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Dice rolls: Difference between revisions

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3 bytes added ,  30 October 2023
→‎Attack rolls: Tweaked language around what constitutes an attack roll (it doesn't have to be an "Attack action")
m (→‎Mechanics: Copyedit of advantage and disadvantage section)
(→‎Attack rolls: Tweaked language around what constitutes an attack roll (it doesn't have to be an "Attack action"))
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=== Attack rolls ===
=== Attack rolls ===
When a creature takes an Attack action, they must make an attack roll. Attack rolls are rolled against the target's [[Armour Class]] (AC). If the final result of the attack roll is equal to or exceeds the target AC, the outcome is a ''hit''. Otherwise, it considered a ''miss''.
When a creature attacks another, they usually make an attack roll. Attack rolls are made against the target's [[Armour Class]] (AC). If the final result of the attack roll is equal to or exceeds the target's AC, the outcome is a ''hit''. Otherwise, it considered a ''miss''.


Attack actions are often made with [[Weapons|weapons]], but some spells, such as {{SAI|Fire Bolt}} or {{SAI|Eldritch Blast}}, also rely on attack rolls.
Attack rolls are always required for [[weapons]] and [[Unarmed Strike|unarmed strikes]]s, and some spells, such as {{SAI|Fire Bolt}} and {{SAI|Eldritch Blast}}, also rely on attack rolls.


Melee attacks generally use the creature's Strength modifier, and ranged attacks use Dexterity, or Strength for thrown weapons. Weapons with the Finesse property use whichever of those two modifiers is highest. Spellcasters use their [[Spells#Spellcasting_Ability_and_Proficiency|spellcasting ability modifier]] for attacks made with spells. Some magical effects, like the spell {{SAI|Shillelagh}} or a Warlock's {{SAI|Pact of the Blade}}, allow spellcasters to use their spellcasting ability modifier for weapon attack and damage rolls.
Melee attacks generally use the creature's Strength modifier, and ranged attacks use Dexterity, or Strength for thrown weapons. Weapons with the Finesse property use whichever of those two modifiers is highest. Spellcasters use their [[Spells#Spellcasting_Ability_and_Proficiency|spellcasting ability modifier]] for attacks made with spells. Some magical effects, like the spell {{SAI|Shillelagh}} or a Warlock's {{SAI|Pact of the Blade}}, allow spellcasters to use their spellcasting modifier for weapon attack and damage rolls.


The creature's proficiency bonus is added to attack rolls made with weapons they are proficient with. Classes capable of spellcasting add their proficiency bonus to the attack rolls of spells they cast.
A creature's proficiency bonus is added to attack rolls made with weapons they are proficient with. Classes capable of spellcasting add their proficiency bonus to the attack rolls of spells they cast.


When an Attack is determined to be a hit, the creature rolls for damage.
When an Attack is determined to be a hit, the creature rolls for damage.


==== 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 simple number rather than dice, 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.

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