ok, I'm a noob to dnd beyond and its been 10 years since I played a game last with paper and I can't remember so I just want to clarify if I have this right.
I have a longsword that says +6 HIT/DC I roll a d20 and get a 14, I add the +6 and make it a dirty 20 to hit the opponent right?
ok, I'm a noob to dnd beyond and its been 10 years since I played a game last with paper and I can't remember so I just want to clarify if I have this right.
I have a longsword that says +6 HIT/DC I roll a d20 and get a 14, I add the +6 and make it a dirty 20 to hit the opponent right?
oh! Well then lol I've been playing with a handicap! xD This totally changes things!
If you look at that +6, it should equal your strength mod + proficiency (if you’re proficient) + inherent weapon bonus (like from a magic item, mundane weapons don’t have this)
that number will change as your character grows too. As you increase strength with Class ASIs and gain levels (increasing your proficiency bonus) that number grows.
oh! Well then lol I've been playing with a handicap! xD This totally changes things!
If you look at that +6, it should equal your strength mod + proficiency (if you’re proficient) + inherent weapon bonus (like from a magic item, mundane weapons don’t have this)
that number will change as your character grows too. As you increase strength with Class ASIs and gain levels (increasing your proficiency bonus) that number grows.
Well, I'm sorry but I'm completely lost. That you're saying is completely coherent but my characters have, I'm afraid, other values. I'll give you 2 examples:
On the one hand: Character 1: Half-Elf Wizard level 1 Strenght +0 / Proficiency bonus +2 / Intelligence +3 So I have: - Quartterstaff +2 HIT (proficiency bonus?) - Chill Touch +5 DC (proficiency bonus + intelligence?) - Unarmed strike +2 HIT (Proficiency bonus?)
On the other hand: Character 2: Tiefling Rogue level 1 Thief Strenght +1 / Proficiency bonus +2 So I have: - Dagger +5 HIT (I don't know why) - Great Axe +1 HIT (I guess it's only Strenght because I don't have proficiency with this weapon) - Unarmed strike +3 HIT (I don't know why)
Could you or somebody explain me what I'm missing, please?
oh! Well then lol I've been playing with a handicap! xD This totally changes things!
If you look at that +6, it should equal your strength mod + proficiency (if you’re proficient) + inherent weapon bonus (like from a magic item, mundane weapons don’t have this)
that number will change as your character grows too. As you increase strength with Class ASIs and gain levels (increasing your proficiency bonus) that number grows.
Well, I'm sorry but I'm completely lost. That you're saying is completely coherent but my characters have, I'm afraid, other values. I'll give you 2 examples:
On the one hand: Character 1: Half-Elf Wizard level 1 Strenght +0 / Proficiency bonus +2 / Intelligence +3 So I have: - Quartterstaff +2 HIT (proficiency bonus?) - Chill Touch +5 DC (proficiency bonus + intelligence?) - Unarmed strike +2 HIT (Proficiency bonus?)
On the other hand: Character 2: Tiefling Rogue level 1 Thief Strenght +1 / Proficiency bonus +2 So I have: - Dagger +5 HIT (I don't know why) (1) - Great Axe +1 HIT (I guess it's only Strenght because I don't have proficiency with this weapon) (2) - Unarmed strike +3 HIT (I don't know why) (3)
Could you or somebody explain me what I'm missing, please?
A Dagger has the Finesse property. This allows the character to use Dexterity instead of Strength with that weapon. I assume your rogue has a +3 Dexterity modifier.
Correct. You don't get a proficiency bonus with something you don't have proficiency for.
Your Unarmed Strike is STR mod + proficiency bonus. All PCs are proficient with their Unarmed Strikes.
You've got it.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
oh! Well then lol I've been playing with a handicap! xD This totally changes things!
If you look at that +6, it should equal your strength mod + proficiency (if you’re proficient) + inherent weapon bonus (like from a magic item, mundane weapons don’t have this)
that number will change as your character grows too. As you increase strength with Class ASIs and gain levels (increasing your proficiency bonus) that number grows.
Well, I'm sorry but I'm completely lost. That you're saying is completely coherent but my characters have, I'm afraid, other values. I'll give you 2 examples:
On the one hand: Character 1: Half-Elf Wizard level 1 Strenght +0 / Proficiency bonus +2 / Intelligence +3 So I have: - Quartterstaff +2 HIT (proficiency bonus?) - Chill Touch +5 DC (proficiency bonus + intelligence?) - Unarmed strike +2 HIT (Proficiency bonus?)
On the other hand: Character 2: Tiefling Rogue level 1 Thief Strenght +1 / Proficiency bonus +2 So I have: - Dagger +5 HIT (I don't know why) (1) - Great Axe +1 HIT (I guess it's only Strenght because I don't have proficiency with this weapon) (2) - Unarmed strike +3 HIT (I don't know why) (3)
Could you or somebody explain me what I'm missing, please?
A Dagger has the Finesse property. This allows the character to use Dexterity instead of Strength with that weapon. I assume your rogue has a +3 Dexterity modifier.
Correct. You don't get a proficiency bonus with something you don't have proficiency for.
Your Unarmed Strike is STR mod + proficiency bonus. All PCs are proficient with their Unarmed Strikes.
You've got it.
Thank you very much!
I usually play 3.5 and ask my DM EVERYTHING I NEED TO KNOW, but I'm trying to learn 5e to be able to create my own adventure! (one day...) :D
so the proficiency mod and the hit modifier are combined?
The ability modifier and the proficiency bonus are combined if the character is proficient. Together they form the hit modifier.
Typically, melee attacks will use strength, ranged weapons will use dexterity, and spells attacks will use the class's spellcasting ability. There after some exceptions, most notably finesse weapons can use strength or dexterity for melee attacks and thrown weapons use the same ability that the melee attack would use (typically strength, but some finesse weapons have the thrown property, too).
As a prime example, a wood elf Rogue has 16 dexterity (+3 dex modifier) and wants to dual wield. She has proficiency with daggers but not scimitars, both of which are finesse weapons allowing her to use dexterity instead of her subpar to merely ok strength. Her hit modifier with the daggers is 3 from dexterity and 2 from proficiency bonus for a total of +5. Because she is not proficient with scimitars, she only gets the +3 from dexterity for her hit modifier.
Further, if her strength is 8 (-1 modifier) she could attack with a longsword with a -1 Strength + 2 proficiency bonus (+1 hit modifier). If she wants to attack with a greatsword, she isn't proficient with it and must attack with only her strength modifier meaning her hit modifier is -1.
At level 3, she could choose to become an arcane trickster who can cast spells using intelligence as their spellcasting ability. If her intelligence is 15, her intelligence modifier would be +2. The spellcasting rules tell us that your hit modifier for spells uses your spellcasting ability modifier and your proficiency bonus. This Wood Elf would thus cast Fire Bolt with a +2 intelligence modifier and a + 2 proficiency bonus for a hit modifier of +4.
That means that the spell or ability forces a DC 12 dex save. The target rolls a d20 and adds their dex save bonus (which will just be their dex modifier if they aren't proficient, otherwise it's stated). If the roll+modifier beats 12, the creature saves. Most DMs will also give the 12 a save, but some don't.
That means that the spell or ability forces a DC 12 dex save. The target rolls a d20 and adds their dex save bonus (which will just be their dex modifier if they aren't proficient, otherwise it's stated). If the roll+modifier beats 12, the creature saves. Most DMs will also give the 12 a save, but some don't.
No, 12 or better is a save. It’s very clear that defender wins on ties for Saves.
“As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success--the creature overcomes the challenge at hand.”
That means that the spell or ability forces a DC 12 dex save. The target rolls a d20 and adds their dex save bonus (which will just be their dex modifier if they aren't proficient, otherwise it's stated). If the roll+modifier beats 12, the creature saves. Most DMs will also give the 12 a save, but some don't.
No, 12 or better is a save. It’s very clear that defender wins on ties for Saves.
“As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success--the creature overcomes the challenge at hand.”
And yet I've still seen it happen. Most give the tie to the active roller all the time. Some give it to the defender all the time and some give it to the attacker all the time. The active roller is the best interpretation since they are trying to beat the DCs. The defender in this case is the active roller.
Edit: where is that quote from so that others have a reference to check it. PHB ch 7 Ability Checks.
A saving throw--also called a save--represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.
To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw.
A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM.
Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well.
The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus.
The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect.
Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.
The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.
An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.
For every ability check, the DM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs.
Typical Difficulty Classes
Task Difficulty
DC
Very easy
5
Easy
10
Medium
15
Hard
20
Very hard
25
Nearly impossible
30
To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success--the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM.
*Edits: Underlined and bold formatting added to make easier to notice. Only formatting was added.
The RAW make no statements whatsoever about “attacker,” “defender,” or “active roller.” I have seen it all kinds of ways too. That is irrelevant to RAW. If the the total equals or exceeds the DC it is a success, anything else is a Houserule.
I too, a newbie, did not understand the Hit/DC on weapons, not even after filcat's answer to ninja75 on Sept 21, 2018.
However, filcat's second reply that on Sept 22, 2018 that the to Hit on a weapon is a bonus to the d20 attack role while the DC on the weapon is a bonus on the damage roll... now that made it all become clear. That reply worked for me.
I have a paladin, we're doing zero meeting tomorrow, but I have dual wield (I think, system certainly let me wield both) but I don't have the option to decide between 1st and 2nd weapon.
1) the bonus to the attack roll (d20 roll) you make when you make an attack with a weapon
or
2) the Saving Throw the target has to make to resist the effect of a spell or other mechanic (a Save DC)
Weapons, and spells like fire bolt, will have a Hit Bonus. Spells like acid splash have a Save DC. The column on the character sheet registers both, because game effects usually only have one or the other (a few have both, but they will say under the main effect description)
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That's the reason why I put the edit in there. I didn't want to start over since I'd used the dice roller.
Good tip on the offhand though.
ok, I'm a noob to dnd beyond and its been 10 years since I played a game last with paper and I can't remember so I just want to clarify if I have this right.
I have a longsword that says +6 HIT/DC
I roll a d20 and get a 14, I add the +6 and make it a dirty 20 to hit the opponent right?
Yes
oh! Well then lol I've been playing with a handicap! xD This totally changes things!
If you look at that +6, it should equal your strength mod + proficiency (if you’re proficient) + inherent weapon bonus (like from a magic item, mundane weapons don’t have this)
that number will change as your character grows too. As you increase strength with Class ASIs and gain levels (increasing your proficiency bonus) that number grows.
Now you can be all, "I'm not left-handed either!"
"Not all those who wander are lost"
Well, I'm sorry but I'm completely lost. That you're saying is completely coherent but my characters have, I'm afraid, other values. I'll give you 2 examples:
On the one hand: Character 1: Half-Elf Wizard level 1
Strenght +0 / Proficiency bonus +2 / Intelligence +3
So I have:
- Quartterstaff +2 HIT (proficiency bonus?)
- Chill Touch +5 DC (proficiency bonus + intelligence?)
- Unarmed strike +2 HIT (Proficiency bonus?)
On the other hand: Character 2: Tiefling Rogue level 1 Thief
Strenght +1 / Proficiency bonus +2
So I have:
- Dagger +5 HIT (I don't know why)
- Great Axe +1 HIT (I guess it's only Strenght because I don't have proficiency with this weapon)
- Unarmed strike +3 HIT (I don't know why)
Could you or somebody explain me what I'm missing, please?
You've got it.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Thank you very much!
I usually play 3.5 and ask my DM EVERYTHING I NEED TO KNOW, but I'm trying to learn 5e to be able to create my own adventure! (one day...) :D
so the proficiency mod and the hit modifier are combined?
The ability modifier and the proficiency bonus are combined if the character is proficient. Together they form the hit modifier.
Typically, melee attacks will use strength, ranged weapons will use dexterity, and spells attacks will use the class's spellcasting ability. There after some exceptions, most notably finesse weapons can use strength or dexterity for melee attacks and thrown weapons use the same ability that the melee attack would use (typically strength, but some finesse weapons have the thrown property, too).
As a prime example, a wood elf Rogue has 16 dexterity (+3 dex modifier) and wants to dual wield. She has proficiency with daggers but not scimitars, both of which are finesse weapons allowing her to use dexterity instead of her subpar to merely ok strength. Her hit modifier with the daggers is 3 from dexterity and 2 from proficiency bonus for a total of +5. Because she is not proficient with scimitars, she only gets the +3 from dexterity for her hit modifier.
Further, if her strength is 8 (-1 modifier) she could attack with a longsword with a -1 Strength + 2 proficiency bonus (+1 hit modifier). If she wants to attack with a greatsword, she isn't proficient with it and must attack with only her strength modifier meaning her hit modifier is -1.
At level 3, she could choose to become an arcane trickster who can cast spells using intelligence as their spellcasting ability. If her intelligence is 15, her intelligence modifier would be +2. The spellcasting rules tell us that your hit modifier for spells uses your spellcasting ability modifier and your proficiency bonus. This Wood Elf would thus cast Fire Bolt with a +2 intelligence modifier and a + 2 proficiency bonus for a hit modifier of +4.
What does it mean if it says 12 DEX under hit/dc?
That means that the spell or ability forces a DC 12 dex save. The target rolls a d20 and adds their dex save bonus (which will just be their dex modifier if they aren't proficient, otherwise it's stated). If the roll+modifier beats 12, the creature saves. Most DMs will also give the 12 a save, but some don't.
No, 12 or better is a save. It’s very clear that defender wins on ties for Saves.
“As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success--the creature overcomes the challenge at hand.”
And yet I've still seen it happen. Most give the tie to the active roller all the time. Some give it to the defender all the time and some give it to the attacker all the time. The active roller is the best interpretation since they are trying to beat the DCs. The defender in this case is the active roller.
Edit: where is that quote from so that others have a reference to check it. PHB ch 7 Ability Checks.
Re: https://www.dndbeyond.com/sources/basic-rules/using-ability-scores#SavingThrows
Re: https://www.dndbeyond.com/sources/basic-rules/spellcasting#SavingThrows
Re: https://www.dndbeyond.com/sources/basic-rules/using-ability-scores#AbilityChecks
The RAW make no statements whatsoever about “attacker,” “defender,” or “active roller.” I have seen it all kinds of ways too. That is irrelevant to RAW. If the the total equals or exceeds the DC it is a success, anything else is a Houserule.
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Wow. What an awesome, educational thread. Everything is explained so clearly. Thank you all!!
I too, a newbie, did not understand the Hit/DC on weapons, not even after filcat's answer to ninja75 on Sept 21, 2018.
However, filcat's second reply that on Sept 22, 2018 that the to Hit on a weapon is a bonus to the d20 attack role while the DC on the weapon is a bonus on the damage roll... now that made it all become clear. That reply worked for me.
I'm new so please don't hate.
I have a paladin, we're doing zero meeting tomorrow, but I have dual wield (I think, system certainly let me wield both) but I don't have the option to decide between 1st and 2nd weapon.
Thats not quite right, KiloKraken
On the character sheet, Hit/DC either means
1) the bonus to the attack roll (d20 roll) you make when you make an attack with a weapon
or
2) the Saving Throw the target has to make to resist the effect of a spell or other mechanic (a Save DC)
Weapons, and spells like fire bolt, will have a Hit Bonus. Spells like acid splash have a Save DC. The column on the character sheet registers both, because game effects usually only have one or the other (a few have both, but they will say under the main effect description)