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