Attacks And Damage

Combat

Attacks in D&D follow a simple sequence: choose a target, make an attack roll if the effect requires one, compare the result to Armor Class, then roll and apply damage if the hit lands. The core procedure is quick, but modifiers, conditions, and positioning can change the outcome significantly.

01

Choose the Target

Make sure the target is within range, visible if required, and reachable by the effect you are using.

02

Roll to Hit

Use the correct attack modifier, then apply advantage or disadvantage if the situation grants it.

03

Compare to AC

If the total equals or exceeds Armor Class, the hit lands unless another rule negates it.

04

Roll Damage

Apply the weapon, spell, or feature damage, then account for resistance, immunity, or vulnerability.

Advantage and disadvantage replace many small modifiers. Instead of stacking a long chain of numeric changes, the game often asks whether the attacker has a meaningful edge or hindrance.

Critical hits amplify damage dice. On a critical hit, roll the damage dice twice, then add static modifiers once unless a more specific rule changes that instruction.

Melee and ranged attacks obey different pressures. Ranged attacks care about line of sight, cover, and nearby threats. Melee attacks care about reach, positioning, and control of space.

Damage type matters after the hit lands. Fire, force, poison, radiant, and weapon damage are not interchangeable once resistances or vulnerabilities enter the fight.

Rule pressure What it changes
CoverMakes the target harder to hit and can turn a good attack into a miss.
ConditionsCan impose advantage, disadvantage, reduced speed, or limitations on targeting.
Resistance / ImmunityChanges damage after the hit is confirmed.
Opportunity attacksInfluence whether repositioning is worth the risk after attacking.