Combat is a large part of Dungeons and Dragons. To make it as immersive as possible, the game’s designers added nuances to the game that will balance combat yet grip the player and make them feel the thrill of the fight. That said, there are many things about the combat mechanics to learn, let’s tackle the basics, and explore Attack Rolls and Damage Rolls.
In this article, you’ll find what they are exactly, the calculations required, and some practical examples for each. They are arranged as such, so feel free to scroll down to the section you want.
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Contents
What Are Attack and Damage Rolls?
In Dungeons and Dragons Fifth Edition, Attack and Damage Rolls are rolls you take when you attack an enemy during combat. The Attack Roll determines whether or not you hit the target, while the Damage Roll determines how much damage you inflict on the target.
This website exists thanks to the contribution of patrons on Patreon. If you find these tools helpful, please consider supporting this site. Even just disabling your adblocker will help (it's only text and plain image ads I promise). Power Attack Calculator. Base Attack Bonus. A creature of CR 10 or lower with a flying speed and ranged attacks has a +2 to effective AC. A creature with 3-4 saving throw proficiencies has a +2 to effective AC, while 5-6 grants a +4 instead. Once you finish those calculations, you can revisit the quick CR steps taking all this information into account to get the final CR or your monster. Power Attack Calculator. Base Attack Bonus. Flies and can deal damage at range (CR 0-9 only): A monster's effective AC is increased by 2 if it can fly and deal damage at range, though only if its expected challenge rating is 10 or lower. Save Proficiencies: Increase a creature's effective AC by 2 if it has 3 or 4 saving throw proficiencies, or by 4 if it has 5 or 6.
If you’re looking for more beginner guides, I’ll leave an interactive infographic below that can help you or a friend understand the game better. Be sure to check it out!
These are the basics of combat in Dungeons and Dragons. In order to attack, you must use your action for your turn. Once you do, you pick a target, roll an Attack Roll and if it hits, you roll an Damage Roll for the damage.
If your Attack Roll results in a miss, you will not need to do a Damage Roll.
During an Attack Roll, your aim is to get a value higher than the target’s AC. AC stands for Armor Class. In DnD 5e, this basically represents how hard to hit the target will be, either due to their armor or fast reflexes.
So, for example the result of your Attack Roll is 14. You will now run this value against the target’s AC. Let’s give three different scenarios below:
So, as you can see your aim during an Attack Roll is to get at least the same value of the target’s AC or higher to land a hit.
There are special cases, though, like when you get a Nat20.
A Nat20, or Natural 20, is when the d20 (20 sided-die) rolled results in a 20. This means independent of the other modifiers or bonuses, you get a 20. You will then score a Critical Hit.
Critical Hits ignore the target’s AC and let you hit automatically. Crits also let you double the dice you use during the next step, which is the Damage Roll.
The Damage Roll, as mentioned above, determines your damage. The variables involved in the damage roll include the weapon you are using, the class your character is, and other bonuses afforded through different means.
If you want to know how to calculate AC, you’ll find our guide useful. Find it by clicking here.
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What Do You Add to Attack Rolls in DnD 5e?
In Dungeons and Dragons 5e, The variables included in an Attack Roll are: d20, Ability Modifier, Proficiency Bonus, Other Bonuses. With all these factors accounted for, all you need to do is add them together to get your Attack Roll.
The resulting formula for Attack Rolls will be:
= Attack Rolls
= d20 + Ability Modifier + Proficiency Bonus + Other Bonuses
D20 = as mentioned above is the 20 sided-die
Ability Modifier = Based on the applicable Ability Score
Proficiency Bonus = Proficiency Bonus based on your level and Proficiencies
Other Bonuses = These are spells, items, or special abilities that can add to your Attack Roll
Ability Modifiers may cause some confusion because the applicable Ability Modifiers may change depending on the weapon being used. For weapons it is best to refer to the Player’s Handbook, on page 149. There you’ll find a chart outlining what the applicable ability scores are for each weapon.
In general, melee weapons require Strength, ranged require Dexterity, and Finesse weapons allow you to choose between the two, Strength or Dexterity. However, bear in mind that these are generalizations. You need to look at the items themselves to see their properties and how they work.
For spells, there are certain spells with attack rolls and some that don’t. For those with Attack Rolls, the formula is the same, except the Ability modifier may change.
= Spell Attack Rolls
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= d20 + Ability Modifier (Spellcasting Class Feature) + Proficiency Bonus
If you want to know how to calculate Spell Attack Rolls, you’ll find our guide useful. There’s a bunch of example that can make things way clearer. Find it by clicking here.
Calculating Attack Rolls
Now, let’s put this into practical use. Let’s make a hypothetical character using the Standard Array.
Level 1 Paladin
Since the Paladin is Level 1, his Proficiency Bonus will be + 2.
Using these stats, we’ll calculate the Attack Rolls for when this Paladin is using a +2 Greatsword. Since Paladins have proficiency with Martial Weapons, we will be able to use his Proficiency Bonus in the equation. Let’s also say he rolled a 14 with the d20. The computation will come up like this:
= Attack Rolls
= d20 + Ability Modifier + Proficiency Bonus + Other Bonuses
= 14 + 1 (Strength Modifier) + 2 + 2 (+2 Greatsword)
= 19
For how to calculate Proficiency Bonuses, we’ve made a guide that has a lot of examples, as wells as answers to common question you may ask. Find it by clicking here.
Let’s take another look for spellcasters.
Level 1 Wizard
Since the Wizard is Level 1, his Proficiency Bonus will be + 2.
Using these stats, we’ll calculate the Attack Rolls for when this Wizard is casting Fire Bolt. With the Spellcasting Class Feature, you are able to use your Proficiency Bonus as well. Let’s also say he rolled a 14 with the d20. The computation will come up like this:
= Spell Attack Rolls
= d20 + Ability Modifier + Proficiency Bonus
= 14 + 2 (Intelligence Modifier) + 2
= 18
For both cases, it goes without saying that rolling a natural 20 will let you hit no matter what.
What Do You Add to Damage Rolls?
In Dungeons and Dragons 5e, The variables included in an Damage Roll are: Weapon’s Damage Dice, Ability Modifier, and Other Bonuses. With all these factors accounted for, all you need to do is add them together to get your Damage Roll.
The resulting formula for Damage Rolls will be:
= Damage Rolls
= Weapon’s Damage Dice + Ability Modifier + Other Bonuses
Weapon’s Damage Dice = Depends on the weapon
Ability Modifier = Based on the applicable Ability Score
Other Bonuses = These are spells, items, or special abilities that can add to your Damage Roll
For weapons it is best to refer to the Player’s Handbook, on page 149. There you’ll find a chart outlining what the damage dice used are.
You’ll notice that Proficiency Bonus is no longer included in the computation, instead it solely relies on the weapon and ability modifier. There are many abilities that can add to Other Bonuses, one of which will be divine smite, which we will use for an example later.
For spells, they act similarly to weapon damage rolls in that instead of a weapon damage die, you’ll be depending on the spell itself for damage. Again, it is best to consult the Player’s Handbook for the damage dice that each spell uses.
The ability modifier, like the proficiency modifier will not come to play anymore, except when specified.
As such, spell damage rolls will look like this:
= Spell Damage Rolls
= Spell Damage Dice + Other Bonuses
Calculating Damage Rolls in DnD 5e
Photoshop cs2 keygen by paradox 2005. Once again, let’s do an example. Let’s make a hypothetical character using the Standard Array.
Level 2 Paladin
Since the Paladin is Level 2, his Proficiency Bonus will still be + 2.
Since we will be using Divine Smite as an example, we’ll calculate the Damage Rolls for when this Paladin is using a Greatsword. Let’s say he rolls a 10 for the 2d6 of the Greatsword.
= Paladin With Greatsword Damage Rolls
= 2d6 + Ability Modifier
= 10 + 1 (Strength Modifier)
= 11
Now, let’s add something to spice up the damage: Divine Smite. Divine Smite adds 2d8 by using a level 1 spell slot. Let’s say the 2d8 roll resulted in a 12. The computation will now look like:
= Paladin With Greatsword Using Divine Smite Damage Rolls
= 2d6 + Ability Modifier + 2d8
= 10 + 1 (Strength Modifier) +12
= 23
But wait, there’s more. If you use Divine Smite on a Fiend or Undead, you get to add 1d8 more of damage. Let’s say the 1d8 resulted in a 5. It will now be:
= Paladin With Greatsword Using Divine Smite VS Undead Damage Rolls
= 2d6 + Ability Modifier + 2d8 +1d8
= 10 + 1 (Strength Modifier) +12 + 5
= 28
Lastly, let’s say you roll a nat 20 for your Attack Roll. Now, you get to double all your attack dice, the final formula looking like this:
= Critical Hit Paladin With Greatsword Using Divine Smite VS Undead Damage Rolls
= 4d6 + Ability Modifier + 4d8 +2d8
I’ll leave the total damage to your imagination.
Now, the damage rolls for spellcasters.
Level 1 Wizard
The damage roll for spells is pretty straightforward. Mostly, you just look at the description of the spell and use the damage dice specified there. In this example, let’s use Fire Bolt again. Let’s say the result is a 7. The formula will now be:
= Level 1 Wizard Spell Damage Rolls
= 1d10 + Other Bonus
= 7 + 0 (No Bonuses)
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= 7
Now, let’s spice it up. A Level 10 School of Evocation Wizard has a Class Feature called Empowered Evocation, which lets you add your Intelligence Modifier to the Damage Roll. Also, Fire Bolt begins to use 2d10 once you reach level 5.
Let’s say the roll for the 2d10 results in a 16. Now the computation will be:
= Level 10 School of Evocation Wizard Spell Damage Rolls
= 2d10 + Empowered Evocation
= 16 + 2
= 18
But wait, there’s more, in the case of a critical hit, your computation will become:
= Spell Damage Rolls
= 4d10 + Empowered Evocation
Again, I’ll leave the total damage to your imagination
This guide is an unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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Custom Rules
Save Scores
- Default Point Buy Rules
- Available Points - 27
- Maximum Attribute Before Racial Bonus - 15
- Minimum Attribute Before Racial Bonus - 8
- Subraces and Variants
- Subraces must be chosen for a race. Variants are considered optional. Currently Half-Elves, Humans, Orcs, and Tieflings have optional racial Variants. Other races that have no Subrace or Variant include Aarakocra, Bugbear, Centaur, Changeling, Dragonborn, Firbolg, Goblin, Goliath, Grung, Half-Orc, Hobgoblin, Kalashtar, Kenku, Kobold, Leonin, Lizardfolk, Locathah, Loxodon, Minotaur, Orc, Satyr, Simic Hybrid, Tabaxi, Tortle, Triton, Vedalken, Warforged, and Yuan-Ti Pureblood.
- Ask
- Always ask your DM first before picking a race, especially a non-standard race or subrace. Some races, a Loxodon as an example, require the character to come from a different world setting than the traditional Forgotten Realms.
- Your DM may use House Rules regarding the Point Buy system. Adjust the numbers below to meet those rules.
- Available Points
- Maximum Purchasable Attribute Before Bonuses
- Minimum Purchasable Attribute Before Bonuses
Adjust Point Costs |
18 : | 17 : | 16 : | 15 : |
14 : | 13 : | 12 : | 11 : |
10 : | 9 : | 8 : | 7 : |
6 : | 5 : | 4 : | 3 : |
Select Race: | |
Ability Score #1: | Ability Score #2: |
Attribute | Ability Score | Racial Bonus | Total Score | Ability Modifier | Point Cost | |
---|---|---|---|---|---|---|
Strength | + | 0 | = | 8 | -1 | 0 |
Dexterity | + | 0 | = | 8 | -1 | 0 |
Constitution | + | 0 | = | 8 | -1 | 0 |
Intelligence | + | 0 | = | 8 | -1 | 0 |
Wisdom | + | 0 | = | 8 | -1 | 0 |
Charisma | + | 0 | = | 8 | -1 | 0 |
Total Points | 0/27 |