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 ==
=== Actions ===
In combat, 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 ====
* : Apply to the target, giving an additional each turn for up to 10 turns. When the spell ends or concentration is prematurely broken, the target becomes .
* : Apply , gaining an additional each turn for 3 turns and becoming after the effect ends.
* : Once per turn, gain an additional after killing an enemy. Lasts until a long rest. This can stack with .
* : Create a cloud of spores lasting 3 turns that applies which gives an extra for 1 turn. The condition can be reapplied each turn for as long as the cloud lasts. This cannot stack with .
* : Same as the Haste Spore Grenade except the cloud is larger and is permanent.
* : Gain an additional each turn for 2 turns, but become after the effect ends. This can stack with other sources of .
==== Items ====
* : Create a cloud of spores lasting 3 turns that applies which gives an extra for 1 turn. The condition can be reapplied each turn for as long as the cloud lasts. This cannot stack with . ()
* : Apply to yourself, gaining an additional 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 ====
* : Gain an additional , once per short rest. Unlike other sources of additional actions, the granted by Action Surge works with in Honour mode.
* : Apply to the target, giving an additional each turn for up to 10 turns. When the spell ends or concentration is prematurely broken, the target becomes .
=== Bonus actions ===
By default, characters have a single to spend each turn. There are a few items and class features that can increase this.
==== Items ====
* : Gain an additional after casting a leveled spell. ()
* : Gain an additional while below 50% HP.
==== Class features ====
* : Gain an additional each turn.
* : For 3 turns, gain an additional each turn. ()
=== Reactions ===
By default, characters have one which is replenished at the start of each turn. There is only one way to gain additional reactions.
* : If your off-hand is empty, gain an additional each turn.
=== Movement speed ===
See List of sources of movement speed.
=== Restoring common resources ===
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:
* : Restores your and resources when entering combat.
== Spell slots ==
=== Creating slots ===
In addition to those gained from normal class progression, spell slots can also be granted by the following sources:
Source	Spell Slot Level	Limitation
 	 	While equipped.
 	 	While equipped.
 	 	While equipped.
 	 	
 	 	
 	 	
 	 	
=== Restoring slots ===
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 	 	 	On Critical Hit with Spellthief
Item 	 	or lower 	
Item 	 	or lower 	
Item 	 	, or AND matching-level or lower 	
Class Feature	 	 	
Class Feature	 	 	
Class Feature	 	 	
Class Feature	 	Multiple, up to a total of (rounded up)	
Class Feature	 	Multiple, up to a total of (rounded up)	
Class Feature	 	or lower 	
== Class specific resources ==
=== Bardic Inspiration ===
Bards gain 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.
* : Gain an additional .
* : Restore a . ()
=== Channel Divinity ===
Clerics get a single at level 1 and another at level 6, both are replenished each short rest. Additional charges can be gained through:
* : Gain an additional . Contrary to the description, this extra charge does get replenished on short rests as well.
=== Channel Oath ===
Paladins get a single that is replenished each short rest. The only way to get additional charges is with:
* : Restore a . ()
=== Ki ===
Monks start with at level 1 and gain an additional point each monk level. Other than that can be acquired from the following items and abilities:
==== Items ====
* : Restore . ()
* : Restore 1d4, 1d6, or 1d8 determined by your die. ()
==== Class features ====
* : Restore half your (rounded down). ()
* : Restore half your (rounded down). For the next 3 turns, you will regenerate 1 per turn. ()
=== Sorcery points ===
Sorcerers gain equal to their Sorcerer level starting at level 2.
Besides that, they have abilities to create additional .
* : Expend a spell slot to gain equal to the level of the slot.
* : For 2 turns, each leveled spell you cast will restore equal to the level of the spell.
=== Superiority Die ===
Battle Master Fighters have at level 3 and 5 dice at level 7. Other than that, the only way to increase this is with:
* : Gain an additional .
=== Wild Shape ===
Druids get starting at level 2. The only way to increase this is with:
* : Gain an additional . ()
== Resting ==
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.
* : 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.
* : Fall asleep for 2 turns and gain the benefits of a long rest when you awaken.
Category:Lists
Category:Lists of sources