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{{PageSeo
{{NoExcerpt|''For a comprehensive summary of the mechanics behind all rolls and modifiers, see [[Die Rolls]].''}}
| title = Attacks
| description = Attacks are attempts at hitting a target, determined by attack rolls made to determine whether an attack was a hit or a miss.}}
{{Redirect
| redirect = Action
| use1 = melee Attack
| article1 = Main Hand Attack
| use2 = ranged Attack
| article2 = Ranged Attack
| use3 = melee bonus Attack
| article3 = Off-Hand Attack (Melee)
| use4 = ranged bonus Attack
| article4 = Off-Hand Attack (Ranged)
| other
| disambig = Attack
}}
'''Attacks''' are attempts by a [[creatures|creature]] at hitting a target, usually with a [[Weapon|weapon]] or a [[Spells|spell]].


The outcome of an attempted attack is determined by the attacker making an '''attack roll''' against the target's [[Armour Class|AC]]. If the attempt is successful, the attack may deal [[damage]] and/or inflict a [[conditions|condition]].
[[Category:Gameplay Mechanics]]


Attacks can be made by taking an '''Attack action''', as well by taking any [[actions|action]] that requires the attacker to make an attack roll.
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.


'''Spell attacks''' are attack rolls made as part of casting a [[Spells|spell]].
<div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability Score Modifier + (optional) Proficiency Bonus}}'''</div>


<div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability score modifier + 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.


== Attack rolls ==
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.
{{Excerpt|Dice rolls|Attack rolls|subsections=yes|templates=SAI, InfoBlob, note}}
 
== Critical Miss / Critical Hit ==
[[File:critical hit.png|right|thumb|Example of a Critical Hit with a 1d6 Shortsword. Notice how 2 d6 dice were used in the damage roll.]]
There are 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.
 
Certain [[Feats]], [[Subclass]] feature, and [[Items]] can reduce the attack roll threshold of a critical hit by 1. These stack with one another making it possible for a creature to score a critical hit with an attack roll of 18 or even lower.
 
A few conditions also make it so that a critical hit is guaranteed under certain circumstances. [[Sleeping (Condition)|Sleeping]] and [[Paralysed (Condition)|Paralysed]] being the main examples.


== 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 the attacking creature has a higher score in.
* Throwing a [[Dagger]] (Finesse & Thrown) for a ranged attack uses Strength or Dexterity, whichever is higher.
 
==== Spells ====


=== 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 with the weapon it is using to make the attack. For spell attacks, every creature is automatically proficient.  
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}}
 
{{GameplayNavbox}}
== Footnotes ==
{{notelist}}
{{NavGameplay}}
 
[[Category:Gameplay mechanics]]
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