How To Add Dmg In Dnd 5e 1d8 Plus 4 Your class grants proficiency in certain Weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a Longsword or a Longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while Adventuring. When a critical hit is scored on an attack roll against a living creature with discernible anatomy (or, optionally, such a creature rolls a 1 on the d20 on a saving throw against an effect that deals damage) and that creature takes damage, roll another d20; if the attacking creature rolls another natural 20 (or the creature rolling the saving. Also, for reference, critical hits in DnD 5e is that all damage dice are doubled. You do not double modifiers to damage. Simply, you double all dice on a crit. I want to know if there is a way to auto-determine what critical damage should be, using a template in a macro.
I've always thought it was kinda lame that D&D editions since 3e have specified damage types without actually distinguishing one type from another except through their interactions with damage resistances and vulnerabilities. I mean, it'd be pretty cool if slashing damage could cause targets to bleed for (delayed) additional damage, cold damage could slow targets down, etc., right?Of course, there are two obvious objections to that kind of mechanic. The first is just the overhead issue: having to constantly track bleed damage or save against freezing would be a meaningful drag on combat scenes. Then there are the balance and unintended consequence concerns: throwing additional rider effects onto normal attacks naturally increases the chance of weird or game-breaking interactions.
I think I can solve the former and mitigate the latter (at least to my own satisfaction) by limiting the special damage effects to specific trigger events. For example, they could be triggered by critical hits, or hits which reduce the target to half of their maximum hit points (good old 4e 'bloodied'). Another class of effects could even kick in when the target is reduced to zero HP, but it's really the crit thing I want to talk about right now.
Specifically, I wanted to throw out some possible critical hit effects and see what people think. At the moment, I'm thinking that these would happen in addition to the usual doubled damage dice, and would apply to NPC attacks as well as PCs.
- Cold: speed reduced by 10 ft. (Strength save ends)
- Fire: Burn for ongoing damage. 1d4 on attacker's turn next round, 1d6 next round, and so on. Stops if target (or someone) takes and action to extinguish it.
- Bludgeoning: incapacitated for one round
- Piercing: impale for additional damage die, but weapon is stuck (doesn't make sense with all attacks, though)
- Slashing: bleed for half of total initial damage on following round
- Poison: poisoned condition (Constitution save ends, DC = half damage)
- Psychic: frightened (or possibly charmed) condition (Charisma save ends, DC = half damage)
- Thunder: deafened for ten minutes
Crit Dmg Dnd 5e Background
Force, necrotic, and radiant are kinda special cases, for me. I'm actually sorta bothered by these vague, weird damage types that seem more like thematic descriptors than actual descriptors of physical harm. So I feel like just combining them all into arcane