If the consequences of such a catastrophe were a few sessions of difficulty, that would be one thing, but leaving to chance the possibility of playing, for months or a year, a character whose negative modifiers outweigh their positive ones seems unacceptable to me. For this reason,...
Therefore, we have option 3, which makes sense enough as it doesn't increase your movement rate by employing a glitch where jumps are counted outside of regular movement, it doesn't curtail your jumping distance based on the game world enforcing an arbitrary "you may only jump th...
That's not just STR vs ATK, though. It further separates physical and magic power from each other. So certain classes look at one stat for damage, while other classes look at another stat. But wait, I didn't fully explain fists because Brave and Faith are also mod...
These terms are described in the "Damage Rolls" chapter, but "Damage Rolls" is just a name of the chapter, not a specific kind of rolls: You roll the damage die or dice, add any modifiers, and apply the damage to your target. See also Does "flat" damage count as a "damage roll"...
And that's just a sampling from the core Monster Manual. There are even better Stealth modifiers for some monsters you're less likely to fight (e.g. multiple fae creatures in the CR 1 and below range outclass Goblins and Bugbears), but that's the sort of thing you need ...
Other modifiers will not. benefit from any metamagic feats that are applied when you prepare the spell? (like energy substitution, empower or widen spell) Yes. The spell gives a specific spell to the familiar. If that happens to be an empowered fireball, then that's...
If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target's AC. This is called a critical hit, which is explained later in this chapter. This is strictly for attacks. There is no such clause under Ability Checks: To make an ability che...