Please enable JavaScript.
Coggle requires JavaScript to display documents.
D&D 5e:Combat (Damage! (Each weapon/spell has a damage die (Add mods,…
D&D 5e:Combat
-
Making an Attack
- Choose a target. Within attack's range.
- Determine Modifiers: cover, adv/disadv, special abilities, bonuses etc.
- Resolve the Attack. Hit or Miss then Damage!
Hit or Miss with D20
If 20, sucess regardless of any modifiers/AC
If 1, fail regardless of any modifiers/AC
If total D20 roll + mods >= AC, it's a hit
-
-
-
Ranged
-
if within 5 foot, get a disadvantage
-
-
- Determine Surprise. If none is stealthy, they notice each other. Otherwise compare Dexterity (Stealth) vs Wisdom (Perception).
- Establish Positions.
- Roll Initiative = Dexterity Check.
- Take an action during turns. Take into account Bonus Ations and Reactions.
-
-