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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
- Advantage on melee attack rolls - Allies within 2 m / 7 ft have
- 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
- - Add a +10 to melee attack roll of an ally within 10 m / 33 ft
- 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
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
- - All creatures within 9 m / 30 ft are
- - Create a vine surface within 4 m / 13 ft, possibly all caught creatures
- - 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]
- - Use a reaction to change the die of any melee attack roll within 18 m / 60 ft to one of your Potent Dice