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List of sources of additional resources
This is a list of sources of additional resources. There are many ways to increase the various resources beyond their normal limits with class features and items.
Common resources[edit | edit source]
Actions[edit | edit source]
In combat, Actions are the most important resource. Gaining additional actions to spend each turn is potentially very strong. Below is a list of all the items, spells, or class features that can grant additional actions.
Note that in Honour mode, these additional actions (except ) do not work with . This means, for example, that a level 11 Fighter can attack 4 times (3 times with the first action, but only once with the second action). Outside of Honour mode, this fighter could attack 6 times per turn (3 times for each action).
Consumables[edit | edit source]
- Scroll of Haste: Apply to the target, giving an additional Action each turn for up to 10 turns. When the spell ends or concentration is prematurely broken, the target becomes .
- Potion of Speed: Apply , gaining an additional Action each turn for 3 turns and becoming after the effect ends.
- Elixir of Bloodlust: Once per turn, gain an additional Action after killing an enemy. Lasts until a long rest. This can stack with .
- Haste Spore Grenade: Create a cloud of spores lasting 3 turns that applies which gives an extra Action for 1 turn. The condition can be reapplied each turn for as long as the cloud lasts. This cannot stack with .
- Haste Spore Flask: Same as the Haste Spore Grenade except the cloud is larger and is permanent.
- Terazul: Gain an additional Action each turn for 2 turns, but become after the effect ends. This can stack with other sources of .
Items[edit | edit source]
- Armour of the Sporekeeper: Create a cloud of spores lasting 3 turns that applies which gives an extra Action for 1 turn. The condition can be reapplied each turn for as long as the cloud lasts. This cannot stack with . ( Recharge: Long rest)
- Gontr Mael: Apply to yourself, gaining an additional Action each turn for up to 5 turns, or until concentration is broken. This does not apply when it ends and does not stack with .
Class features[edit | edit source]
- Action, once per short rest. Unlike other sources of additional actions, the Action granted by Action Surge works with in Honour mode. : Gain an additional
- to the target, giving an additional Action each turn for up to 10 turns. When the spell ends or concentration is prematurely broken, the target becomes . : Apply
Bonus actions[edit | edit source]
By default, characters have a single Bonus action to spend each turn. There are a few items and class features that can increase this.
Items[edit | edit source]
- Pyroquickness Hat: Gain an additional Bonus action after casting a leveled Fire spell. ( Recharge: Per turn)
- Helmet of Grit: Gain an additional Bonus action while below 50% HP.
Class features[edit | edit source]
- Bonus action each turn. : Gain an additional
- Bonus action each turn. ( Recharge: Long rest) : For 3 turns, gain an additional
Reactions[edit | edit source]
By default, characters have one Reaction which is replenished at the start of each turn. There is only one way to gain additional reactions.
- Duellist's Prerogative: If your off-hand is empty, gain an additional Reaction each turn.
Movement speed[edit | edit source]
See List of sources of movement speed.
Restoring common resources[edit | edit source]
Normally, common resources are only replenished at the start of each turn, but there are a few scenarios where they can be replenished mid-turn:
- Action and Bonus action resources when entering combat. : Restores your
Instead of being Downed, one can "cheat death" via the effects in the chart below.
- When the player would normally hit 0 hit points, the "prevention" effect will end, and grant the player healing instead.
- While multiple effects can be active at once, the order of priority and stacking (or lack thereof) is not fully understood.
- When a character is "revived" this way, they fully restore their Resources (Action(s), Bonus action(s), Reaction(s), and Movement).
- This even applies if the character would be downed during their turn (such as from being in range of an explosion that they caused).
Condition | Source | Replacement Effect | Condition Duration | Limitation |
---|---|---|---|---|
3d4hit points | Duration: 3 turns | Recharge: Short rest | ||
The Reviving Hands (Aegis Palms) | 1hit points | Duration: 2 turns | Applies to targets Healed. | |
Duration: Until Long rest | ||||
Level 11 Barbarian Passive | Duration: Permanent | If Recharge: Short rest | ||
Level 1 Half-Orc Passive | 1hit points | Duration: Permanent | Recharge: Long rest | |
The Blood of Lathander Passive | 2d6hit points +1d6hit points to allies within 9 m / 30 ft | |||
After Death Do Us Part Passive | maxhit points | Applies [note 1] Recharge: Long rest |
Spell slots[edit | edit source]
Creating slots[edit | edit source]
In addition to those gained from normal class progression, spell slots can also be granted by the following sources:
Source | Spell Slot Level | Limitation |
---|---|---|
Shield of Devotion | While equipped. | |
Shield of the Undevout | While equipped. | |
Spell Savant Amulet | While equipped. | |
Elixir of Arcane Cultivation | Duration: Until Long rest | |
Greater Elixir of Arcane Cultivation | Duration: Until Long rest | |
Superior Elixir of Arcane Cultivation | Duration: Until Long rest | |
Supreme Elixir of Arcane Cultivation | Duration: Until Long rest |
Restoring slots[edit | edit source]
One can also restore expended slots (a used spell slot of a particular level; this will not have any effect when all slots are available, or the character does not have any slots) via the following methods:
Type | Source | Spell Slot Level | Limitation |
---|---|---|---|
Item | Spellthief | On Critical Hit with Spellthief Recharge: Short rest | |
Pearl of Power Amulet | or lower | Recharge: Long rest | |
Caitiff Staff | or lower | Recharge: Long rest | |
Spellcrux Amulet | , or AND matching-level or lower | Recharge: Long rest | |
Class Feature | Recharge: Long rest | ||
Recharge: Long rest | |||
Recharge: Long rest | |||
Multiple, up to a total of (rounded up) | Recharge: Long rest | ||
Multiple, up to a total of (rounded up) | Recharge: Long rest | ||
or lower | Sorcery Points |
Class specific resources[edit | edit source]
Bardic Inspiration[edit | edit source]
Bards gain 3Bardic Inspiration Charges at level 1, 4 at level 5, and 5 at level 9. Also at level 5, replenishes the charges after short rests. Other than that, there are a few items that give additional charges.
- Wondrous Gloves: Gain an additional Bardic Inspiration Charge.
- Boots of Brilliance: Restore a Bardic Inspiration Charge. ( Recharge: Long rest)
Channel Divinity[edit | edit source]
Clerics get a single Channel Divinity Charge at level 1 and another at level 6, both are replenished each short rest. Additional charges can be gained through:
- Amulet of the Devout: Gain an additional Channel Divinity Charge. Contrary to the description, this extra charge does get replenished on short rests as well.
Channel Oath[edit | edit source]
Paladins get a single Channel Oath Charge that is replenished each short rest. The only way to get additional charges is with:
- Armour of Devotion: Restore a Channel Oath Charge. ( Recharge: Long rest)
Ki[edit | edit source]
Monks start with 2Ki Points at level 1 and gain an additional point each monk level. Other than that Ki Points can be acquired from the following items and abilities:
Items[edit | edit source]
- Sentient Amulet (Rare): Restore 2Ki Points. ( Recharge: Long rest)
- Sentient Amulet (Very Rare): Restore 1d4, 1d6, or 1d8 Ki Points determined by your die. ( Recharge: Long rest)
Class features[edit | edit source]
- Long rest) : Restore half your Ki Points (rounded down). ( Recharge:
- Long rest) : Restore half your Ki Points (rounded down). For the next 3 turns, you will regenerate 1 Ki Point per turn. ( Recharge:
Sorcery points[edit | edit source]
Sorcerers gain Sorcery Points equal to their Sorcerer level starting at level 2. Besides that, they have abilities to create additional Sorcery Points.
- : Expend a spell slot to gain Sorcery Points equal to the level of the slot.
- : For 2 turns, each leveled spell you cast will restore Sorcery Points equal to the level of the spell.
Superiority Die[edit | edit source]
Battle Master Fighters have 4Superiority Dice at level 3 and 5 dice at level 7. Other than that, the only way to increase this is with:
- : Gain an additional Superiority Die.
Wild Shape[edit | edit source]
Druids get Wild Shape Charge starting at level 2. The only way to increase this is with:
- Shapeshifter Hat: Gain an additional Wild Shape Charge. ( Recharge: Long rest)
Resting[edit | edit source]
Many resources are replenished on long or short rests. Aside from actually resting, there are a number of other ways of restoring these resources.
- : Restores the party as if they took a short rest. This cannot be used in combat.
- : Restores the party as if they took a long rest and also revives any downed party members. This can be used in combat. Any form of Divine Intervention can only be used once per character in the entire game.
- Using a Restoration Pod found aboard the Nautiloid in the prologue or the Mindflayer colony in Act Two restores the party as if they took a long rest.
- Using the pool in the boudoir in the House of Hope also provides the benefit of a long rest.
- Potion of Angelic Reprieve: Fall asleep for 2 turns and gain the benefits of a short rest and recharge all level 1 and 2 spell slots when you awaken.
- Potion of Angelic Slumber: Fall asleep for 2 turns and gain the benefits of a long rest when you awaken.
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