Attack & Damage Rolls

Rulebook

Attack Rolls

Melee: d20 + Strength modifier (or Dex for finesse) + proficiency bonus + other bonuses + penalties

Ranged: d20 + Dexterity modifier + proficiency bonus + other bonuses + penalties

Damage Rolls

Melee: weapon damage die + Strength modifier + bonuses + penalties

Ranged: weapon damage die (+ Str for thrown, + half Str for propulsive) + bonuses + penalties

Critical Hits

A natural 20 or exceeding the target’s AC by 10+ = critical hit = double damage.

Increasing Die Size

1d4 → 1d6 → 1d8 → 1d10 → 1d12 (maximum). Can’t increase more than once.

Range Increments

Attacks beyond a weapon’s range increment take –2 per additional increment. Maximum 6 increments.

Reload

The number of Interact actions to reload. 0 means drawing ammo and firing are part of the same action. Reloading requires a free hand.

Hands

1+ means hold in one hand but need a second hand free to shoot (e.g. longbow).