Attacks: Difference between revisions

Jump to navigation Jump to search
178 bytes removed ,  16 December 2023
reformat and rewrite
(reformat and rewrite)
Line 1: Line 1:
{{NoExcerpt|''For a comprehensive summary of the mechanics behind all rolls and modifiers, see [[Die Rolls]].''}}
{{PageSeo
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.
| 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.}}
'''Attacks''' are attempts by a [[creatures|creature]] at hitting a target, usually with a [[Weapon|weapon]] or a [[Spells|spell]].


<div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability Score Modifier + (optional) Proficiency Bonus}}'''</div>
The outcome of attempted attacks 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]] or inflict a [[conditions|condition]].


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


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.
'''Spell attacks''' are attack rolls made as part of casting a [[Spells|spell]].


== Critical Miss / Critical Hit ==
== Attack rolls ==
[[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.]]
When making an attack, a creature [[dice rolls|rolls]] a d20 and add the relevant [[ability score modifier]] to the results. If the attacker has [[Proficiency|proficiency]] with the weapon they make the attack with, or if the attack is made as part of a spell, they add their proficiency bonus to the result as well.
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.
<div style="text-align: center;">'''Result = {{InfoBlob|{{D20}} + Ability score modifier + Proficiency bonus}}'''</div>


Certain [[Feats]], [[Subclass]] feature, and [[Items]] can [[Critical Hit threshold reduction|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.
The result of the attack roll is then compared against the target's [[Armour Class]] (AC). If the result was equal to or greater then the target AC, the attack is a ''hit'', and roll for [[Damage rolls|damage]]. If the AC was less than the target AC, the attack was a ''miss''.


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.
Rolling a 1 is considered a ''critical miss'', and is always considered a miss, regardless of the final results of the roll.
Likewise, rolling a ''20'' is considered a ''critical hit'' – an automatic hit that deals additional damage.


== Modifiers ==
=== Critical hits ===
[[File:critical hit.png|right|thumb|Example of a Critical Hit with a 1d6 Shortsword.]]
Critical hits automatically hit the target (they never miss), and the attacker rolls twice the normal number of dice to determine damage dealt, including additional dice such as those from smites or combat manoeuvres. Modifiers and bonuses – including the creature's relevant ability score modifier and proficiency bonus – are not doubled.


Attack Rolls can be affected by {{Advantage}}/{{Disadvantage}}, by the attacker's [[Ability_scores#Ability_score_modifiers|Ability Score Modifiers]], 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]].
Some equipment, feats and class features 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.
S
ome [[feats]], [[Classes|class features]], and [[items]] [[Critical Hit threshold reduction|reduce]] the critical hit threshold by 1, allowing the creature to land critical hits by rolling 19 or higher on attack rolls. Multiple sources of this effect stack, allowing the critical hit threshold to go even lower than 19.


=== Ability Score Modifier ===
Some conditions, such as {{cond|Sleeping}} and {{cond|Paralysed}}, automatically turn all incoming attacks into critical hits.


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.
== Modifiers ==


==== Weapons ====
Attack Rolls can be affected by {{Advantage}}/{{Disadvantag


=== 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.
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.


Line 38: Line 45:
* Throwing a [[Dagger]] (Finesse & Thrown) for a ranged attack uses Strength or Dexterity, whichever is higher.
* 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:


Line 53: Line 59:


=== 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.


8,856
edits

Navigation menu