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ADVANTAGE AND DISADVANTAGE

ATTACK ROLLS
ADVANTAGE
Hidden/unseen or Invisible attacker
Attacker is helped by an ally. (Helper within 5' of target and
spends their action distracting target.)
Blinded target
Paralyzed target (and any hits are automatically a critical hit
if attacker is within 5')
Petrifed target
Prone target is within 5'
Restrained target
Stunned target
Unconscious target (and any hits are automatically a critical
hit if attacker is within 5')
Target is squeezing in a smaller space.
Using Inspiration.
Class
Barbarian: Reckless Attack: melee attacks (using Strength) by the user of a Reckless Attack.
Barbarian: Reckless Attack: all attacks against a target using a Reckless Attack.
Barbarian: Feral Instinct: all Initiative rolls have advantage.
Barbarian: Totem Spirit: Wolf. Allies of the Totem user, using melee attacks, against a target within 5 of the Totem user
Fighter: Maneuvers: Feinting Attack. Use 1 superiority dice and a Bonus action to gain Advantage on next attack roll on target within 5.
Paladin: Oath of Vengence: Vow of Enmity: on the target creature of this ability.
Rogues: Elusive: Negate the Advantage on any attack against you (must not be incapaciated)
Rogue: Assassin: Assassinate: versus any creature that hasnt taken a turn in combat yet.
Rogue: Arcane Trickster: Versatile Trickster: on targets within 5 of your Mage Hand spell.
Sorcerer: Wild Magic: Tides of Chaos: once only.
Warlock: Great Old One: Entropic Ward: on target that failed to hit you with this ability previously.
Spells:
Faerie Fire: target is subjected to a Faerie Fire spell.
Foresight on attacker.
Guiding Bolt: next attack roll against the subject of a Guided Bolt.
Ottos Irresistible Dance: Target is subject of this spell.
Shocking Grasp: Target is wearing metal armour.
House Rule
ATTACK ROLLS
ADVANTAGE
Target severly outnumbered - surrounded by:
Target Size Surrounded by total allies (including attacker)
Tiny NA
Small 4
Medium 4
Large 8
Huge 16
Gargantuan 32
ATTACK ROLLS
DISADVANTAGE
Wearing Armour you are not profcient with
Small creature using a Heavy weapon
Using a Lance if target is within 5
Blinded attacker
Restrained attacker.
Prone attacker - melee.
Poisoned attacker
Attacker makes ranged attack roll (weapon or spell) whilst within 5' of a hostile creature.
Long range.
Invisible target or can not see target.
Prone target is over 5' away.
Dodging Target (taking dodge action)
Attacker has level 3 exhaustion.
Frightened attacker who is able to see source of fear. (regardless if target is source of fear or not)
Attacker is squeezing in a smaller space.
Melee attack under water by a creature that doesnt have a Swim speed unless using dagger, javelin, shortsword, spear or trident.
Ranged attack under water.
When carrying weight 10 times your Strength score.
Class
Barbarian: Totem Spirit: Eagle: all opportunity attacks against subject of this totem user (cant wear heavy armour).
Barbarian: Totemic Attunement: Bear: whilst Totem user is ranging, all attacks made by anyone within 5 to any other target other than you
Cleric: Light Domain: Warding Flame: On Attacker (uses Reaction).
Fighter: Protection Fighting Style. Use your Reaction to impose Disadvantage on an attack against an ally within 5',
must be using a shield.
Fighter: Maneuvers: Goading Attack. Use 1 superiority dice after hitting a target to impose Disadvantage on all attack rolls by that targets
against anyone other than you.
Ranger: Feral Senses: Negates the normal Disadvantage imposed for attacking a target you cant see.
Warlock: Great Old One: Entropic Ward: impose on target
Spells:
Blur: target is subjected to a Blur spell.
Foresight on target.
Holy Aura: target within aura.
Ottos Irresistible Dance: Attacker subject of this spell.
Resurrection: Subject of this spell when attacking (if dead more than a year until long rest is done).
SAVING THROWS
ADVANTAGE
Dodge action vs Dexterity Saving throws
Saves vs Disease or Poison - after 3 days continuous rest with Successful DC 15 Constitution check.
Using Inspiration.
Races
Dwarves vs poison (Dwarven Resilience)
Elves vs charm. (Fey Ancestry)
Halfings vs fear (Brave)
Stout halfings vs poison (Stout Resilience)
Class
Barbarian: Rage: Strength saves.
Barbarian: Danger Sense: Dexterity saves (cant be blinded, deafened or incapacitated).
Bard: Countercharn: Savves vs frightend or charmed.
Paladin: Oath Of Devotion: Holy Nimbus: On saves on spells cast by fends or undead.
Ranger: Lands Stride: Against plants that are magically created or manipulated to impede movement.
Sorcerer: Wild Magic: Tides of Chaos: once only.
Wizard: Abjuration: Spell Resistance: vs spells.
Spells:
Beacon of Hope: Advantage on Wisdom Saving throws and death saving throws.
Charm Person: Target has advantage if caster or creatures friendly to target are attacking it.
Dominate Person: Target has advantage if caster or creatures friendly to target are attacking it.
Dominate Monster: Target has advantage if caster or creatures friendly to target are attacking it.
Foresight: Target for all saving throws.
Haste: Target has advantage on Dexterity saving throws.
Heroes Feast: All Wisdom saving throws for 24 hours after eating feast.
Holy Aura: Anyone within 30' that the caster chooses. All saving throws.
DISADVANTAGE
Wearing Armour you are not profcient with (involving Strength or Dexterity)
Dexterity saving throws whilst Restrained.
Level 3 Exhaustion (all saving throws)
Strength, Dexterity and Constitution saves: when carrying weight 10 times your Strength score.
Class
Cleric: Light Domain: Corona of Light: enemies within 60 area on saves vs spells that deal fre or radiant damage.
Fighter: Eldritch Knight: Eldritch Strike: 10th Level. After hitting a target, target has Disadvantage on next Saving
throw versus Spells cast by you.
Paladin: Oath of Vengence: Abjure Enemy: Fiends and undead on Wisdom Save for this ability.
Rogue: Arcane Trickster: Magical Ambush: on saves by an unaware creature by spells cast by you.
Sorcerer: Heightened Spell: on frst saving throw.
Spells:
Dream: Disadvantage on Saving Throw if you have body part/hair clipping etc from target.
Ottos Irresistible Dance: Target has disadvanatge on Dexterity saving throws.
Resurrection : Subject of this spell on all saves (if dead more than a year until long rest is done).
Sunburst: Undead and oozes have disadvantage against Sunburst's Constitution saving throw.
Items:
Antitoxins: Advantage on saving throws vs poisons for 1 hour.
ABILITY CHECKS
ADVANTAGE:
Helped by an ally.
Using Inspiration.
Class:
Barbarian Rage: Strength checks.
Barbarian: Aspect of the Beast: Bear: Strength checks made to push, pull, lift or break.
Rogue: Supreme Sneak: 9th level. Dexterity (Stealth) checks if moved no more than move on same turn.
Sorcerer: Wild Magic: Tides of Chaos: once only
Spells:
Foresight: Target, for all ability checks.
Charmer to interacting socially with charmed target.
Items:
Crowbar: Advantage on Strength checks where leverage can be applied.
Magnifying Glass: any check to appraise or inspect a small or highly detailed item.
Ram: another allie assists in the use when attempting to break a door.
Saddle: on any check to remain mounted.
DISADVANTAGE:
Wearing Armour you are not profcient with (involving Strength or Dexterity)
Poisoned (all ability checks)
Level 1 Exhaustion (all ability checks)
Frightened and able to see source of fear. (all ability checks)
Dexterity: squeezing through a space one size smaller.
Strength, Dexterity and Constitution checks: when carrying weight 10 times your Strength score.
Wisdom (Perception): Target is Lightly Obscured or lightly obscurred area or dim light (checks relaying on sight).
Dexterity (Stealth): Some Armours [Padded, Scale Mail, Half Plate, Ring Mail, Chain mail, Splint, Plate]
Class:
Barbarian: Aspect of the Beast: Eagle: dim light or lightly obscurred area/target does not impose Disadvantage.
Spells
Resurrection Spell: Subject of this spell on all checks (if dead more than a year until long rest is done).

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