
Advantage on melee attack rolls if an ally is within
3 m / 10 ft
- Gain - - Attack a creature's eyes and it
- Obscured - Become for 10 turns if
Rogue[edit | edit source]
Advantage
- Melee attack rolls against enemies that have not taken a turn yet gain Advantage on melee attack rolls
- Use a bonus action to , gaining - Mage Hand turns -
- - Blend into the environment so completely that you become
Sorcerer[edit | edit source]
+1d4 or
-1d4 to a target's melee attack roll
- Spend 2 Sorcery Points to impose Advantage on your next melee attack roll
- Gain 9 m / 30 ft are
- All creatures within 4 m / 13 ft, possibly all caught creatures
- Create a vine surface within - - Create a fog of cloud that all creatures within
Warlock[edit | edit source]
Disadvantage on a melee attack roll against you, gaining
Advantage on melee attack rolls against the attacker if their attack missed
- Impose - - Possibly nearby foes
- - Become upon taking damage
- Critical Hit, possibly all nearby enemies - Upon landing a
- - Melee attack rolls made with Pact Weapon use Charisma modifier instead of Strength or Dexterity
Wizard[edit | edit source]
18 m / 60 ft to one of your Potent Dice
- Use a reaction to change the die of any melee attack roll within