Hi. I'm very new to D&D and have only played it twice with the help of some friends. I need to know what the "hit" means under the weapons section and how to actually hit an opponent. I also need to know if you can spellcast without a druid, wizard, etc.
Welcome to D&D. D&D is a d20 system, that means most of its RNG checks come from rolling a 20 sided die, adding modifiers, and comparing to a goal value to determine success.
In the case of attack rolls, you roll a d20, and add the "hit" bonus. Then compare your result to your target's armor class. If you rolled equal or higher, you hit so you roll damage (not a d20).
There are a couple of different ways to learn spells, but class is the main way and only way to get high level spells. Certain races can naturally cast certain low level spells a limited amount, or you can get it from a feat.
I recommend checking out the basic rules and asking questions as you have them.
The "Hit" column for each weapon is the total bonus you add to a d20 roll when you attack with that weapon. It will include the relevant ability modifier(usually Strength or Dexterity depending on the weapon type), your Proficiency Bonus if you're proficient with the weapon, and any bonuses from magic items, class abilities, feats, etc. So for example if you were a Level 5 Fighter with a Dexterity of 18 and you had a Longbow +1, the "Hit" value on your sheet should read +8. That includes +4 from your Dexterity score(with an 18, your modifier is +4), +3 from your Proficiency Bonus since Fighters are proficient with longbows, and +1 from the fact that it's a +1 magic weapon. When you attack with it, you roll the d20 and add 8. If the total is equal to or greater than the Armor Class(AC) of the target, you hit.
You can cast spells if you have the ability to cast spells. I know that sounds circular but it's really that simple. If your class abilities, racial abilities, feats etc. give you the ability to cast one or more spells, then you can. For example, if you play a High Elf you get to pick one cantrip off the Wizard list and cast it using Intelligence as your spellcasting stat. You can do this no matter which class you pick, even Barbarian. If you play a class like Druid or Wizard, they get to cast spells as defined in the class description. There are also feats you can take like Magic Initiate, which let you choose a couple of spells you can cast. By default, armor doesn't impede your ability to attack(not by the standard rules). But if you are wearing armor you are not proficient in, any ability check, any attack roll that uses Strength or Dexterity(which is an interesting loophole for Hexblades, but I digress) or saving throw you make is at Disadvantage(you roll two d20's and use the lower result), and you cannot cast spells. So while there is nothing preventing a Wizard from putting on a set of Plate Armor, they're kinda useless while they wear it. But if you're a Fighter who multiclasses into Wizard, you can cast spells just fine. Starting as a Fighter gave you proficiency with Heavy Armor(like Plate), and the rules don't care HOW you have proficiency, just THAT you have it.
If you haven't done so, I HIGHLY recommend reading through the Basic Rules, they cover all this stuff. The Players Handbook will give you information about more spells, races, subclasses and feats that are available to use but the free Basic Rules go over the mechanics of the game.
When you're in a combat situation, you roll a d20 plus your modifiers (dex or str depending on the weapon, and proficiency bonus if you're proficient) against the opponent's armor class. If you roll that number or above that number, then you successfully hit them. Next, you roll your damage dice. Your damage dice depends on the weapon you're using, plus your damage modifier (dex or str depending on the weapon), plus any additionals, such as extra damage from a hex curse or rage dice.
Spellcasting depends on class and subclasses. D&D Beyond classes and subclasses show which ones are open to spellcasting. Some races also have some spellcasting/cantrip abilities.
Crack open the PHB
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just a person who likes games and has zero free time
To make an attack you roll a D20. To the result you had your ability nodifier modifuer and, if you are proficient with the weapon your proficiency. Their may be other modifiers such a
Ranged weapons such as bows and crossbows use your dexterity ability modifier
Melee weapons use your strength abilty modifier unless they are classed as versatile in which case you can choose whether to use dexterity or strength (choose whichever is highest). Note that wepons that can be thrown use the same abilty even if you are throwing them
Your proficiency starts as 2 and is increased when you get to certain levels it will remain as +2 until you get to level 5.
The total of your dice roll and your modifiers is then compared to the enemies armor class (AC) if you meet or exceed the AC you "hit"
So for example say you are a fighter with strength 14 and dexterity 16. As a Level 1 fighter you are proficient with all weapons. You attack with a longsword so you rolls a D20 say you roll a 12, a longsword is not versatile so you have you use your strength modifier which is +2 and your proficiency is 2.
D20 + Ability modifier + Proficency = 12 +2+2 =16. You tell the DM your attack roll is a total of 16 and he will tell you either you hit (if the enemy you are attacking has an AC of 16 or less) or you miss (if it has an AC of 17 or more)
There is potential for other modifiers for example the cleric might cast the "Bless" spell on you, this means you add a 1d4 to your attack rolls (and saving throws) but your DM should tell you have these work as they come up.
Not unless there are exceptional circumstances (such as all your weapons being taken from you as you are taken prisoner but you managed to steal the guard sword) you should only use weapons you are proficient with, different classes give proficency in different weapons and some races also give proficiency in some weapons.
Spell attacks
I don't think you were referring to spell attacks but these work exactly the same way except the abilty modifier will be a casting stat. For example a wizard will (nearly always) using his intelligence modifier where a ceric will be using their wisdom modifier. Spell casters are always proficient in their spells.
Not all spell to damage the enemy are spell attacks some require the enemy to make a "saving throw", but that is completely different
To make an attack you roll a D20. To the result you had your ability nodifier modifuer and, if you are proficient with the weapon your proficiency. Their may be other modifiers such a
Ranged weapons such as bows and crossbows use your dexterity ability modifier
Melee weapons use your strength abilty modifier unless they are classed as versatile in which case you can choose whether to use dexterity or strength (choose whichever is highest). Note that wepons that can be thrown use the same abilty even if you are throwing them
Your proficiency starts as 2 and is increased when you get to certain levels it will remain as +2 until you get to level 5.
The total of your dice roll and your modifiers is then compared to the enemies armor class (AC) if you meet or exceed the AC you "hit"
So for example say you are a fighter with strength 14 and dexterity 16. As a Level 1 fighter you are proficient with all weapons. You attack with a longsword so you rolls a D20 say you roll a 12, a longsword is not versatile so you have you use your strength modifier which is +2 and your proficiency is 2.
D20 + Ability modifier + Proficency = 12 +2+2 =16. You tell the DM your attack roll is a total of 16 and he will tell you either you hit (if the enemy you are attacking has an AC of 16 or less) or you miss (if it has an AC of 17 or more)
There is potential for other modifiers for example the cleric might cast the "Bless" spell on you, this means you add a 1d4 to your attack rolls (and saving throws) but your DM should tell you have these work as they come up.
Not unless there are exceptional circumstances (such as all your weapons being taken from you as you are taken prisoner but you managed to steal the guard sword) you should only use weapons you are proficient with, different classes give proficency in different weapons and some races also give proficiency in some weapons.
Spell attacks
I don't think you were referring to spell attacks but these work exactly the same way except the abilty modifier will be a casting stat. For example a wizard will (nearly always) using his intelligence modifier where a ceric will be using their wisdom modifier. Spell casters are always proficient in their spells.
Not all spell to damage the enemy are spell attacks some require the enemy to make a "saving throw", but that is completely different
Ok. Thanks for that info. Quick review when I attack: I roll my d20 and add that dumber with my dexterity (let's say I'm using a longbow) bonus and my proficiency, then if it is equal to or higher than the armor level (If it's 1, I miss regardless of armor, and if it's 20, I hit regardless of armor) I roll my d8 to determine the attack damage dealt to the enemy. Am I missing something?
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Uh oh. Did I do a V instead of a C in my profile? Welp, guess I'll live.
Ok. Thanks for that info. Quick review when I attack: I roll my d20 and add that dumber with my dexterity (let's say I'm using a longbow) bonus and my proficiency, then if it is equal to or higher than the armor level (If it's 1, I miss regardless of armor, and if it's 20, I hit regardless of armor) I roll my d8 to determine the attack damage dealt to the enemy. Am I missing something?
Ok. I own an adventure book, and at the back there are stats for the monsters. In there, it says that their hit is a certain number (example: 5). Does this mean that their attack is just always that number, or does the damage die next to the weapon determine it?
Rollback Post to RevisionRollBack
Uh oh. Did I do a V instead of a C in my profile? Welp, guess I'll live.
When a statblock contains an action that looks like this:
Battleaxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
What that means is when the creature attacks you roll 1d20 and add the “+8” to that roll to determine if the attack hits.
If the attack hits, it does 2d8+5 damage, but the average of that roll is 14. If you want to roll, roll the 2d8+5, if you don’t want ant to roll it you can just use 14 (+/- 1-3) to save yourself time.
Ok. I own an adventure book, and at the back there are stats for the monsters. In there, it says that their hit is a certain number (example: 5). Does this mean that their attack is just always that number, or does the damage die next to the weapon determine it?
Everything after "hit:" is the effect of the attack if it hits. Sposta pretty much covered all the details.
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Hi. I'm very new to D&D and have only played it twice with the help of some friends. I need to know what the "hit" means under the weapons section and how to actually hit an opponent. I also need to know if you can spellcast without a druid, wizard, etc.
Uh oh. Did I do a V instead of a C in my profile? Welp, guess I'll live.
Does armor take away part of the attack?
Uh oh. Did I do a V instead of a C in my profile? Welp, guess I'll live.
Have a read of the Basic Rules book. The combat section is available at https://www.dndbeyond.com/sources/basic-rules/combat
Welcome to D&D. D&D is a d20 system, that means most of its RNG checks come from rolling a 20 sided die, adding modifiers, and comparing to a goal value to determine success.
In the case of attack rolls, you roll a d20, and add the "hit" bonus. Then compare your result to your target's armor class. If you rolled equal or higher, you hit so you roll damage (not a d20).
There are a couple of different ways to learn spells, but class is the main way and only way to get high level spells. Certain races can naturally cast certain low level spells a limited amount, or you can get it from a feat.
I recommend checking out the basic rules and asking questions as you have them.
The "Hit" column for each weapon is the total bonus you add to a d20 roll when you attack with that weapon. It will include the relevant ability modifier(usually Strength or Dexterity depending on the weapon type), your Proficiency Bonus if you're proficient with the weapon, and any bonuses from magic items, class abilities, feats, etc. So for example if you were a Level 5 Fighter with a Dexterity of 18 and you had a Longbow +1, the "Hit" value on your sheet should read +8. That includes +4 from your Dexterity score(with an 18, your modifier is +4), +3 from your Proficiency Bonus since Fighters are proficient with longbows, and +1 from the fact that it's a +1 magic weapon. When you attack with it, you roll the d20 and add 8. If the total is equal to or greater than the Armor Class(AC) of the target, you hit.
You can cast spells if you have the ability to cast spells. I know that sounds circular but it's really that simple. If your class abilities, racial abilities, feats etc. give you the ability to cast one or more spells, then you can. For example, if you play a High Elf you get to pick one cantrip off the Wizard list and cast it using Intelligence as your spellcasting stat. You can do this no matter which class you pick, even Barbarian. If you play a class like Druid or Wizard, they get to cast spells as defined in the class description. There are also feats you can take like Magic Initiate, which let you choose a couple of spells you can cast. By default, armor doesn't impede your ability to attack(not by the standard rules). But if you are wearing armor you are not proficient in, any ability check, any attack roll that uses Strength or Dexterity(which is an interesting loophole for Hexblades, but I digress) or saving throw you make is at Disadvantage(you roll two d20's and use the lower result), and you cannot cast spells. So while there is nothing preventing a Wizard from putting on a set of Plate Armor, they're kinda useless while they wear it. But if you're a Fighter who multiclasses into Wizard, you can cast spells just fine. Starting as a Fighter gave you proficiency with Heavy Armor(like Plate), and the rules don't care HOW you have proficiency, just THAT you have it.
If you haven't done so, I HIGHLY recommend reading through the Basic Rules, they cover all this stuff. The Players Handbook will give you information about more spells, races, subclasses and feats that are available to use but the free Basic Rules go over the mechanics of the game.
When you're in a combat situation, you roll a d20 plus your modifiers (dex or str depending on the weapon, and proficiency bonus if you're proficient) against the opponent's armor class. If you roll that number or above that number, then you successfully hit them. Next, you roll your damage dice. Your damage dice depends on the weapon you're using, plus your damage modifier (dex or str depending on the weapon), plus any additionals, such as extra damage from a hex curse or rage dice.
Spellcasting depends on class and subclasses. D&D Beyond classes and subclasses show which ones are open to spellcasting. Some races also have some spellcasting/cantrip abilities.
Crack open the PHB
just a person who likes games and has zero free time
Weapon attacks (in general)
To make an attack you roll a D20. To the result you had your ability nodifier modifuer and, if you are proficient with the weapon your proficiency. Their may be other modifiers such a
The total of your dice roll and your modifiers is then compared to the enemies armor class (AC) if you meet or exceed the AC you "hit"
So for example say you are a fighter with strength 14 and dexterity 16. As a Level 1 fighter you are proficient with all weapons. You attack with a longsword so you rolls a D20 say you roll a 12, a longsword is not versatile so you have you use your strength modifier which is +2 and your proficiency is 2.
D20 + Ability modifier + Proficency = 12 +2+2 =16. You tell the DM your attack roll is a total of 16 and he will tell you either you hit (if the enemy you are attacking has an AC of 16 or less) or you miss (if it has an AC of 17 or more)
There is potential for other modifiers for example the cleric might cast the "Bless" spell on you, this means you add a 1d4 to your attack rolls (and saving throws) but your DM should tell you have these work as they come up.
Not unless there are exceptional circumstances (such as all your weapons being taken from you as you are taken prisoner but you managed to steal the guard sword) you should only use weapons you are proficient with, different classes give proficency in different weapons and some races also give proficiency in some weapons.
Spell attacks
I don't think you were referring to spell attacks but these work exactly the same way except the abilty modifier will be a casting stat. For example a wizard will (nearly always) using his intelligence modifier where a ceric will be using their wisdom modifier. Spell casters are always proficient in their spells.
Not all spell to damage the enemy are spell attacks some require the enemy to make a "saving throw", but that is completely different
For more details have a look at This part of the rules
Ok. Thanks for that info. Quick review when I attack: I roll my d20 and add that dumber with my dexterity (let's say I'm using a longbow) bonus and my proficiency, then if it is equal to or higher than the armor level (If it's 1, I miss regardless of armor, and if it's 20, I hit regardless of armor) I roll my d8 to determine the attack damage dealt to the enemy. Am I missing something?
Uh oh. Did I do a V instead of a C in my profile? Welp, guess I'll live.
Just the part where you add DEX to damage.
Here, read this:
https://www.dndbeyond.com/sources/basic-rules/introduction
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Ok. I own an adventure book, and at the back there are stats for the monsters. In there, it says that their hit is a certain number (example: 5). Does this mean that their attack is just always that number, or does the damage die next to the weapon determine it?
Uh oh. Did I do a V instead of a C in my profile? Welp, guess I'll live.
When a statblock contains an action that looks like this:
What that means is when the creature attacks you roll 1d20 and add the “+8” to that roll to determine if the attack hits.
If the attack hits, it does 2d8+5 damage, but the average of that roll is 14. If you want to roll, roll the 2d8+5, if you don’t want ant to roll it you can just use 14 (+/- 1-3) to save yourself time.
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Epic Boons on DDB
Everything after "hit:" is the effect of the attack if it hits. Sposta pretty much covered all the details.