Combat is a central aspect of Dungeons & Dragons 5th Edition (D&D 5e), and understanding the mechanics of attack rolls, damage rolls, and Armor Class (AC) is essential for players and Dungeon Masters (DMs) alike. These mechanics determine how battles unfold, influencing the outcomes of conflicts and the effectiveness of characters in combat. This comprehensive guide will delve into the intricacies of attack rolls, damage rolls, and Armor Class, providing a thorough understanding to enhance your gameplay experience.

Understanding Attack Rolls

Attack rolls are the primary method used to determine whether an attack hits or misses a target in D&D 5e. An attack roll involves rolling a twenty-sided die (d20) and adding various modifiers to the result.

Steps for Making an Attack Roll

  1. Roll a d20: The player rolls a twenty-sided die (d20).
  2. Add Modifiers: The player adds the appropriate modifiers to the roll. These modifiers include:
    • Ability Modifier: Strength for melee attacks, Dexterity for ranged attacks.
    • Proficiency Bonus: If the character is proficient with the weapon or spell being used.
    • Other Modifiers: Situational bonuses or penalties, such as those from magical items or conditions.
  3. Compare to Armor Class (AC): The result is compared to the target’s Armor Class (AC). If the total equals or exceeds the target’s AC, the attack hits. Otherwise, it misses.

Calculating Attack Roll Modifiers

  • Melee Attacks: Add the Strength modifier and proficiency bonus (if proficient).
  • Ranged Attacks: Add the Dexterity modifier and proficiency bonus (if proficient).
  • Spell Attacks: Add the spellcasting ability modifier (Intelligence, Wisdom, or Charisma) and proficiency bonus.
Example:

A Fighter with a Strength modifier of +3 and proficiency with a longsword (proficiency bonus +2 at level 1) rolls a d20 for an attack. The total attack roll would be: d20 roll+3(Strength)+2(proficiency)

Critical Hits and Misses

  • Critical Hits: Rolling a natural 20 (the die shows 20) on an attack roll is a critical hit. This means the attack automatically hits, and the attacker rolls double the damage dice for the attack.
  • Critical Misses: Rolling a natural 1 (the die shows 1) on an attack roll is a critical miss. This means the attack automatically misses, regardless of any modifiers.

Damage Rolls

Damage rolls determine how much damage an attack deals to a target. When an attack hits, the player rolls the appropriate damage dice and adds any relevant modifiers to calculate the total damage.

Types of Damage

Damage in D&D 5e comes in various types, each with its own characteristics and potential effects. Understanding these types is crucial for maximizing the effectiveness of your attacks and for defending against various threats.

  1. Bludgeoning: Damage from blunt force, such as hammers or falls.
  2. Piercing: Damage from sharp, pointed objects like arrows or spears.
  3. Slashing: Damage from edged weapons, such as swords or claws.
  4. Fire: Damage from flames, heat, and explosions.
  5. Cold: Damage from extreme cold or frost.
  6. Lightning: Damage from electrical energy.
  7. Thunder: Damage from sound waves or sonic blasts.
  8. Poison: Damage from toxins and venoms.
  9. Acid: Damage from corrosive substances.
  10. Psychic: Damage from mental assaults or telepathy.
  11. Radiant: Damage from holy or celestial energy.
  12. Necrotic: Damage from dark or deathly energy.
  13. Force: Damage from pure magical energy.

Understanding these damage types is essential for both offensive and defensive strategies. Some creatures have resistances or vulnerabilities to certain types of damage, making it crucial to choose the right type of attack for each situation.

Calculating Damage Rolls

  1. Roll Damage Dice: Roll the damage dice specified for the weapon or spell. For example, a longsword deals 1d8 slashing damage.
  2. Add Modifiers: Add the relevant ability modifier (Strength for melee weapons, Dexterity for ranged weapons) to the damage roll.
  3. Apply Other Modifiers: Include any additional modifiers, such as bonuses from magical items or class features.
Example:

A Fighter with a Strength modifier of +3 hits with a longsword. The damage roll would be:

1d8 (weapon damage)+3(Strength modifier)

Critical Hits and Damage Rolls

When an attack is a critical hit, the player rolls double the damage dice. The modifiers are added only once to the total damage.

Example:

If the Fighter’s longsword attack is a critical hit, the damage roll would be:

2d8 (weapon damage)+3(Strength modifier)

Calculating Damage

Different types of attacks and spells have varying damage calculations based on the specific mechanics and abilities associated with them.

Melee and Ranged Weapon Attacks

  • Melee Weapon Attacks: Use Strength modifier for both attack and damage rolls, unless the weapon has the Finesse property (allowing Dexterity to be used).
  • Ranged Weapon Attacks: Use Dexterity modifier for both attack and damage rolls.
Example:

A Rogue with a Dexterity modifier of +4 attacks with a shortbow (1d6 piercing damage). The damage roll would be:

1d6 (weapon damage)+4(Dexterity modifier)

Spell Attacks

Spell attacks vary widely in damage and mechanics. The spell description specifies the damage dice and type.

Example:

A Wizard casts Fire Bolt, which deals 1d10 fire damage. If the spell hits, the damage roll would be:

1d10 (spell damage)\text{1d10 (spell damage)}1d10 (spell damage)

Additional Damage Features

Certain class features, abilities, and spells can add additional damage to attacks. Examples include:

  • Sneak Attack (Rogue): Adds extra damage to attacks that meet specific criteria (e.g., hitting an enemy with advantage).
  • Divine Smite (Paladin): Expends a spell slot to deal extra radiant damage on a melee weapon attack.
  • Hex (Warlock): Adds necrotic damage to attacks against a cursed target.

Armor Class (AC)

Armor Class (AC) represents how difficult it is to hit a target. It is a static number that attackers must meet or exceed with their attack rolls to successfully hit the target. AC is determined by a combination of armor, shields, Dexterity modifiers, and other factors.

Calculating Armor Class

  1. Base Armor: The base AC is determined by the type of armor worn.
  2. Dexterity Modifier: Depending on the armor type, add the Dexterity modifier to the base AC.
  3. Shield Bonus: If the character is using a shield, add the shield’s AC bonus.
  4. Other Modifiers: Include any additional modifiers from magical items, spells, or class features.
Example:

A Fighter wearing chain mail (base AC 16) and using a shield (+2 AC) with a Dexterity modifier of +2 would have an AC of:

16(chain mail)+2(shield)=18

Types of Armor and Their Effects

Armor in D&D 5e is categorized into three main types: light armor, medium armor, and heavy armor. Each type has its own characteristics and impacts on a character’s AC and mobility.

Light Armor

Light armor is designed for mobility and stealth, allowing characters to move quickly and quietly. It provides modest protection but allows the wearer to add their full Dexterity modifier to their AC.

  • Padded Armor: Base AC 11 + Dexterity modifier (disadvantage on Stealth checks).
  • Leather Armor: Base AC 11 + Dexterity modifier.
  • Studded Leather Armor: Base AC 12 + Dexterity modifier.
Example:

A Rogue with a Dexterity modifier of +4 wearing studded leather armor would have an AC of:

12(base AC)+4(Dexterity modifier)=1612 (\text{base AC}) + 4 (\text{Dexterity modifier}) = 16

Medium Armor

Medium armor provides a balance between protection and mobility. It offers better protection than light armor but restricts the Dexterity modifier that can be added to AC (maximum of +2).

  • Hide Armor: Base AC 12 + Dexterity modifier (maximum of +2).
  • Chain Shirt: Base AC 13 + Dexterity modifier (maximum of +2).
  • Scale Mail: Base AC 14 + Dexterity modifier (maximum of +2, disadvantage on Stealth checks).
  • Breastplate: Base AC 14 + Dexterity modifier (maximum of +2).
  • Half Plate: Base AC 15 + Dexterity modifier (maximum of +2, disadvantage on Stealth checks).
Example:

A Ranger with a Dexterity modifier of +3 wearing a breastplate would have an AC of:

14(base AC)+2(maximum Dexterity modifier)=16

Heavy Armor

Heavy armor provides the highest level of protection but restricts mobility and does not allow for Dexterity modifiers to be added to AC. It is ideal for characters focused on defense, such as Fighters and Paladins. Heavy armor requires Strength to wear effectively and imposes disadvantage on Stealth checks.

  • Ring Mail: Base AC 14 (disadvantage on Stealth checks).
  • Chain Mail: Base AC 16 (disadvantage on Stealth checks, Strength requirement of 13).
  • Splint Armor: Base AC 17 (disadvantage on Stealth checks, Strength requirement of 15).
  • Plate Armor: Base AC 18 (disadvantage on Stealth checks, Strength requirement of 15).
Example:

A Paladin wearing plate armor would have a base AC of 18, regardless of their Dexterity modifier. If they use a shield, the AC increases by 2.

18(plate armor)+2(shield)=20

Shields

Shields provide an additional +2 bonus to AC when used. They require one hand to wield, so characters using shields typically cannot use two-handed weapons.

Example:

A Fighter wearing chain mail (AC 16) and wielding a shield would have an AC of:

16(chain mail)+2(shield)=18

Additional Modifiers and Effects on AC

  • Magic Armor: Magic armor and shields can provide additional bonuses to AC, such as +1, +2, or +3, depending on the enchantment.
  • Spells: Various spells can increase AC, such as Shield of Faith (+2 AC) and Mage Armor (base AC of 13 + Dexterity modifier).
  • Class Features: Certain class features can modify AC. For example, the Barbarian’s Unarmored Defense allows them to add their Constitution modifier to AC when not wearing armor.

Understanding Damage Resistance, Immunity, and Vulnerability

Damage resistance, immunity, and vulnerability play significant roles in combat, affecting how damage is applied to creatures and characters.

  • Resistance: Halves the damage taken from a specific damage type.
  • Immunity: Negates all damage from a specific damage type.
  • Vulnerability: Doubles the damage taken from a specific damage type.

These traits can significantly impact the effectiveness of attacks and strategies during combat.

Example:

A creature with resistance to fire damage takes half damage from fire-based attacks. If an attack deals 12 fire damage, the creature only takes 6 damage.

Practical Applications and Examples

Attack Rolls in Action

Scenario: A party of adventurers is fighting a group of goblins. The Fighter swings their longsword at a goblin.

  • Attack Roll: The Fighter rolls a d20 and adds their Strength modifier (+3) and proficiency bonus (+2). The total attack roll is compared to the goblin’s AC (15).
  • Result: If the total attack roll is 15 or higher, the attack hits.

Damage Rolls in Action

Scenario: The Fighter’s attack hits the goblin.

  • Damage Roll: The Fighter rolls 1d8 for the longsword and adds their Strength modifier (+3). The total damage is applied to the goblin’s hit points.

Combining Attack and Damage Rolls with Class Features

Different classes have unique features that interact with attack and damage rolls, enhancing their combat capabilities.

Fighters: Action Surge

  • Action Surge: Allows the Fighter to take an additional action on their turn, potentially making an extra attack.
Example:

A level 5 Fighter with the Extra Attack feature (two attacks per action) uses Action Surge to make four attacks in one turn.

Rogues: Sneak Attack

  • Sneak Attack: Adds extra damage to an attack if the Rogue has advantage or an ally within 5 feet of the target.
Example:

A Rogue with a Dexterity modifier of +4 and Sneak Attack (3d6) hits with a shortbow. The damage roll would be:

1d6 (shortbow damage)+4(Dexterity modifier)+3d6(Sneak Attack)

Paladins: Divine Smite

  • Divine Smite: Expends a spell slot to deal extra radiant damage on a melee weapon attack.
Example:

A Paladin hits with a longsword and uses Divine Smite, expending a 1st-level spell slot to deal an additional 2d8 radiant damage.

Advanced Mechanics and Optional Rules

Two-Weapon Fighting

Two-Weapon Fighting allows characters to wield a weapon in each hand and make an additional attack with their off-hand weapon as a bonus action.

  • Main Hand Attack: Roll the attack and damage as usual.
  • Off-Hand Attack: Roll the attack as usual but do not add the ability modifier to the damage roll (unless the character has the Two-Weapon Fighting style).
Example:

A Ranger with a Dexterity modifier of +3 attacks with two short swords (1d6 damage each).

  • Main Hand Attack: Roll 1d6 + 3 (Dexterity).
  • Off-Hand Attack: Roll 1d6.

Great Weapon Fighting

Great Weapon Fighting allows characters to re-roll 1s and 2s on damage dice for two-handed melee weapons.

Example:

A Fighter with a Strength modifier of +4 and Great Weapon Fighting attacks with a greatsword (2d6 damage). They roll a 1 and a 2, re-rolling both dice for potentially higher damage.

Armor Class in Combat

Attacking Different Armor Classes

Combat involves targeting creatures with varying ACs. Understanding the implications of different ACs helps in strategic planning and resource management.

Example:
  • Low AC (10-12): Easier to hit, suitable for weaker creatures.
  • Moderate AC (13-16): Standard for most humanoid enemies and mid-tier creatures.
  • High AC (17+): Challenging to hit, typically for heavily armored foes and high-level monsters.

Strategic Considerations for Combat

Positioning and Tactics

Effective positioning and tactics can significantly impact the outcome of combat.

  • Flanking: Gaining advantage by positioning allies on opposite sides of an enemy.
  • Cover: Using terrain and obstacles to gain bonuses to AC and Dex saving throws.
  • Retreat and Ambush: Utilizing hit-and-run tactics or setting up ambushes to control the battlefield.

Utilizing Spells and Abilities

Spells and abilities can alter the course of battle, providing buffs, debuffs, and battlefield control.

  • Buff Spells: Enhance AC, attack rolls, or damage (e.g., Bless, Shield of Faith).
  • Debuff Spells: Weaken enemies or reduce their AC (e.g., Bane, Hex).
  • Control Spells: Shape the battlefield and restrict enemy movement (e.g., Wall of Fire, Entangle).

Combining Attack Rolls, Damage Rolls, and Armor Class

Understanding the interplay between attack rolls, damage rolls, and AC is crucial for mastering combat in D&D 5e. These mechanics are not isolated; they work together to create a dynamic and engaging combat system.

Balancing Offense and Defense

Effective combatants balance offense and defense, knowing when to focus on dealing damage and when to prioritize survivability.

Example:

A Barbarian in a rage (increased damage output) might take more risks in attacking high-AC enemies, relying on their increased hit points and resistance to damage for defense.

Team Coordination

Team coordination amplifies the effectiveness of individual actions. Combining abilities and focusing attacks on priority targets can turn the tide of battle.

Example:
  • Frontline Fighters: Engage and hold enemies in melee, drawing attacks away from squishier allies.
  • Ranged Attackers: Provide support from a distance, targeting key threats and applying consistent damage.
  • Spellcasters: Control the battlefield, provide buffs and debuffs, and deal significant damage with spells.

Practical Examples of Combat Scenarios

Example 1: Ambush in the Forest

The party sets up an ambush for a group of orcs traveling through the forest.

  • Rogue: Rolls Stealth to remain hidden and sets up a Sneak Attack.
  • Ranger: Uses Hunter’s Mark for extra damage and attacks with a longbow.
  • Fighter: Charges into melee, using Action Surge for multiple attacks.
  • Wizard: Casts Sleep to incapacitate weaker orcs.

Example 2: Defending a Village

The party defends a village from an oncoming goblin raid.

  • Cleric: Casts Bless to enhance attack rolls and saving throws for allies.
  • Paladin: Uses Divine Smite to deal significant damage to goblin leaders.
  • Druid: Summons animals to provide additional combatants and create obstacles.
  • Bard: Inspires allies with Bardic Inspiration, improving their attack rolls and AC.

Optimizing Characters for Combat

Choosing the Right Weapons and Armor

Selecting appropriate weapons and armor based on character class, abilities, and playstyle is crucial for combat effectiveness.

  • Melee Characters: Focus on weapons that complement their strength and fighting style (e.g., greatswords for high damage, sword and shield for defense).
  • Ranged Characters: Select weapons that maximize their Dexterity and provide range (e.g., longbows for Rangers, crossbows for Rogues).
  • Casters: Use spells and cantrips that provide versatility and complement their role in combat.

Enhancing AC and Damage Output

Maximizing AC and damage output through equipment, spells, and class features enhances combat performance.

Equipment
  • Armor: Choose armor that provides the highest AC possible without incurring undue penalties. Consider magical armor that offers additional bonuses or special effects.
  • Weapons: Equip weapons that deal the most damage for your character’s class and fighting style. Magical weapons can provide significant damage boosts and additional abilities.
  • Shields: For characters that can wield shields, the +2 AC bonus can be invaluable for survivability.
Spells
  • Buff Spells: Spells like Shield of Faith, Haste, and Barkskin can significantly boost AC or grant additional actions to increase damage output.
  • Damage Spells: Offensive spells like Fireball, Eldritch Blast, and Magic Missile can deal significant damage and target multiple enemies.
  • Healing Spells: Healing spells like Cure Wounds and Healing Word keep allies in the fight longer, indirectly increasing overall party damage output.
Class Features
  • Fighting Styles: Choose a fighting style that complements your combat approach. For example, Defense grants +1 AC, while Great Weapon Fighting enhances damage output.
  • Feats: Select feats that enhance combat abilities. Examples include Sentinel (for battlefield control), Sharpshooter (for increased ranged damage), and War Caster (for spellcasting durability).

Practical Tips for Players and DMs

For Players

  • Know Your Character: Understand your character’s abilities, equipment, and spells. Familiarize yourself with their strengths and weaknesses in combat.
  • Communicate with the Party: Coordinate strategies with your party members to maximize effectiveness. Plan actions that complement each other’s strengths.
  • Adapt to Situations: Be flexible and adapt to changing combat scenarios. Use the environment, exploit enemy weaknesses, and adjust tactics as needed.

For Dungeon Masters

  • Challenge the Party: Design encounters that challenge the party without overwhelming them. Mix different enemy types and tactics to keep combat engaging.
  • Use Tactics Wisely: Control enemies intelligently. Use tactics that make sense for the creatures involved, such as ambushes, flanking, and hit-and-run tactics.
  • Encourage Creativity: Allow players to think outside the box and reward creative solutions to combat challenges. Encourage the use of terrain, improvisation, and role-playing.

Balancing Combat Encounters

Balancing combat encounters ensures that they are challenging yet fair. Consider the following factors when designing encounters:

  • Party Composition: Take into account the strengths and weaknesses of the party. Balance encounters to test various aspects of their capabilities.
  • Enemy Variety: Include a mix of enemy types, each with different abilities and tactics. This creates dynamic and unpredictable battles.
  • Environmental Factors: Utilize the environment to add complexity to encounters. Features like difficult terrain, cover, and traps can influence combat outcomes.

Example: Designing a Balanced Encounter

A balanced encounter for a mid-level party might include a mix of melee and ranged enemies, along with a spellcaster for added challenge. Environmental hazards, such as a crumbling bridge or a room filling with water, add layers of complexity.

Mastering attack rolls, damage rolls, and Armor Class is essential for effective combat in D&D 5e. These mechanics form the core of the game’s combat system, influencing every aspect of battles. By understanding and optimizing these elements, players can enhance their characters’ effectiveness, and DMs can create engaging, balanced encounters that challenge and excite their players.

Whether you’re a seasoned adventurer or new to D&D, this comprehensive guide provides the knowledge and strategies needed to excel in combat. Embrace the intricacies of attack rolls, damage rolls, and Armor Class to fully immerse yourself in the thrilling battles and heroic exploits that define Dungeons & Dragons.