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{{ | {{NoExcerpt|''For a comprehensive summary of the mechanics behind all rolls and modifiers, see [[Die Rolls]].''}} | ||
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[[Category:Gameplay Mechanics]] | |||
An '''Attack Roll''' happens when the game wants to decide whether an attack will hit its target. The Attack Roll uses a D20 and can be affected by [[Die Rolls#Modifiers|Modifiers]] such as the Ability Score Modifier and Proficiency Bonus of the creature making the attack. | |||
''' | <div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability Score Modifier + (optional) Proficiency Bonus}}'''</div> | ||
The result of the roll is compared to the [[Armour Class]] of the target. If the Armour Class is reached or exceeded, the attack is a successful hit, and the game proceeds with a [[Damage Roll]] to determine the amount of damage dealt. | |||
== | Attacks done with [[Weapons]] always use an Attack Roll to determine success. Some spells also use an Attack Roll to determine whether they hit their intended target (such as [[Fire Bolt]] or [[Eldritch Blast]]), though other spells hit the target automatically (such as [[Magic Missile]] or [[Fireball]]). A spell that hits its target automatically may allow the target to make a [[Saving Throw]] instead. | ||
== Critical Miss / Critical Hit == | |||
[[File:critical hit.png|right|thumb|Example of a Critical Hit with a 1d6 Shortsword]] | |||
Two special cases that needs to be considered. An attack roll of 1 means that the attack fails to connect, regardless of bonuses or the target's Armour Class. This is called a '''Critical Miss'''. | |||
Likewise, an attack roll of 20 means the attack succeeds regardless of the target's Armour Class. This is called a '''Critical Hit'''. Additionally, the [[Damage Roll]] associated with a critical hit uses double the normal amount of '''all''' damage dice involved, this includes damage dice from additional sources such as [[Sneak Attack (Melee)|sneak attacks]], [[Basic Poison|poison]], and [[Paladin]] smites. | |||
== Modifiers == | == Modifiers == | ||
=== Weapons === | |||
Melee and ranged weapon attacks use Strength or Dexterity, depending on the weapon: usually Strength for melee weapons and Dexterity for ranged weapons. The exceptions to this rule are [[Finesse]] weapons, which automatically select Strength or Dexterity, whichever score is higher; and [[Thrown]] weapons, which use Strength for both melee and ranged attacks. If a weapon is both Thrown and Finesse, it uses the higher of Strength and Dexterity for both melee and ranged attacks. | Attack Rolls can be affected by {{Advantage}}/{{Disadvantage}}, by the attacker's [[Ability Score Modifier]], the attacker's [[Proficiency Bonus]], [[Enchantment|Weapon Enchantments]], [[Bless]], [[High Ground Rules|High Ground/Low Ground]], [[Bane]], [[Conditions#Loviatar's Blessing|Loviatar's Blessing]], [[Magic Weapon]], [[Sacred Weapon]], and [[Fighting Style|Archery Fighting Style]]. | ||
=== Ability Score Modifier === | |||
A bonus or penalty may be applied to the result of the roll based on an [[Ability Score]]. Which ability is used depends on the type of attack being made. | |||
==== Weapons ==== | |||
Melee and ranged weapon attacks use Strength or Dexterity, depending on the weapon: usually Strength for melee weapons and Dexterity for ranged weapons. The exceptions to this rule are [[Finesse]] weapons, which automatically select Strength or Dexterity, whichever score is higher; and [[Thrown]] weapons, which use Strength for both melee and ranged attacks. If a weapon is both Thrown and Finesse, it uses the higher of Strength and Dexterity for both melee and ranged attacks. | |||
Some examples, to make the possible combinations of Finesse and Thrown easier to understand: | Some examples, to make the possible combinations of Finesse and Thrown easier to understand: | ||
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* Shooting a [[Longbow]] for a ranged attack always uses Dexterity. | * Shooting a [[Longbow]] for a ranged attack always uses Dexterity. | ||
* Throwing a [[Handaxe]] (Thrown) for a ranged attack uses Strength. | * Throwing a [[Handaxe]] (Thrown) for a ranged attack uses Strength. | ||
* Throwing a [[Dagger]] (Finesse & Thrown) for a ranged attack uses Strength or Dexterity, whichever | * Throwing a [[Dagger]] (Finesse & Thrown) for a ranged attack uses Strength or Dexterity, whichever is higher. | ||
==== Spells ==== | |||
For spells, the Ability Score used for the Modifier depends on the class of the caster: | For spells, the Ability Score used for the Modifier depends on the class of the caster: | ||
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=== Proficiency Bonus === | === Proficiency Bonus === | ||
The attacking creature's [[Proficiency Bonus]] is added to the result of the roll if the creature has the correct kind of [[Proficiency]] for the attack it's making. | The attacking creature's [[Proficiency Bonus]] is added to the result of the roll if the creature has the correct kind of [[Proficiency]] for the attack it's making. | ||
For [[Weapons|weapon]] attacks, the creature must have proficiency | For [[Weapons|weapon]] attacks, the creature must have proficiency in the weapon it's using to make the attack. | ||
For spell attacks, the creature must have innate spell casting capabilities granted by its [[Class]], [[Subclass]], or [[Feats]]. As a notable exception, despite not being able to cast spells normally, [[Barbarian]]s receive their Proficiency Bonus when casting spells from [[Scrolls]] (as of Early Access Patch 9). | |||
The value of the bonus depends on the attacking creature's Level: | The value of the bonus depends on the attacking creature's Level: | ||
{{ProficiencyBonusTable}} | {{ProficiencyBonusTable}} | ||
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