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(Restructured to be more about dice rolls in general, since each type of roll already has dedicated articles or sections of Articles already elsewhere. This to to prevent information from being diluted.)
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| description = Dice rolls are a central mechanic in Baldur's Gate 3 which determine the outcome of many different situations.
| description = Dice rolls are a central mechanic in Baldur's Gate 3 which determine the outcome of many different situations.
}}
}}
'''Dice rolls''' are a central game mechanic in ''Baldur's Gate 3''. They determine the outcome of many different situations, such as whether a character will succeed or not at using a particular skill, or if an attack will land and how much damage it will do.
'''Dice rolls''' are a central game mechanic in ''Baldur's Gate 3''. Dice are rolled to determine the outcome of variety of situations, such as whether a character will succeed or not at using a particular skill, or if an attack will land and how much damage it will do.
 
Whenever a creature attempts an [[Actions|action]] that has a chance of failure, they roll a twenty-sided die (d20) against a target number to determine whether the attempt was a success or a failure, and add any applicable modifiers. If the result is equal to or exceeds the target number, the attempt was successful. If the result was lower than the target number, or if the creature rolled a 1, the attempt failed.
 
These attempts are categorised either as attack rolls – which are rolled against the target's [[Armour Class]] (AC), as ability checks – which are rolled against the check's Difficulty Class (DC), or as saving throws – which are rolled against a save DC.


== Overview ==
== Overview ==
Whenever a creature attempts something that requires them to roll dice, the game automatically rolls either a single 20-sided die or one or multiple four, six, eight, ten or twelve-sided dice, each die notated with a ''d'' followed by the number of sides on that specific die: {{hlist|
; Attack rolls : When a creature attacks a target they make an attack roll against the target's DC to determine whether the attack is a hit or a miss. If the attack is a hit, it generally deals damage, and the attacker rolls for damage. Creatures generally make their attacks with their equipped [[weapon]] (including unarmed), but some [[spells]] – such as a warlock's [[Eldritch Blast]] – require the caster to make spell attacks.
; Saving throws : Traps, spells, conditions and other sources of harm may allow a creature a chance to avoid or reduce their effect, known as a saving throw or ''save''. To attempt a save, a creature rolls a d20 against a target save DC.
; Ability checks : An ability check is an attempt to succeed at a specific task, and is rolled against a Difficulty Class (DC) set by the game for that task. If the final result of the roll equals or exceeds the DC, the attempt is successful.
; Damage rolls are used in the calculation of damage dealt by weapons, spells and certain special abilities. They are made by rolling one or more dice with four to twelve sides (''xd''4—''x''d12).
; Initiative : Creatures roll for [[initiative]] to determine to turn order. This is a 1d4 + Dex roll.{{note|Hoa creatures roll for initiative in ''Baldur's Gate 3'' is a [[D&D 5e rule changes|a significant departure from the tabletop rules]].}}
 
== Dice notation ==
Dice are notated with a ''d'' followed by the number of sides on that specific die: {{hlist|
* {{DieIcon|d4|Force}} d4
* {{DieIcon|d4|Force}} d4
* {{DieIcon|d6|Radiant}} d6
* {{DieIcon|d6|Radiant}} d6
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* {{D20}}}}
* {{D20}}}}


The number of dice rolled is notated by with a number placed immediately before the ''d'' – when a single twenty sided die (d20) is rolled with no modifiers, it is abbreviated as {{InfoBlob|1d20}}, when two six-sided dice (d6) are rolled with a modifier of +2, the roll is abbreviated as {{InfoBlob|2d6+2}}.
The number of dice rolled is notated by with a number placed immediately before the ''d'' and any applicable modifiers are given in addition (if it is a bonus) or substraction (if is a penalty) after the dice notation – when a single twenty sided die (d20) is rolled with no ymodifiers, it is abbreviated as {{InfoBlob|1d20}}, when two six-sided dice (d6) are rolled with a modifier of +2, the roll is abbreviated as {{InfoBlob|2d6+2}}.
 
Any applicable modifiers are then added to the final sum and results of the roll:
* Most rolls have an associated ability, and add a creature's respective [[ability score modifier]] to the result of the roll.
* Some rolls allow a creature to add its [[proficiency bonus]] to the results of the roll.
* Some equipment, [[spells]], [[conditions]], [[potions]] and [[class]] features can add a modifier to specific types of rolls.
* Certain environmental effects or circumstances add a modifier to specific types of rolls.
 
Modifiers may be negative, in which case they may be referred to as penalties.


The range of results is usually given in parentheses. For example, a single dart from a {{SAI|Magic Missile|h=20px}} spell does 1d4+1 (2-5) Force damage, meaning it rolls 1d4 and adds 1 to the result, giving a possible total of between 2 and 5 points of damage.
The range of results is usually given in parentheses. For example, a single dart from a {{SAI|Magic Missile|h=20px}} spell does 1d4+1 (2-5) Force damage, meaning it rolls 1d4 and adds 1 to the result, giving a possible total of between 2 and 5 points of damage.


== d20 rolls ==
Damage rolls always have an associated [[damage type]] that is also given following dice notation: {{DamageText|1d4|Piercing}} damage.
Ability checks, attack rolls and saving throws all require a d20 to be rolled against a target number in order to determine success; attack rolls are rolled against the target's [[Armour Class]] (AC), and ability checks and saving throws are rolled against a target [[Difficulty Class]] (DC).  


If the final result of the roll, after any applicable modifiers are added, is equal to or exceeds the targwt mumber, the attempt was successful.
== Modifiers ==
A number of modifiers are potentially added to dice rolls. These modifiers can be either bonuses {{subst:}} which are {{em|added}} to the result – or penalties, which are subtracted from the results.


=== d20 mechanics ===
; Ability score modifiers : Most rolls have an associated [[ability]] and creatures add their corresponding ability score modifier to the outcome of rolls they make.
A number of unique mechanics apply to d20 rolls.
:: Creatures also add an ability score modifier to the save DCs of actions they take or spells that they cast, again corresponding to an associated ability.
; Proficiency bonus : Creatures add their proficiency bonus to any attack rolls, ability checks or saving throws that they make using weapons, skills or saves that they are proficient in, as well as to all attack rolls made during spell attacks.
:: Creatures also add their proficiency bonus to the save DCs of spells they cast and class actions they take, and to the save DCs of actions they take using weapons they are proficiency with.
; Additional modifiers : Some [[features]] and [[conditions]] add additional modifiers to save DCs and the result of rolls, such as [[Shillelagh]], which allows the caster to add their spellcasting ability modifier to their attack and damage rolls, instead of Strength or Dexterity.


==== Difficulty Class ====
=== Attack modifiers ===
Difficulty Class (or DC) is a number rolled against when making ability checks on or saving throws. It represents how difficult a task is to accomplish.
An attack's associated ability depends on the nature of the attack:
* Attacks made with melee weapons, including thrown weapons, generally add the attacking creature's Strength modifier, unless they have the [[Finesse]] property, in which case they add either the attacker's Strength or Dexterity modifier, whichever is higher.
* Attacks made with ranged weapons add the creature's Dexterity modifier.
* Spell attacks add the caster's [[Spells#Spellcasting|spellcasting ability modifier]], generally determined by their [[Class|class]].


The number is determined by the the task attempted, or in the case of saves, the spell, condition or action that has to be overcome.
=== Damage modifiers ===
Damage rolled after a successful attack with a weapon typically adds the same ability score modifier as the attack roll, albeit some features alter this interaction.


===== Danger save DC =====
Ability score modifiers are not normally added to damage rolls made during spell attacks, unless enabled by a feature, – such as by {{SAI|Agonising Blast|h=20px}}, which allows a warlock to add their Charisma modifier to the damage rolls of their {{SAI|Eldritch Blast|h=20px}}.
In scenarios such as traps, the game chooses an appropriate Difficulty Class, depending on how serious the danger is. This includes single-use items such as elemental arrows or throwables.


===== Spell save DC =====
=== Save proficiency ===
For the Difficulty class of a spells that can be saved against is determined through the following formula:
Creatures proficient with saves using a specific ability add their proficiency bonus to saving throws they make using that ability.


<div style="text-align: center;">Difficulty Class = {{InfoBlob|8 + proficiency bonus + spellcasting ability modifier}}</div>
=== Siill proficiency ===
 
Most ability checks have an associated [[Skills|skill]]. These rolls are often referred to as "skill checks" by the community, although they are not referred to as such in-game. If a creature is proficient with an ability check's associated skill, they may add their proficiency bonus to the results of the roll, in addition to the relevant ability score modifier. Characters with [[Expertise]] in a skill add double their proficiency bonus (shown in the interface as separate Proficiency and Expertise bonuses).
===== Weapon action save DC =====
The Difficulty Class of saves allowed by weapon actions is calculated as follows:


<div style="text-align: center; font-weight:bold;">{{InfoBlob|1=Weapon Action DC = 8 + proficiency bonus + [[Strength|Strength]] or [[Dexterity|Dexterity]] + inherent weapon action bonus DC]]}}</div>
== Difficulty Class ==
A Difficulty Class (or DC) is a number rolled against when making ability checks or saving throws. It represents how difficult a task is to accomplish.


Each weapon action can grant its own inherent bonus DC that isn't listed anywhere, but most frequently it's +2.  
The number is determined by the the task attempted – or in the case of saves – the spell, condition or action that has to be overcome.


===== Hybrid save DC =====
=== Save DCs ===
Certain weapon actions, notably [[Concussive Smash]], instead use allow the acting creatures to either use their spallcaster DC or weapon Action DC with a +2 bonus, whichever is higher.
The Difficulty Class rolled against when attempting to save is called ''save DC''. A successful save can mean completely avoiding negative effects, reducing the damage received (usually by half), or both. For example, successfully saving against a spike trap could mean that a creature takes no damage at all, because it successfully evaded the spikes. On the other hand, if it's caught in the area of effect of a {{SAI|Fireball}}, then a successful save will merely halve the damage. Saving against {{SAI|Thunderwave}} both halves the damage taken, and prevents a creature from being pushed by the spell.


==== Natural 1s and 20s ====
Different mechanics calculate save DC differently:
Rolling a 1 or 20 on a d20 roll is referred to as a ''natural 1'' or ''natural 20''. When making an attack roll or ability check, rolling a natural 1 is always an automatic failure, while a natural 20 is always an automatic success, regardless of the the final result after modifiers are applied. Saving throws attempted during dialogue and death saving throws can also roll roll natural 1s and 20s.
; Danger save DC : In scenarios such as traps, the game chooses an appropriate Difficulty Class, depending on how serious the danger is. This includes consumable items such as elemental arrows or throwables.
; Spell save DC : For the Difficulty class of a spells that can be saved against is determined through the following formula:
:: {{InfoBlob|8 + proficiency bonus + spellcasting ability modifier}}.
; Weapon save dc : Each weapon action can grant its own inherent bonus DC that isn't listed anywhere, but most frequently it's +2. The Difficulty Class of saves allowed by weapon actions is calculated as follows:
:: {{InfoBlob|1=Weapon Action DC = 8 + proficiency bonus + [[Strength|Strength]] or [[Dexterity|Dexterity]] + inherent weapon action bonus DC}}
: Certain weapon actions, notably [[Concussive Smash]], instead use allow the acting creatures to either use their spallcaster DC or weapon Action DC with a +2 bonus, whichever is higher.


==== Advantage and disadvantage ====
== Advantage and disadvantage ==
A creature may have [[File:Advantage Icon.png|20px|alt=The in-game symbol for advantage.]] advantage or [[File:Disadvantage Icon.png|20px|The in-game symbol for disadvantage
A creature may have [[File:Advantage Icon.png|20px|alt=The in-game symbol for advantage.]] advantage or [[File:Disadvantage Icon.png|20px|The in-game symbol for disadvantage
]] disadvantage on a d20 roll. A creature with either advantage or disadvantage rolls twice (depicted in the game as two dice rolled simultaneously) and uses the higher result if they have advantage, or the lower result for disadvantage.
]] disadvantage on a d20 roll. A creature with either advantage or disadvantage rolls twice (depicted in the game as two dice rolled simultaneously) and uses the higher result if they have advantage, or the lower result for disadvantage.
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Creatures receive no additional benefit or penalty from having multiple sources of advantage or disadvantage on a dice roll, and still only roll twice. Likesise, creatures that have {{em|both}} advantage and disadvantage on a roll only roll a single die, even if they have multiple sources of either.
Creatures receive no additional benefit or penalty from having multiple sources of advantage or disadvantage on a dice roll, and still only roll twice. Likesise, creatures that have {{em|both}} advantage and disadvantage on a roll only roll a single die, even if they have multiple sources of either.


=== Attack rolls ===
=== Natural 1s and 20s ==
{{see also|Attacks}}
Rolling a 1 or 20 on a d20 roll is referred to as a ''natural 1'' or ''natural 20''. When making an attack roll or ability check, rolling a natural 1 is always an automatic failure, while a natural 20 is always an automatic success, regardless of the the final result after modifiers are applied. Saving throws attempted during dialogue and death saving throws can also roll roll natural 1s and 20s.
A creature that attacks a target makes an attack roll against the target's AC to determine whether they hit or miss them. If the attack is a hit, it generally deals damage, and the attacker may roll for damage.
 
Creatures generally make their attacks with their equipped [[weapon]] (including unarmed), but some [[spells]] – such as a warlock's [[Eldritch Blast]] – require the caster to make a spell attacks.
 
==== Attack roll modifiers ====
All attack rolls are made with an associated ability, and creatures add their corresponding ability score modifier to the results of their attack rolls:
* Attacks made with melee weapons, including thrown weapons, generally add the attacking creature's Strength modifier, unless they have the [[Finesse]] property, in which case they add either the attacker's Strength or Dexterity modifier, whichever is higher.
* Attacks made with ranged weapons add the creature's Dexterity modifier.
* Spell attacks add the caster's [[Spells#Spellcasting|spellcasting ability modifier]], generally determined by their [[Class|class]].


Some class features and spells allow a creature to add alternative or additional ability score modifiers to their attack rolls, such as [[Shillelagh]], which allows the caster to add their spellcasting modifier to instead add their attack and damage rolls.
Unlike attack rolls and ability checks, saving throws are not guaranteed to fail or succeed when the d20 result is either a natural 1 or 20 respectively, however when saving throws are used during dialogue they will guarantee failure or success when a 1 or 20 is rolled.


Creatures also add their proficiency bonus to the attack rolls of their spell attacks, as well as to any attack rolls they make with weapons that they are proficient with.
=== Critical hits ===
 
==== Critical hits ====
[[File:critical hit.png|right|thumb|Example of a Critical Hit with a 1d6 Shortsword. The damage dice are doubled, but the Dexterity modifier is not.]]
[[File:critical hit.png|right|thumb|Example of a Critical Hit with a 1d6 Shortsword. The damage dice are doubled, but the Dexterity modifier is not.]]
A natural 20 on an attack roll is a [[Critical hit|critical hit]]. In addition to being an automatic hit, the creature rolls twice the normal number of dice to determine damage, including additional dice such as those from smites or combat manoeuvres. "Flat" damage bonuses that add a fixed number are not doubled by a critical hit; this includes ability score modifiers, weapon enhancement bonuses and features and abilities like {{SAI|Great Weapon Master: All In}}.
A natural 20 on an attack roll is a [[Critical hit|critical hit]]. In addition to being an automatic hit, the creature rolls twice the normal number of dice to determine damage, including additional dice such as those from smites or combat manoeuvres. "Flat" damage bonuses that add a fixed number are not doubled by a critical hit; this includes ability score modifiers, weapon enhancement bonuses and features and abilities like {{SAI|Great Weapon Master: All In}}.


Some equipment, feats and class features (notably the {{class|Champion}}'s {{SAI|Improved  Critical Hit}}) allow a creature to score a critical hit on natural rolls of 19 or 20, or even 18 to 20. The benefits are the same as for a regular critical hit.
Some equipment, feats and class features (notably the {{class|Champion}}'s {{SAI|Improved  Critical Hit}}) allow a creature to score a critical hit on natural rolls of 19 or 20, or even 18 to 20. The benefits are the same as for a regular critical hit.
=== Saving throws ===
Traps, spells, conditions and other sources of harm may allow a creature a chance to avoid or reduce their effect, known as a [[saving throw]] or ''save''. This is a d20 roll, with the relevant Ability and Difficulty Class (DC) determined by the source of the effect. If the final result of the roll equals or exceeds the DC, the save is successful.
A creature can be proficient in saving throws on a per-ability basis. Player characters are proficient in two saving throws, based on their class. Proficency adds a creature's [[proficiency bonus]] to the saving throw.
Traps, dialogue events and other sources of danger controlled by the game have a DC defined by the game, depending on how serious the danger is. Spells and [[Weapon Actions|weapon actions]] use specific formulas to determine the DC:
* Spell saves have a DC determined by the creature's spellcasting Ability modifier:
<div style="text-align: center;">Difficulty Class = {{InfoBlob|8 + [[Proficiency|Proficiency Bonus]] + [[#Spellcasting Ability and Proficiency|Spellcasting Ability Modifier]]}}</div>
* Weapon actions saves have a DC determined by the higher of a creature's Dexterity or Strength, plus an inherent bonus for that specific action:
<div style="text-align: center;">Difficulty Class = {{InfoBlob|10 + [[Strength|Strength]] or [[Dexterity|Dexterity]] + [[Weapon Actions#Melee Weapons|Inherent Weapon Action Bonus DC]]}}</div>
Unlike attacks, saving throws are not guaranteed to fail or succeed when the d20 result is either a natural 1 or 20 respectively, however when saving throws are used during dialogue they will guarantee failure or success when a 1 or 20 is rolled.
==== Successful saves ====
A successful save can mean completely avoiding negative effects, reducing the damage received (usually by half), or both. For example, successfully saving against a spike trap could mean that a creature takes no damage at all, because it successfully evaded the spikes. On the other hand, if it's caught in the area of effect of a {{SAI|Fireball}}, then a successful save will merely halve the damage. Saving against {{SAI|Thunderwave}} both halves the damage taken, and prevents a creature from being pushed by the spell.
Some effects don't allow a saving throw, for example the spell {{SAI|Sleep}}.
==== Death saves ====
When a player character is {{cond|Downed}}, they make a special [[Death Saving Throw]] each turn to determine if they slip closer to death. Death saves are not associated with an Ability Score and so don't add any modifiers or the proficiency bonus. They only benefit from bonuses that apply to all saving throws (such as {{SAI|Bless}}) or specifically to death saves.
Death saves are a success on a result of 10 or higher, and otherwise a failure. A character dies when three failures are accumulated, or becomes Stable (they no longer make death saves) when three successes are accumulated, whichever happens first.
=== Ability checks ===
{{hatnote|See also [[Abilities#Ability checks|Ability checks]] in the [[Abilities]] article}}
An ability check is an attempt to succeed at a specific task, and is rolled against a Difficulty Class (DC) set by the game for that task. If the final result of the roll equals or exceeds the DC, the attempt is successful.
Ability checks can be triggered by player actions or dialogue choices, or they may be automatic, rolled by the game in the background in response to a trigger in the environment.
Most ability checks have an associated [[Skills|skill]]. These rolls are often referred to as "skill checks" by the community, although they are not referred to as such in-game. If a creature is proficient with an ability check's associated skill, they may add their proficiency bonus to the results of the roll, in addition to the relevant ability score modifier. Characters with [[Expertise]] in a skill add double their proficiency bonus (shown in the interface as separate Proficiency and Expertise bonuses).
Some ability checks are based only on the base Ability Score. A common example is exerting willpower to use the Tadpole's influence on other characters during dialogue. Checks like this have no applicable proficiency, and never add a proficiency bonus.
=== Other d20 rolls ===
When a [[Wild Magic (sorcerer)]] sorcerer casts a leveled spell, a d20 is rolled to determine if they will trigger a [[Wild Magic (passive feature)|Wild Magic]] Surge. A surge is triggered only when the outcome is 20. The resulting effect, and {{Class|Wild Magic Barbarian}} surge effects for [[Rage: Wild Magic]], are also determined with dice rolls.


== Other rolls ==
== Other rolls ==
Rolls made to determine damage, healing or turn order (initiative) are made with d4, d6, d8, d10 and d12 dice.
; Healing : [[Healing]] restores a target's [[hit points]] but otherwise works similarly to damage rolls. Healing rolls may also add modifiers, but there's no general rule for this; any bonuses are determined by the source of the healing. For example, a [[Potion of Healing]] restores {{DamageText|2d4+2|Healing}}. There are many magic items, class features and other effects which also provide bonuses to healing, for example the {{Class|Life Domain}}'s {{SAI|Disciple of Life}} feature.
 
; Death saves : When a player character is {{cond|Downed}}, they make a special [[Death Saving Throw]] each turn to determine if they slip closer to death. Death saves are not associated with an Ability Score and so don't add any modifiers or the proficiency bonus. They only benefit from bonuses that apply to all saving throws (such as {{SAI|Bless}}) or specifically to death saves. Death saves are a success on a result of 10 or higher, and otherwise a failure. A character dies when three failures are accumulated, or becomes Stable (they no longer make death saves) when three successes are accumulated, whichever happens first.
=== Damage rolls ===
; Wild Magic : When a Wild Magic sorcerer casts a leveled spell, a d20 is rolled to determine if they will trigger a Wild Magic Surge. A surge is triggered only when the outcome is 20. The resulting effect, and Wild Magic Barbarian surge effects for Rage: Wild Magic, are also determined with dice rolls.
{{hatnote|See also: [[Damage mechanics]].}}
[[Damage rolls]] are used in the calculation of damage dealt by [[weapons]], [[spells]] and certain special abilities. They use one or more {{DieIcon|d4|Force}} d4s, {{DieIcon|d6|Radiant}} d6s, {{DieIcon|d8|Cold}} d8s, {{DieIcon|d10|Poison}} d10s or {{DieIcon|d12|Psychic}} d12s, adding any relevant modifiers to the result.
 
Damage rolls always have an associated [[damage type]]. For example, a [[Daggers|dagger]] typically deals {{DamageText|1d4|Piercing}} damage.
 
Damage rolled after a successful attack with a weapon typically adds the same ability score modifier as the attack roll, but some equipment, spells and class features bypass this.
 
Damage rolled after a successful attack with a spell generally does not add a modifier, but might depending on the spell, the caster's class, and certain class features. For example, the {{class|Warlock}}'s {{SAI|Agonising Blast}} invocation allows the warlock to add its Charisma modifier to the damage rolls of the {{SAI|Eldritch Blast}} [[cantrip]].
 
Magic items, especially weapons, frequently add bonuses to damage, either as additional dice or flat modifiers. Many class features, feats and other effects can increase damage as well, and some (such as {{SAI|Ray of Enfeeblement}}) can reduce damage as well.
 
=== Healing rolls ===
[[Healing]] restores a target's [[hit points]] but otherwise works similarly to damage rolls. Healing rolls may also add modifiers, but there's no general rule for this; any bonuses are determined by the source of the healing. For example, a [[Potion of Healing]] restores {{DamageText|2d4+2|Healing}}. There are many magic items, class features and other effects which also provide bonuses to healing, for example the {{Class|Life Domain}}'s {{SAI|Disciple of Life}} feature.
 
=== Rolling for initiative ===
When combat starts, all combatants roll for [[Initiative|initiative]] to determine the turn order. This is a d4 roll ([[D&D 5e rule changes|a significant departure from the tabletop rules]]), and adds a creature's Dexterity modifier. Proficiency does not apply, but some items, class features and other special abilities may provide bonuses.
 
Creatures with the highest rolls act first. Allied player-controlled characters next to each other in the Initiative order effectively act simultaneously; the player can switch between them to coordinate their actions, and the game waits until all such characters have ended their turns to move on to the next non-player creature.


== Karmic Dice ==
== Karmic Dice ==
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Karmic Dice was previously referred to as "Loaded Dice".
Karmic Dice was previously referred to as "Loaded Dice".


== Footnotes ==
{{notelist}}
{{NavGameplay/Mechanics}}
{{NavGameplay/Mechanics}}

Revision as of 17:13, 7 January 2024

A Deception check

Dice rolls are a central game mechanic in Baldur's Gate 3. Dice are rolled to determine the outcome of variety of situations, such as whether a character will succeed or not at using a particular skill, or if an attack will land and how much damage it will do.

Whenever a creature attempts an action that has a chance of failure, they roll a twenty-sided die (d20) against a target number to determine whether the attempt was a success or a failure, and add any applicable modifiers. If the result is equal to or exceeds the target number, the attempt was successful. If the result was lower than the target number, or if the creature rolled a 1, the attempt failed.

These attempts are categorised either as attack rolls – which are rolled against the target's Armour Class (AC), as ability checks – which are rolled against the check's Difficulty Class (DC), or as saving throws – which are rolled against a save DC.

Overview

Attack rolls
When a creature attacks a target they make an attack roll against the target's DC to determine whether the attack is a hit or a miss. If the attack is a hit, it generally deals damage, and the attacker rolls for damage. Creatures generally make their attacks with their equipped weapon (including unarmed), but some spells – such as a warlock's Eldritch Blast – require the caster to make spell attacks.
Saving throws
Traps, spells, conditions and other sources of harm may allow a creature a chance to avoid or reduce their effect, known as a saving throw or save. To attempt a save, a creature rolls a d20 against a target save DC.
Ability checks
An ability check is an attempt to succeed at a specific task, and is rolled against a Difficulty Class (DC) set by the game for that task. If the final result of the roll equals or exceeds the DC, the attempt is successful.
Damage rolls are used in the calculation of damage dealt by weapons, spells and certain special abilities. They are made by rolling one or more dice with four to twelve sides (xd4—xd12).
Initiative
Creatures roll for initiative to determine to turn order. This is a 1d4 + Dex roll.[note 1]

Dice notation

Dice are notated with a d followed by the number of sides on that specific die:
  • D4 Force.png d4
  • D6 Radiant.png d6
  • D8 Cold.png d8
  • D10 Poison.png d10
  • D12 Psychic.png d12
  • D20.png d20

The number of dice rolled is notated by with a number placed immediately before the d and any applicable modifiers are given in addition (if it is a bonus) or substraction (if is a penalty) after the dice notation – when a single twenty sided die (d20) is rolled with no ymodifiers, it is abbreviated as 1d20, when two six-sided dice (d6) are rolled with a modifier of +2, the roll is abbreviated as 2d6+2.

The range of results is usually given in parentheses. For example, a single dart from a Magic Missile Magic Missile spell does 1d4+1 (2-5) Force damage, meaning it rolls 1d4 and adds 1 to the result, giving a possible total of between 2 and 5 points of damage.

Damage rolls always have an associated damage type that is also given following dice notation: 1d4Damage TypesPiercing damage.

Modifiers

A number of modifiers are potentially added to dice rolls. These modifiers can be either bonuses {{subst:}} which are added to the result – or penalties, which are subtracted from the results.

Ability score modifiers
Most rolls have an associated ability and creatures add their corresponding ability score modifier to the outcome of rolls they make.
Creatures also add an ability score modifier to the save DCs of actions they take or spells that they cast, again corresponding to an associated ability.
Proficiency bonus
Creatures add their proficiency bonus to any attack rolls, ability checks or saving throws that they make using weapons, skills or saves that they are proficient in, as well as to all attack rolls made during spell attacks.
Creatures also add their proficiency bonus to the save DCs of spells they cast and class actions they take, and to the save DCs of actions they take using weapons they are proficiency with.
Additional modifiers
Some features and conditions add additional modifiers to save DCs and the result of rolls, such as Shillelagh, which allows the caster to add their spellcasting ability modifier to their attack and damage rolls, instead of Strength or Dexterity.

Attack modifiers

An attack's associated ability depends on the nature of the attack:

  • Attacks made with melee weapons, including thrown weapons, generally add the attacking creature's Strength modifier, unless they have the Finesse property, in which case they add either the attacker's Strength or Dexterity modifier, whichever is higher.
  • Attacks made with ranged weapons add the creature's Dexterity modifier.
  • Spell attacks add the caster's spellcasting ability modifier, generally determined by their class.

Damage modifiers

Damage rolled after a successful attack with a weapon typically adds the same ability score modifier as the attack roll, albeit some features alter this interaction.

Ability score modifiers are not normally added to damage rolls made during spell attacks, unless enabled by a feature, – such as by Agonising Blast Agonising Blast, which allows a warlock to add their Charisma modifier to the damage rolls of their Eldritch Blast Eldritch Blast.

Save proficiency

Creatures proficient with saves using a specific ability add their proficiency bonus to saving throws they make using that ability.

Siill proficiency

Most ability checks have an associated skill. These rolls are often referred to as "skill checks" by the community, although they are not referred to as such in-game. If a creature is proficient with an ability check's associated skill, they may add their proficiency bonus to the results of the roll, in addition to the relevant ability score modifier. Characters with Expertise in a skill add double their proficiency bonus (shown in the interface as separate Proficiency and Expertise bonuses).

Difficulty Class

A Difficulty Class (or DC) is a number rolled against when making ability checks or saving throws. It represents how difficult a task is to accomplish.

The number is determined by the the task attempted – or in the case of saves – the spell, condition or action that has to be overcome.

Save DCs

The Difficulty Class rolled against when attempting to save is called save DC. A successful save can mean completely avoiding negative effects, reducing the damage received (usually by half), or both. For example, successfully saving against a spike trap could mean that a creature takes no damage at all, because it successfully evaded the spikes. On the other hand, if it's caught in the area of effect of a Fireball Fireball, then a successful save will merely halve the damage. Saving against Thunderwave Thunderwave both halves the damage taken, and prevents a creature from being pushed by the spell.

Different mechanics calculate save DC differently:

Danger save DC
In scenarios such as traps, the game chooses an appropriate Difficulty Class, depending on how serious the danger is. This includes consumable items such as elemental arrows or throwables.
Spell save DC
For the Difficulty class of a spells that can be saved against is determined through the following formula:
8 + proficiency bonus + spellcasting ability modifier.
Weapon save dc
Each weapon action can grant its own inherent bonus DC that isn't listed anywhere, but most frequently it's +2. The Difficulty Class of saves allowed by weapon actions is calculated as follows:
Weapon Action DC = 8 + proficiency bonus + Strength or Dexterity + inherent weapon action bonus DC
Certain weapon actions, notably Concussive Smash, instead use allow the acting creatures to either use their spallcaster DC or weapon Action DC with a +2 bonus, whichever is higher.

Advantage and disadvantage

A creature may have The in-game symbol for advantage. advantage or The in-game symbol for disadvantage disadvantage on a d20 roll. A creature with either advantage or disadvantage rolls twice (depicted in the game as two dice rolled simultaneously) and uses the higher result if they have advantage, or the lower result for disadvantage.

Creatures receive no additional benefit or penalty from having multiple sources of advantage or disadvantage on a dice roll, and still only roll twice. Likesise, creatures that have both advantage and disadvantage on a roll only roll a single die, even if they have multiple sources of either.

= Natural 1s and 20s

Rolling a 1 or 20 on a d20 roll is referred to as a natural 1 or natural 20. When making an attack roll or ability check, rolling a natural 1 is always an automatic failure, while a natural 20 is always an automatic success, regardless of the the final result after modifiers are applied. Saving throws attempted during dialogue and death saving throws can also roll roll natural 1s and 20s.

Unlike attack rolls and ability checks, saving throws are not guaranteed to fail or succeed when the d20 result is either a natural 1 or 20 respectively, however when saving throws are used during dialogue they will guarantee failure or success when a 1 or 20 is rolled.

Critical hits

Example of a Critical Hit with a 1d6 Shortsword. The damage dice are doubled, but the Dexterity modifier is not.

A natural 20 on an attack roll is a critical hit. In addition to being an automatic hit, the creature rolls twice the normal number of dice to determine damage, including additional dice such as those from smites or combat manoeuvres. "Flat" damage bonuses that add a fixed number are not doubled by a critical hit; this includes ability score modifiers, weapon enhancement bonuses and features and abilities like Great Weapon Master: All In Great Weapon Master: All In.

Some equipment, feats and class features (notably the Champion Champion's Improved Critical Hit Improved Critical Hit) allow a creature to score a critical hit on natural rolls of 19 or 20, or even 18 to 20. The benefits are the same as for a regular critical hit.

Other rolls

Healing
Healing restores a target's hit points but otherwise works similarly to damage rolls. Healing rolls may also add modifiers, but there's no general rule for this; any bonuses are determined by the source of the healing. For example, a Potion of Healing restores 2d4+2hit points. There are many magic items, class features and other effects which also provide bonuses to healing, for example the Life Domain Life Domain's Disciple of Life Disciple of Life feature.
Death saves
When a player character is Downed Downed, they make a special Death Saving Throw each turn to determine if they slip closer to death. Death saves are not associated with an Ability Score and so don't add any modifiers or the proficiency bonus. They only benefit from bonuses that apply to all saving throws (such as Bless Bless) or specifically to death saves. Death saves are a success on a result of 10 or higher, and otherwise a failure. A character dies when three failures are accumulated, or becomes Stable (they no longer make death saves) when three successes are accumulated, whichever happens first.
Wild Magic
When a Wild Magic sorcerer casts a leveled spell, a d20 is rolled to determine if they will trigger a Wild Magic Surge. A surge is triggered only when the outcome is 20. The resulting effect, and Wild Magic Barbarian surge effects for Rage: Wild Magic, are also determined with dice rolls.

Karmic Dice

The optional Karmic Dice setting, located in Gameplay Options

When the Karmic Dice option is enabled (it is by default), the game will avoid streaks of very low or very high rolls.

However, Karmic Dice influences all rolls – including those of enemies – and the results always skew toward a positive result for the dice roller. In short, the Karmic Dice setting makes combat encounters quicker and deadlier for both you and your enemies, as attacks are more likely to hit and do higher damage.

Karmic Dice was previously referred to as "Loaded Dice".

Footnotes

  1. Hoa creatures roll for initiative in Baldur's Gate 3 is a a significant departure from the tabletop rules.