What Page Of The 5e Dmg Has Area Of Effect

5e DMG: page 250 as a complete mass combat system The 5e DMG has a short section on “handling mobs:” it has a chart for approximating, out of a group of attacking monsters, how many monsters hit. It’s pretty simple: subtract attacker’s hit bonus from the target’s AC. Apr 29, 2016 COVER To determine whether a target has cover against an attack or other effect on a grid, choose a corner of the attacker’s space or the point of origin of an area of effect. Then trace imaginary lines from that corner to every corner of any one square the target occupies. You can now switch between an expected success rate ─i.e: the chance of an attack to hit or a save to be failed─ of one half (what I originally used) or two thirds (based on the recommended values of the DMG, pages 283-284). The table now includes the base average result of the spell's damage roll. Mar 01, 2016  It also bears considering that, as exampled in some other responses to similar questions in later years (as these responses are from 2016), the range on the right is cited as “correct” for, say, the Thunderclap cantrip radius-effect (caster is the center, each adjacent/diagonal square is at least sufficiently affected via the “at least half” consideration that has been consistent in 5E). I feel like if RAI, a 2D circular area of effect was to be outcome, it would have been written explicitly in the PHB, like it was in 4e. However, it seems fairly clear in the 5e spellcasting rules that a spherical area of effect is a sphere.

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The 5e DMG has a short section on “handling mobs:” it has a chart for approximating, out of a group of attacking monsters, how many monsters hit.

It’s pretty simple: subtract attacker’s hit bonus from the target’s AC. Cross-index that number on the chart. If the number is 1-5, all the attackers hit; if it’s 6-12, 1/2 of them hit; etc., up to 1 in 20 of the attackers hitting on a 20.

I ran a big set-piece battle yesterday: 8 mid-level PCs and 10 gnomes against 20+ drow and other assorted creatures, including a drow spider chariot and a sinister angel. With a wizard and a sorcerer PC and two drow wizards, all slinging fireballs, the mob attacks weren’t much of a factor. With all those fireballs, what I COULD have used was rules for mob saving throws.

If I’d thought about it, I’d have realized that the same chart can be used for saving throws. Instead of subtracting attack bonus from AC, subtract saving throw bonus from DC, and use the chart as normal. For instance, a fireball save DC of 15, minus the drow dex save (+2) is 13, which, according to the chart, means that 1/3 of the drow succeed on their saving throw (and probably survive with 1 or 2 HP left).

In fact, this same chart can be used for ability/skill checks (how many orcs managed to climb the wall? DC minus skill bonus) or any other d20 roll.

To me, it seems this is all you need to run fairly simple battles with dozens or hundreds of creatures per side. The amount of HP tracking is not excessive: for instance, in this unit of 50 ogres, 24 have 15 damage and the other 25 have 30 damage. (For ease of bookkeeping, assume that melee attacks always target the most-damaged creature.)

You might also care about the base size of big units. I assumed that a close-packed formation of 10 Medium troops took up the size of one Large creature. I’d say that 25 troops are Huge and 50 are Gargantuan.

If we do any bigger-scale battles, I might find other rules that I need (after all, the Chain Mail rules are much longer than this blog post) but right now, this is looking pretty good for running big D&D skirmishes.

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What Page Of The 5e Dmg Has Area Of Effect Download

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Damage Rolls

Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.

When attacking with a weapon, you add your ability modifier–the same modifier used for the attack roll–to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers.

If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.

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Critical Hits

When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.

For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue'sSneak Attack feature, you roll those dice twice as well.

Damage Types

Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.

The damage types follow, with examples to help a GM assign a damage type to a new effect.

Acid. The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.

Bludgeoning. Blunt force attacks–hammers, falling, constriction, and the like–deal bludgeoning damage.

Cold. The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.

Fire. Red dragons breathe fire, and many spells conjure flames to deal fire damage.

Force. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.

Lightning. A lightning bolt spell and a blue dragon's breath deal lightning damage.

Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.

Poe spell damage vs elemental dmg 2 There are a few gems which apply more multiplier to skills that they're not linked to, which you'll often see in spell builds: Wrath, as mentioned, is a more multiplier for specifically lightning spells (with flat added lightning to attacks, as I mentioned earlier), and Arcane Surge, which is a durational buff that applies a more damage multiplier to all spells used, along with increasing you cast speed and mana regen.

What Page Of The 5e Dmg Has Area Of Effect

Piercing. Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.

Poison. Venomous stings and the toxic gas of a green dragon's breath deal poison damage.

Psychic. Mental abilities such as a mind flayer's psionic blast deal psychic damage.

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Radiant. Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.

Slashing. Swords, axes, and monsters' claws deal slashing damage.

Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.


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What Page Of The 5e Dmg Has Area Of Effect Free

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