Ad placeholder
List of features and items that affect melee attack rolls
Jump to navigation
Jump to search
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., Blinded, Invisible), only the condition is mentioned.
Class features[edit | edit source]
Barbarian[edit | edit source]
- Aspect of the Beast: Chimpanzee - Throwing Camp Supplies Blinds targets
- Aspect of the Beast: Tiger - Add an additional Strength modifier to melee attack rolls against Bleeding or Poisoned targets
- Bolstering Magic: Boon - Add
+1d4 bonus to melee attack rolls for self or ally for 10 turns - Rage: Eagle Heart - Foes have Disadvantage on Opportunity Attacks
- Rage: Wolf Heart - Allies within 2 m / 7 ft have Advantage on melee attack rolls
- Reckless Attack - Gain Advantage on melee attack rolls until next turn
- Wild Magic: Bolt of Light - Deal 1d6Radiant damage and possibly Blind target for one turn
Bard[edit | edit source]
- Bardic Inspiration ( Bardic Attack) - Add
+1d6 bonus to melee attack rolls of an ally
- Combat Inspiration and Valiant Attack are identical in their effect on melee attack rolls
- Improved Bardic Inspiration increases this die to
+1d8 at level 5 and
+1d10 at level 10, respectively.
- Cutting Words - Incur a penalty equal to your Bardic Inspiration die on melee attack roll of an attacking creature
Cleric[edit | edit source]
- Cloak of Shadows - Become Invisible if Obscured
- Guided Strike - Gain a +10 to melee attack roll
- Invoke Duplicity - Gain Advantage on melee attack rolls against creatures within 3 m / 10 ft of the summoned illusion and attacker
- War God's Blessing - Add a +10 to melee attack roll of an ally within 10 m / 33 ft
- Warding Flare - Impose Disadvantage on any attacking creature
- Improved Warding Flare - Impose Disadvantage on any creature attacking an ally
Druid[edit | edit source]
- Burrow - Burrow into the ground and emerge at the target position, possibly knocking nearby creatures Prone
- Goading Roar - Roar at nearby creatures to possibly Goad them
- Grounded Thunder Strike - Wallop a foe with a fist of stone and thunder, possibly knocking them Prone
- Invisibility - Gain Invisibility
- Pack Tactics - Gain Advantage on melee attack rolls if an ally is within 3 m / 10 ft
- Rend Vision - Attack a creature's eyes and Blind it
- Venomous Bite - Bite a target to possibly Poison it
- Web - Expel webbing that possibly Enwebs creatures
Fighter[edit | edit source]
- Distracting Strike - Attack a creature to possibly Distract it
- Evasive Footwork - Impose Disadvantage on melee attack rolls against self
- Feinting Attack - Gain Advantage to melee attack roll
- Goading Attack - Attack a creature to possibly Goad it
- Menacing Attack - Attack a creature to possibly Frighten it
- Precision Attack - Add a bonus equal to Superiority Die to next melee attack roll
- Protection - While carrying a shield, impose Disadvantage on a creature attacking your ally within 1.5 m / 5 ft
- Trip Attack - Attack a creature to possibly knock it Prone
Monk[edit | edit source]
- Clench of the North Wind - Hold a humanoid enemy still, imposing Advantage on melee attack rolls against it
- Cloak of Shadows - Become Invisible if Obscured
- Fist of Unbroken Air - Push a creature back to possibly knock it Prone
- Flurry of Blows: Topple - Punch twice in succession to possibly knock a creature Prone
- Martial Arts: Dextrous Attacks - Melee attack rolls made with Monk Weapons and unarmed attacks use Dexterity instead of Strength if Dexterity is higher
- Patient Defence - Melee attack rolls against you have Disadvantage
- Rush of the Gale Spirits - Summon a strong wind to push creatures back, forcing them Off Balance
- Shadow Arts: Hide - Use a bonus action to Hide, gaining Advantage on melee attack rolls
- Shadow Step - Teleport from one Obscured region to another, gaining Advantage on next melee attack roll
- Water Whip - Possibly knock a target Prone
Paladin[edit | edit source]
- Abjure Enemy - Possibly Frighten an enemy
- Divine Sense - Gain Advantage on melee attack rolls against celestials, fiends, and undead
- Nature's Wrath - Possibly Restrain an enemy
- Protection - While carrying a shield, impose Disadvantage on a creature attacking your ally within 1.5 m / 5 ft
- Sacred Weapon - Add Charisma modifier to melee attack rolls
- Vow of Enmity - Gain Advantage on melee attack rolls against one enemy
- Casting Vow of Enmity on oneself grants Advantage on melee attack rolls againt all creatures
Ranger[edit | edit source]
- Bad Omen - Hurl one of your feathers at a target, marking it as Cursed
- Boar Charge - Charge forward, attacking all creatures and possibly knocking them Prone
- Companion's Bond - Summoned companions receive a bonus to their melee attack rolls equal to your Proficiency bonus
- Dread Ambusher: Hide - Use a bonus action to Hide, gaining Advantage on melee attack rolls
- Escape the Horde - Enemy Opportunity Attacks have Disadvantage
- Fly - Fly to a target location and create a cloud of Darkness upon landing
- Goading Roar - Roar at nearby creatures to possibly Goad them
- Hide in Plain Sight - Become Invisible
- Honeyed Paws - Lash out at an enemy, possibly knocking it Prone if it is not holding a weapon
- Lunging Bite - Lunge at a target, possibly knocking it Prone
- Multiattack Defence - Enemies incur a -4 penalty to additional melee attack rolls when they attack you
- Pack Tactics - Gain Advantage on melee attack rolls if an ally is within 3 m / 10 ft
- Rend Vision - Attack a creature's eyes and Blind it
- Umbral Shroud - Become Invisible for 10 turns if Obscured
Rogue[edit | edit source]
- Assassinate: Initiative - Melee attack rolls against enemies that have not taken a turn yet gain Advantage
- Cunning Action: Hide - Use a bonus action to Hide, gaining Advantage on melee attack rolls
- Mage Hand Legerdemain - Mage Hand turns Invisible
- Supreme Sneak - Blend into the environment so completely that you become Invisible
Sorcerer[edit | edit source]
- Bend Luck - Spend 2 Sorcery Points to impose
+1d4 or
-1d4 to a target's melee attack roll - Tides of Chaos - Gain Advantage on your next melee attack roll
- Wild Magic: Blur - All creatures within 9 m / 30 ft are Blurred
- Wild Magic: Entangle - Create a vine surface within 4 m / 13 ft, possibly Entangling all caught creatures
- Wild Magic: Fog - Create a fog of cloud that Blinds all creatures within
Warlock[edit | edit source]
- Entropic Ward - Impose Disadvantage on a melee attack roll against you, gaining Advantage on melee attack rolls against the attacker if their attack missed
- Fey Presence: Disturbing - Possibly Frighten nearby foes
- Misty Escape - Become Invisible upon taking damage
- Mortal Reminder - Upon landing a Critical Hit, possibly Frighten all nearby enemies
- Pact of the Blade - Melee attack rolls made with Pact Weapon use Charisma modifier instead of Strength or Dexterity
Wizard[edit | edit source]
- Portent - Use a reaction to change the die of any melee attack roll within 18 m / 60 ft to one of your Potent Dice