![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
General principles
Rule 0.
"Attack" is a special word, it means an attack roll with a d20, whether you use a weapon or try to aim a spell at someone. Other things which are morally and legally attacks, such as spells which damage them in other ways are not "attacks" according to the rules.
Rule 1.
All attacks have a particular single ability score they depend on. Even if it doesn't make sense. E.g. everything about clubs and greatswords are about strength. Everything about rapiers and bows are about dexterity. Everything about wizard attacks is about intelligence used to craft the spell.
Rule 2.
All attack rolls add a proficiency bonus (if appropriate) and the relevant ability score modifier. So a fighter attacking with a greatsword, a wizard casting a single-target aimed spell, or a ranger carefully shooting a bow, will all have similar rolls, e.g. d20+5 for a top-tier first level character.
Rule 3.
Weapons tell you what damage they do. You DO get to add the ability score modifier. Spells tell you what damage they do. Sometimes they tell you to add an ability score modifier, or some other bonus, but usually they don't. Don't add anything else unless you have a class feature that says you get some extra bonus. Never, ever, add your proficiency bonus.
You usually write this all down in a single row. E.g. "Attack greatsword +5, damage 2d6+3" means you get +5 to the attack roll, and the damage done is 2d6+3 (2d6 for the sword and 3 for your strength). A wizard might have the cantrip "Fire bolt +5, damage 1d10". All the spells will have the same attack bonus. The damage depends on the spell, but usually doesn't get any bonuses.
Other spell effects
Magic missile is special. It shoots magical bolts of force which AUTOMATICALLY HIT. Go directly to rolling damage. No attack roll. No saving throw. It either works, or it doesn't.
Almost all damaging spells are EITHER aimed at a particular target (a spell attack, with an attack roll), OR create an effect enveloping the target9s) which the target tries to evade or resist, with a saving throw.
The saving throw for your attacks is the same for all spells you can cast, calculated once for your character
Big table of everything
Finesse weapons are weapons like rapiers and (confusingly) short swords you can wield dextrously instead of forcefully. With finesse weapons you can choose either Str or Dex, whichever you prefer. But for non-finesse weapons, you must use Str for melee and thrown weapons, and Dex for ranged weapons.
Rule 0.
"Attack" is a special word, it means an attack roll with a d20, whether you use a weapon or try to aim a spell at someone. Other things which are morally and legally attacks, such as spells which damage them in other ways are not "attacks" according to the rules.
Rule 1.
All attacks have a particular single ability score they depend on. Even if it doesn't make sense. E.g. everything about clubs and greatswords are about strength. Everything about rapiers and bows are about dexterity. Everything about wizard attacks is about intelligence used to craft the spell.
Rule 2.
All attack rolls add a proficiency bonus (if appropriate) and the relevant ability score modifier. So a fighter attacking with a greatsword, a wizard casting a single-target aimed spell, or a ranger carefully shooting a bow, will all have similar rolls, e.g. d20+5 for a top-tier first level character.
Rule 3.
Weapons tell you what damage they do. You DO get to add the ability score modifier. Spells tell you what damage they do. Sometimes they tell you to add an ability score modifier, or some other bonus, but usually they don't. Don't add anything else unless you have a class feature that says you get some extra bonus. Never, ever, add your proficiency bonus.
You usually write this all down in a single row. E.g. "Attack greatsword +5, damage 2d6+3" means you get +5 to the attack roll, and the damage done is 2d6+3 (2d6 for the sword and 3 for your strength). A wizard might have the cantrip "Fire bolt +5, damage 1d10". All the spells will have the same attack bonus. The damage depends on the spell, but usually doesn't get any bonuses.
Other spell effects
Magic missile is special. It shoots magical bolts of force which AUTOMATICALLY HIT. Go directly to rolling damage. No attack roll. No saving throw. It either works, or it doesn't.
Almost all damaging spells are EITHER aimed at a particular target (a spell attack, with an attack roll), OR create an effect enveloping the target9s) which the target tries to evade or resist, with a saving throw.
The saving throw for your attacks is the same for all spells you can cast, calculated once for your character
Big table of everything
Attack | Attack bonus | Damage |
Melee weapons and thrown weapons | +Prof+Str | dice+Str |
Ranged weapons and (optionally) finesse weapons | +Prof+Dex | dice+Dex |
Wizard attack spells | +Prof+Int | Whatever the spell says, no more |
Cleric attack spells | +Prof+Wis | Whatever the spell says, no more |
Sorcerer attack spells | +Prof+Cha | Whatever the spell says, no more |
Finesse weapons are weapons like rapiers and (confusingly) short swords you can wield dextrously instead of forcefully. With finesse weapons you can choose either Str or Dex, whichever you prefer. But for non-finesse weapons, you must use Str for melee and thrown weapons, and Dex for ranged weapons.