List of sources of additional resources
More actions
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
Actions edit
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.
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
- 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 Flask: Same as the Haste Spore Grenade except the cloud is larger and is permanent.
- 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 .
- Potion of Speed: Apply , gaining an additional Action each turn for 3 turns and becoming after the effect ends.
- 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 .
- 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
- 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
- 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
- Action each turn for up to 10 turns. When the spell ends or concentration is prematurely broken, the target becomes . : Apply to the target, giving an additional
Bonus actions edit
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
- Helmet of Grit: Gain an additional Bonus Action while below 50% HP.
- Pyroquickness Hat: Gain an additional Bonus Action after casting a leveled spell. ( Recharge: Per turn)
Class features edit
- Bonus Action each turn. : Gain an additional
- Bonus Action each turn. ( Recharge: Long rest) : For 3 turns, gain an additional
Reactions edit
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
See List of sources of movement speed.
Restoring common resources edit
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 character would normally hit 0 hit points, the "prevention" effect will end, and grant the character 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 Speed).
- 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 |
---|---|---|---|---|
After Death Do Us Part Passive | max | Duration: Permanent | Applies Recharge: Long rest | |
Spell | 1 | Long rest | Duration: Until![]() | |
Passive | 1 | Duration: 2 turns | Applies to targets Healed | |
The Blood of Lathander Passive | 2d6 +1d6 to allies within 9 m / 30 ft |
Duration: Permanent | Long rest | Recharge:|
Level 1 Half-Orc Passive | 1 | Duration: Permanent | Long rest | Recharge:|
Level 11 Barbarian Passive | 1 | Duration: Permanent | If Recharge: Short rest | |
Level 1 Shadow Magic Sorcerer Passive | 1 | Duration: Permanent | Long rest | Recharge:|
Action | 3d4 | Duration: 3 turns | Short rest | Recharge:
Spell slots edit
Creating slots edit
In addition to those gained from normal class progression, spell slots can also be granted by the following sources:
Source | Spell Slot Level | Limitation |
---|---|---|
Elixir of Arcane Cultivation | ![]() |
Long rest | Duration: Until
Greater Elixir of Arcane Cultivation | ![]() |
Long rest | Duration: Until
Shield of Devotion | ![]() |
While equipped. |
Shield of the Undevout | ![]() |
While equipped. |
Spell Savant Amulet | ![]() |
While equipped. |
Superior Elixir of Arcane Cultivation | ![]() |
Long rest | Duration: Until
Supreme Elixir of Arcane Cultivation | ![]() |
Long rest | Duration: Until
Restoring slots edit
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 | Caitiff Staff | ![]() |
Long rest | Recharge:
Pearl of Power Amulet | ![]() |
Long rest | Recharge:|
Spellcrux Amulet | ![]() ![]() ![]() |
Long rest | Recharge:|
Spellthief | ![]() |
On Critical Hit with Spellthief Recharge: Short rest | |
Class Feature | Multiple, up to a total of (rounded up) | Long rest | Recharge:|
![]() |
Sorcery Points | ||
![]() |
Long rest | Recharge:||
![]() |
Long rest | Recharge:||
![]() |
Long rest | Recharge:||
Multiple, up to a total of (rounded up) | Long rest | Recharge:
Class specific resources edit
Bardic Inspiration edit
Bards gain 3 Bardic Inspirations 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.
- Boots of Brilliance: Restore a Bardic Inspiration. ( Recharge: Long rest)
Channel Divinity edit
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
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
Monks start with 2 Ki 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
- Sentient Amulet (Rare): Restore 2 Ki 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
- 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: Long rest) : Restore half your
Sorcery points edit
Sorcerers gain Sorcery Points equal to their Sorcerer level starting at level 2. Besides that, they have abilities to create additional Sorcery Points.
- Sorcery Points equal to the level of the slot. : Expend a spell slot to gain
- Sorcery Points equal to the level of the spell. : For 2 turns, each leveled spell you cast will restore
Superiority Die edit
Battle Master Fighters have 4 Superiority Dice at level 3 and 5 dice at level 7. Other than that, the only way to increase this is with:
- Superiority Die. : Gain an additional
Wild Shape edit
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
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 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.
- : Restores the party as if they took a short rest. This cannot be used in combat.
- 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.