DnD Attributes and Modifiers

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I am learning DnD. My character sheet has base strength (15) and a +2 modifier. Can you tell me everything about these base and modifiers? Like when I have a Glaive weapon with an attack bonus of say +3, what do I add to my D20 roll?In Dungeons & Dragons (D&D), characters have a set of core attributes that define their abilities and potential in various aspects of gameplay. These attributes are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each attribute has a base score, which reflects the character's natural ability in that area. Modifiers are derived from these base scores and affect a wide range of actions, including attack rolls, damage rolls, skill checks, and saving throws.

Base Scores

  • Base scores range typically from 3 to 18 for most characters, although magical items, spells, and other effects can push these numbers higher.
  • They are determined at character creation through various methods (like rolling dice or point allocation) and can be increased as the character levels up.

Modifiers

  • Modifiers are calculated from the base scores using a specific formula: (Base Score - 10) / 2, rounded down.
  • These modifiers apply to dice rolls related to the attribute. For example, a Strength modifier might apply to melee attack rolls and damage, while a Dexterity modifier might apply to ranged attack rolls, Armor Class (AC), and certain skill checks.

Applying Modifiers to Rolls

When you make an attack roll, you add various modifiers to the d20 roll:

  1. Attribute Modifier: Based on the relevant attribute for the attack. For melee weapons, you usually add your Strength modifier, and for ranged weapons, you typically add your Dexterity modifier.
  2. Proficiency Bonus: If you're proficient with the weapon you're using, you also add your proficiency bonus. This bonus is determined by your character's level.
  3. Weapon's Attack Bonus: Some weapons or magical items provide an additional attack bonus.

In your case:

  • Base Strength: 15
  • Strength Modifier: +2 (from the formula, since (15 - 10) / 2 = 2.5, rounded down to 2)
  • Glaive Attack Bonus: +3

When making an attack roll with your Glaive, you would add your Strength modifier (+2) and the Glaive's attack bonus (+3) to the d20 roll. If you're proficient with the weapon, you'd also add your proficiency bonus, which depends on your level. Assuming you are proficient and at level 1, where the proficiency bonus is +2, you would add a total of:

  • d20 roll + 2 (Strength Modifier) + 3 (Glaive's Attack Bonus) + 2 (Proficiency Bonus)

This means, for an attack roll with your Glaive, you would add +7 to whatever you roll on the d20. This combination of base scores, modifiers, and bonuses helps determine the outcome of your actions in D&D, adding both strategy and a bit of luck to the game.I haven’t been adding my proficiency bonus. Am I an idiot?Not at all! Dungeons & Dragons has a lot of rules and nuances, and it's completely normal to overlook or forget some of them, especially when you're just starting out. Adding your proficiency bonus is an important part of calculating attack rolls, skill checks, and saving throws for things your character is proficient in. Now that you know about it, you can include it in your calculations moving forward. Learning and adapting is a big part of the fun in D&D. Plus, it gives you a great opportunity to dive deeper into your character's abilities and how you can maximize their effectiveness in your campaign. Keep asking questions and enjoy the adventure!Can I cast a spell that that’s a level one spell at level five now that I’m level fiveYes, in Dungeons & Dragons, you can cast a spell you know or have prepared at a higher level than its base level if you have spell slots available for that higher level. This is known as "upcasting" or "casting a spell at a higher level." Not all spells benefit from being cast at a higher level, but many do, and their spell descriptions will detail the added effects or increased power from doing so.

For example, if you have a Level 1 spell like Magic Missile, casting it at a higher level typically adds more missiles to the spell. The spell description will say something like, "When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st."

At Level 5, depending on your class, you likely have access to at least some 3rd-level spell slots. This means you can cast any Level 1 spell you know or have prepared using a 3rd-level slot (or any level slot you have available), assuming the spell has a benefit for doing so according to its description.

Keep in mind:

  • Not every spell gains benefits from being cast at a higher level, so always check the spell's description.
  • You must have a spell slot of the level you wish to cast the spell at.
  • Your class determines how many spell slots you have of each level.

Remember, using a higher-level slot for a lower-level spell can sometimes be a strategic choice, especially if the spell's effects are significantly enhanced by being upcast.How is armor class determined?Armor Class (AC) in Dungeons & Dragons is a key defensive stat that represents how hard it is for attackers to land a hit on a character. It's determined by a combination of base armor, Dexterity modifier (for some armors), and any additional bonuses from shields, magic items, or spells. Here's a breakdown of how AC is typically calculated:

1. Base Armor

  • No Armor: If not wearing armor, a character's AC equals 10 + their Dexterity modifier.
  • Light Armor: Adds the Dexterity modifier to the base AC provided by the armor.
  • Medium Armor: Adds the Dexterity modifier to the base AC provided by the armor, up to a maximum of +2.
  • Heavy Armor: Does not allow for adding the Dexterity modifier but provides a higher base AC.

2. Shield

  • Using a shield adds a +2 bonus to a character's AC.

3. Modifiers from Abilities, Magic, and Other Sources

  • Some classes and abilities provide ways to calculate AC differently. For instance, a Monk's Unarmored Defense allows them to add their Wisdom modifier to their AC when not wearing armor.
  • Magic items and spells can also provide bonuses. Items like magical armor or rings of protection increase AC, while spells like Mage Armor or Shield offer temporary boosts.

Example Calculations:

  • A character wearing light armor with a base AC of 12 and a Dexterity modifier of +3: Their AC would be 15 (12 + 3).
  • A character using heavy armor with a base AC of 16, without considering Dexterity: Their AC is simply 16.
  • A character with no armor but with the Mage Armor spell active (base AC becomes 13) and a Dexterity modifier of +2: Their AC would be 15 (13 + 2).

When calculating AC, you take the base number from your armor (or lack thereof), modify it based on your Dexterity and any other applicable bonuses, and then add any extra bonuses from equipment like shields or magical items. It's always a good idea to look at your class features and the equipment you're using to understand all the factors that can affect your AC.My AC is 16 and I have dex -2 and I have chain mail. Does that seem legit?Chain mail is considered heavy armor in Dungeons & Dragons, and it provides a base Armor Class (AC) of 16. One of the characteristics of heavy armor is that it does not factor in the wearer's Dexterity modifier into its AC calculation. So, even with a Dexterity modifier of -2, your AC would remain unaffected by this negative modifier when wearing chain mail.

Given this, your AC being 16 while wearing chain mail is indeed correct and legit. The calculation for your Armor Class doesn't need to consider your Dexterity modifier because heavy armor negates the influence of Dexterity (whether positive or negative) on AC. This makes heavy armor like chain mail a good choice for characters with low Dexterity, as it provides a solid defense without being penalized for their lower agility.What is the attack bonus on a glaive?In Dungeons & Dragons, the attack bonus for a weapon like a glaive doesn't have a fixed value directly associated with the weapon itself; instead, it's determined by a combination of the character's proficiency bonus (if they're proficient with the weapon) and their ability modifier (typically Strength for a melee weapon like a glaive).

To calculate the attack bonus for a glaive, you would:

  1. Add your Strength modifier, since it's a melee weapon.
  2. Add your proficiency bonus if you're proficient with glaives. Proficiency with this weapon depends on your character's class or other features that grant proficiency with martial weapons.

For example, if you have a Strength modifier of +3 and a proficiency bonus of +2 (common for lower levels), your total attack bonus when using a glaive would be +5.

There are no inherent bonuses that come just from a weapon like a glaive unless it's magical or has special properties. If your glaive is magical with an enhancement bonus (for example, a +1 glaive), you would add that bonus to your attacks as well, making the total attack bonus in our example +6.

Remember, specific magic weapons can have additional bonuses or effects, so always check the item's description if you're using a magical weapon.Which skills would you typically use when attacking with a Glaive to figure out? Proficiency plus another skill.When attacking with a glaive in Dungeons & Dragons, the primary calculation for your attack roll is based on your proficiency bonus (if you're proficient with martial weapons like the glaive) plus your Strength modifier. Glaives are heavy, two-handed melee weapons, so Strength is the key ability for attacks made with them.

Here's how it breaks down:

  1. Strength Modifier: This is added because physical power is crucial for wielding a glaive effectively. Your Strength modifier impacts both the attack roll (chance to hit) and the damage roll (amount of damage dealt).

  2. Proficiency Bonus: If your character class grants you proficiency with martial weapons, you add your proficiency bonus to the attack roll. This reflects your character's training and expertise with this type of weapon.

No other skills from the skills list (like Acrobatics, Perception, etc.) directly contribute to the attack roll with a glaive. The D&D skills system covers non-combat abilities and checks, while combat mechanics, like attacking, use the above modifiers and sometimes special class features or abilities.

So, to figure out your attack bonus with a glaive:

  • Take your Strength modifier.
  • Add your proficiency bonus if you're proficient with the weapon.

That total is what you add to your d20 roll when making an attack with a glaive.How can I increase my deck size?In DnD, how can I increase my DEX?Increasing your deck size could mean different things depending on the context, such as in a card game, trading card games like Magic: The Gathering, a deck-building game, or even a digital collectible card game. I'll cover a few possibilities:

For Trading Card Games (e.g., Magic: The Gathering):

  1. Buy More Cards: Purchasing booster packs, theme decks, or individual cards can directly increase your card pool.
  2. Trade: Trading with friends or other players can help you acquire specific cards or simply increase your collection.
  3. Attend Events: Participating in draft events or tournaments often allows you to keep the cards you play with, thereby increasing your deck size.

For Deck-Building Games:

If you're talking about deck-building board games, where each player starts with a small deck and acquires more cards during the game:

  1. Expansion Packs: Many deck-building games have expansions that add new cards and mechanics, allowing for a larger variety of cards.
  2. House Rules: You can create house rules to modify how decks are built or how the card acquisition mechanics work, potentially leading to larger decks.

For Digital Collectible Card Games (e.g., Hearthstone):

  1. Earn or Buy Packs: Playing the game and completing challenges can earn you packs;In Dungeons & Dragons, increasing your Dexterity (DEX) score can enhance various aspects of your character, including improving armor class, initiative rolls, ranged attack rolls, and certain skill checks. Here are several ways to increase your DEX score:

1. Ability Score Improvement (ASI)

Most classes receive Ability Score Improvement features at certain levels (usually 4th, 8th, 12th, 16th, and 19th levels, but this can vary). When you reach a level that grants you an ASI, you can choose to increase your Dexterity score by 2, or you can increase two ability scores of your choice by 1 each, up to a maximum of 20.

2. Feats

Some feats can increase your DEX score by 1, in addition to providing other benefits. Feats are optional and are taken in place of an Ability Score Improvement. Not all games will use feats, so check with your Dungeon Master (DM). Examples include the Athlete and Resilient feats, which can boost your DEX and offer additional advantages.

3. Magic Items

Certain magic items can increase your DEX score or set it to a specific value. For instance, the Manual of Quickness of Action permanently increases your DEX score by 2 and raises your maximum for that score by 2. Items like Ioun Stones or the Belt of Giant Strength (though for Strength) conceptually show how some items can directly modify ability scores.

4. Racial Traits

Some races or subraces start with a bonus to DEX or gain one through racial progression. While this won't typically increase DEX beyond character creation or a racial leveling milestone, it's worth considering for character planning.

5. Spells

A few spells can temporarily increase your DEX or affect it in ways that mimic an increase. For example, Enhance Ability grants advantage on DEX checks, and Cat's Grace is a specific effect under that spell. However, these spells don't typically increase your DEX score directly and thus won't affect all aspects of what a higher DEX score would (like attack rolls or armor class).

Notes:

  • Increasing DEX above 20 typically requires magic items or effects, as the ASI and feats are capped at a maximum score of 20.
  • Always consider your character's overall build and strategy when deciding to increase an ability score, as balancing your character's abilities can be crucial depending on your role in the party and your campaign's challenges.

Discuss your intention to increase your DEX with your DM, as they might have additional advice or options available within your campaign's context.When is the DEX used in DnD?Dexterity (DEX) is one of the six primary ability scores in Dungeons & Dragons and is used to represent a character's agility, reflexes, and balance. DEX is important for a variety of characters, especially those who rely on speed, stealth, or ranged attacks. Here are the main instances where DEX is used in D&D:

1. Armor Class (AC)

Dexterity contributes to a character's Armor Class (AC), making them harder to hit in combat. This is especially true for characters wearing light armor or no armor at all, as they can add their full DEX modifier to their AC. Medium armor allows for a limited benefit from DEX, while heavy armor doesn’t benefit from the DEX modifier at all.

2. Initiative

DEX modifiers are added to initiative rolls at the beginning of combat. A higher initiative allows a character to act earlier in the turn order, which can be a significant tactical advantage.

3. Ranged Attacks

Dexterity modifiers are added to attack rolls for ranged weapons, like bows and throwing knives. A higher DEX increases the chance of hitting a target with these weapons.

4. Certain Melee Attacks

Weapons with the “finesse” property allow the user to use their DEX modifier instead of their Strength modifier for attack and damage rolls. This makes DEX valuable for characters who prefer agility over brute force.

5. Dexterity Saving Throws

DEX saving throws are required to avoid or reduce harm from certain threats, such as traps, spells, and environmental hazards that involve quick reflexes or movement to evade.

6. Skills

Dexterity affects several skills that rely on physical agility, including:

  • Acrobatics: Performing stunts, dives, rolls, flips, and maintaining balance.
  • Sleight of Hand: Executing hand tricks, pickpocketing, or other fine manipulations.
  • Stealth: Moving silently and unseen, hiding effectively.

7. Feats and Class Abilities

Certain feats and class abilities rely on or are enhanced by a high DEX score. For example, Rogues benefit greatly from a high DEX due to their reliance on stealth and finesse weapons.

Tips for Using DEX:

  • Rogues and Rangers often prioritize DEX for its benefits to stealth, agility, and ranged combat.
  • Monks also value DEX for its contribution to AC, initiative, and certain attacks.
  • Spellcasters might value DEX for the initiative and AC benefits, helping them act quickly and avoid hits.

Dexterity is a versatile and vital attribute, affecting a broad range of character capabilities and strategies. Whether you’re aiming an arrow, tiptoeing past a guard, or rolling away from a dragon’s breath, DEX plays a key role in many aspects of gameplay.When I cast sacred flame… do I roll dice? How do I calculate my roll?When you cast Sacred Flame in Dungeons & Dragons, you do not roll an attack roll; instead, the target of the spell must make a Dexterity saving throw to avoid the spell's effects. The spell's description outlines how it works, including the saving throw difficulty and the effects of a successful or failed save.

Here's how it generally goes:

  1. You announce the casting of Sacred Flame and choose your target within the spell's range.

  2. The target must make a Dexterity saving throw. The Difficulty Class (DC) for this saving throw is determined by your spell save DC. The formula for calculating your spell save DC is:

    [ 8 + \text{your proficiency bonus} + \text{your spellcasting ability modifier} ]

    The spellcasting ability depends on your class: Wisdom for Clerics, Intelligence for Wizards, Charisma for Sorcerers and Bards, etc. For a Cleric casting Sacred Flame, you would use your Wisdom modifier.

  3. If the target fails the saving throw, they take damage from the spell. Sacred Flame's damage is specified in the spell description, and it increases at higher character levels. The damage is radiant type, and there is no benefit to rolling high or extra effects for rolling particularly low on the saving throw for the target—simply, they either take full damage on a failed save or no damage on a successful one.

  4. If the target succeeds on the saving throw, they avoid the spell's effects entirely, typically taking no damage. Sacred Flame is unique because it specifies that the target gains no benefit from cover for the saving throw, making it especially useful against foes who are trying to hide.

To summarize, as the caster of Sacred Flame, you don't roll an attack roll; the spell's success and the amount of damage it does depend entirely on the target's Dexterity saving throw against your spell save DC. You will, however, roll for the spell's damage if the target fails their saving throw. The initial damage is 1d8, and this increases at 5th level (2d8), 11th level (3d8), and 17th level (4d8).When it comes to fighting for a Palladian character, which skills are most important?For a Paladin character in Dungeons & Dragons, certain skills and abilities are particularly beneficial, aligning well with the typical Paladin's role as a holy warrior who balances combat prowess with divine magic. Here are some of the most important skills and attributes:

1. Strength

Paladins often wear heavy armor and wield melee weapons. A high Strength score is crucial for ensuring effective attacks with melee weapons and maximizing damage output. It also helps with wearing heavy armor without incurring penalties.

2. Charisma

Charisma is a Paladin's spellcasting ability for their divine spells, making it essential for both the potency of their spells and the number of spells they can have prepared. Additionally, many Paladin abilities, including their Aura of Protection, rely on Charisma to determine their effectiveness. This aura adds the Paladin's Charisma modifier to saving throws for the Paladin and allies within range.

3. Constitution

Constitution is important for all characters, but especially so for Paladins, who often find themselves in the thick of battle. A high Constitution increases a Paladin's hit points, making them more durable and able to withstand enemy attacks.

4. Wisdom

While not as crucial as Charisma, a decent Wisdom score can benefit a Paladin by improving their Perception skill (useful for detecting ambushes or hidden foes) and bolstering Wisdom saving throws, which are common for resisting spells and effects that can control or mislead them.

Skills

Regarding specific skills, while the choice can depend on your campaign and your Paladin's background, a few are particularly useful:

  • Athletics: Good for physical feats, grappling, and overcoming obstacles.
  • Persuasion: Useful for a Paladin's role as a leader and diplomat.
  • Insight: Helps in discerning the truth and detecting lies, which is crucial for a character often dealing with matters of morality and faith.
  • Religion: Understanding religious lore, the workings of divine beings, and the tenets of faith can be essential for role-playing a Paladin.

Combat and Abilities

  • Divine Smite: Paladins can expend a spell slot to deal extra radiant damage on a successful hit. This is one of their core combat abilities, making spell slot management a key skill.
  • Lay on Hands: A Paladin's ability to heal by touch is a game-changer, both in and out of combat. Knowing when to use this limited resource is crucial.
  • Aura Abilities: As Paladins level up, they gain auras that protect and enhance their allies. Positioning in battle to maximize these auras can be a strategic component of Paladin gameplay.

Spellcasting

Paladins have access to a range of spells that can enhance their combat abilities, heal, or protect. Selecting the right spells to prepare each day—and knowing when to use them in combat—requires a good understanding of your party's strengths and weaknesses, as well as the challenges you're likely to face.

In summary, focusing on Strength and Charisma as primary attributes, with good investments in Constitution and possibly Wisdom, along with developing relevant skills and mastering the tactical use of Paladin abilities and spells, will make for a strong and effective Paladin character.How can I increase my strength in DnD?Increasing your Strength in Dungeons & Dragons can significantly enhance your character's melee attack power, damage output, and ability to interact with the environment (e.g., breaking down doors, climbing). Here are the primary ways you can increase your Strength:

1. Ability Score Improvement (ASI)

  • Most classes gain the Ability Score Improvement feature at 4th, 8th, 12th, 16th, and 19th level. When you reach a level that offers an ASI, you can increase your Strength score by 2, or you can increase two ability scores by 1 each, up to a maximum of 20.

2. Feats

  • Some feats can increase your Strength score by 1, in addition to providing other benefits. Feats are optional rules, and not all games use them, so check with your Dungeon Master. Examples include:
    • Athlete, which increases your Strength (or Dexterity) by 1 and offers additional mobility benefits.
    • Heavy Armor Master, which increases your Strength by 1 and reduces damage you take from nonmagical weapons.
  • Choosing a feat instead of an ASI can provide a blend of a minor attribute increase and additional capabilities.

3. Racial Bonuses

  • Certain races and subraces offer bonuses to Strength. If you're creating a new character or using a feature that lets you change your character's race, such as the "Reincarnate" spell, selecting one of these races can increase your Strength.

4. Magic Items

  • Some magic items can permanently increase your Strength or set it to a higher fixed number. Examples include:
    • Gauntlets of Ogre Power, which set your Strength score to 19 while you wear them.
    • Belt of Giant Strength, which varies in power (Hill, Frost, Fire, Cloud, Storm) and sets your Strength to a particular value (ranging from 21 to 29) based on the type of belt.
    • Manual of Gainful Exercise, a very rare book that, after reading for a total of 48 hours over a period of 6 days, increases your Strength score by 2 and your maximum for that score by 2.

5. Spells

  • While spells typically don't permanently increase Strength, some can temporarily boost it or provide effects that mimic an increase. For example:
    • Enhance Ability (Bull's Strength) can give you advantage on Strength checks.
    • Tenser's Transformation provides a temporary boost to your attack capabilities, among other benefits.

When considering increasing your Strength, think about your character's goals, your role in the party, and the campaign's challenges. Always consult with your Dungeon Master, as they might have additional options available or suggestions based on the campaign's direction.How do you calculate spell save dc?The Spell Save DC (Difficulty Class) is a measure of how hard it is for targets to resist or avoid the effects of your spells in Dungeons & Dragons. It's calculated based on your spellcasting ability and proficiency, and sometimes modified by magic items or other special abilities. The general formula to calculate your Spell Save DC is:

[ \text{Spell Save DC} = 8 + \text{Your Proficiency Bonus} + \text{Your Spellcasting Ability Modifier} ]

Here's how it breaks down:

  1. 8: This is a constant that all spell save DC calculations start with.
  2. Your Proficiency Bonus: This number increases as you gain levels in your character class. It starts at +2 at 1st level and gradually increases to +6 by 17th level.
  3. Your Spellcasting Ability Modifier: Depending on your class, you use a different ability for your spellcasting. Here are the spellcasting abilities for each class:
    • Bard: Charisma
    • Cleric: Wisdom
    • Druid: Wisdom
    • Paladin: Charisma
    • Ranger: Wisdom
    • Sorcerer: Charisma
    • Warlock: Charisma
    • Wizard: Intelligence

For example, if you're a wizard with an Intelligence score of 16 (giving you a +3 modifier) and you're at 1st level (with a +2 proficiency bonus), your spell save DC would be:

[ 8 + 2 (\text{Proficiency Bonus}) + 3 (\text{Intelligence Modifier}) = 13 ]

Remember, certain magic items, class features, and other effects can modify your Spell Save DC, making your spells harder to resist.How is a proficiency bonus calculated?The proficiency bonus in Dungeons & Dragons is a bonus that characters add to certain rolls they are proficient in, such as attacks with weapons they're proficient with, skills they're proficient in, saving throws they're proficient in, and spells they cast. It represents your character's training and expertise in those areas.

The proficiency bonus is not directly calculated by the player but is determined by the character's total level, as outlined in the class tables provided in the Player's Handbook or other D&D rulebooks. Here's how it scales with level:

  • Levels 1-4: +2
  • Levels 5-8: +3
  • Levels 9-12: +4
  • Levels 13-16: +5
  • Levels 17-20: +6

This bonus is the same regardless of your character's class or classes if you're multiclassing. In the case of multiclassing, you determine your proficiency bonus based on your total character level, not the level in individual classes. This ensures that the proficiency bonus scales appropriately with your character's overall experience and abilities, rather than disproportionately increasing with levels in multiple classes.

For example, if you have a character who is a 3rd-level Wizard and then gains a level to become a 1st-level Rogue (making them a level 4 character overall), their proficiency bonus would still be +2, following the above progression.Could I use athletics for my proficiency bonus with a Glaive attack?In Dungeons & Dragons, the proficiency bonus you can apply to an attack roll with a weapon, such as a glaive, is based on your proficiency with the weapon type, not a skill like Athletics. If you are proficient with martial weapons, which includes the glaive, you add your proficiency bonus to the attack roll made with the glaive. This represents your training and expertise with martial weapons in general.

The Athletics skill, while it is related to physical activities including climbing, swimming, and grappling, does not apply to weapon attack rolls. Instead, Athletics proficiency shows expertise in those specific physical tasks, and you add your proficiency bonus to Athletics checks when you're performing one of those tasks and you are proficient in Athletics.

To summarize:

  • Weapon Attacks: Add your proficiency bonus if you are proficient with the weapon used in the attack. For a glaive, this means being proficient with martial weapons.
  • Athletics Checks: Add your proficiency bonus if you are making an Athletics check andMy proficiency bonus is 3. My GM told me to write down +5 next to the Glaive for calculating attacks. I am a level 5 and my strength is +2 (15)Based on the information you've provided, your Dungeon Master's instruction for writing down a +5 next to your glaive for calculating attacks is correct, and here's why:
  1. Proficiency Bonus: At level 5, your proficiency bonus is +3. This increases as you gain levels and is added to attack rolls with weapons you are proficient with, among other things.

  2. Strength Modifier: With a Strength score of 15, your Strength modifier is indeed +2. For melee weapons like the glaive, you add your Strength modifier to the attack roll to determine how effectively you can wield the weapon in combat.

When you make an attack roll with your glaive, you combine these two numbers:

  • Proficiency Bonus (+3): For being proficient with martial weapons, including the glaive.
  • Strength Modifier (+2): For your physical ability to effectively use the weapon.

Adding these together, +3 (proficiency bonus) + +2 (Strength modifier) = +5.

So, for attack rolls with your glaive, you will add +5 to the d20 roll. This +5 is a combination of your skill with the weapon (proficiency) and your physical strength, representing how adept and powerful you are when attacking with it.Great weapon fighting rule for paladin says if I roll a 1 or 2 , I can re-roll and must use that roll. If I am rolling a D10 and a D4, how would you interpret that rule? A 1 on any of the die or just the D10?The Great Weapon Fighting style, which Paladins can choose, specifies that when you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The key term here is "a damage die," which implies this rule applies to each individual die rolled for the weapon's damage.

So, in the case of rolling a d10 (for the weapon's damage) and a d4 (for example, from a spell effect like Divine Smite or a magical weapon property that adds extra damage), the Great Weapon Fighting rule would allow you to reroll a 1 or 2 on either die. Each die is considered separately for the purpose of rerolls.

This interpretation aligns with the goal of the rule — to make two-handed weapon combat more viable and consistent by reducing the likelihood of low damage rolls. It's worth noting that different Dungeon Masters might have their own interpretations, but the most common and straightforward reading allows rerolling 1s and 2s on any damage dice rolled as part of the attack's damage, including additional dice from spells or abilities like Divine Smite, as long as the attack fits the criteria (a melee weapon wielded with two hands). Always consult with your DM to understand how they interpret specific rules.

DnD Attributes and Modifiers created at Tue Jan 20 1970 19:16:25 GMT+0000 (Coordinated Universal Time)

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