The 5e DMG has a short section on “handling mobs:” it has a chart for approximating, out of a group of attacking monsters, how many monsters hit. It’s pretty simple: subtract attacker’s hit bonus from the target’s AC. Cross-index that number on the chart. 5e DMG: page 250 as a complete mass combat system. The 5e DMG has a short section on “handling mobs:” it has a chart for approximating, out of a group of attacking monsters, how many monsters hit. It’s pretty simple: subtract attacker’s hit bonus from the target’s AC. Cross-index that number on the chart. If you're creating an encounter with monsters that have a relatively low XP value compared to the XP budget for the party's level, you might end up with twice as many monsters as characters. However, if you looked at our preview of the hobgoblin, you'll have seen that even lower-CR monsters can become more dangerous when they fight as a group.
- Nov 28, 2014 It’s finally here: the third and final core book for 5e D&D – the Dungeon Master’s Guide. Let me tell you it was worth the wait. This books if fantastic. It is 320 pages of everything I was expecting from the 5e DMG. If you’re planning to stick with 5e then there’s no question, you’ll want this book.
- Jan 17, 2018 I don't have the books, and I think the encounter guidelines I've been looking at might have been from Xanathar's Guide rather than the DMG/MM, so maybe this is covered. If so, just point me at the right section. Otherwise, help me understand what the CR numbers represent in 5E. In 3E, it was.
- Inspired by these related questions, as well as my previous question on the matter, I'm curious what the most and least resisted damage types are in DnD 5e? Ideally I am looking for a list similar to the one found in this answer to the first linked question above, but in 5e instead of 3.5.
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Damage Rolls
Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.
When attacking with a weapon, you add your ability modifier–the same modifier used for the attack roll–to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers.
If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.
Critical Hits
When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.
For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue'sSneak Attack feature, you roll those dice twice as well.
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Damage Types
Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.
The damage types follow, with examples to help a GM assign a damage type to a new effect.
Acid. The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.
Bludgeoning. Blunt force attacks–hammers, falling, constriction, and the like–deal bludgeoning damage.
Cold. The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.
Fire. Red dragons breathe fire, and many spells conjure flames to deal fire damage.
Force. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.
Lightning. A lightning bolt spell and a blue dragon's breath deal lightning damage.
Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.
Piercing. Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.
Poison. Venomous stings and the toxic gas of a green dragon's breath deal poison damage.
Psychic. Mental abilities such as a mind flayer's psionic blast deal psychic damage.
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Radiant. Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.
Slashing. Swords, axes, and monsters' claws deal slashing damage.
Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.
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Loyalty: Measures NPC loyalty on a 0-20 scale. It's similar to the henchman rules you get in B/X, BECMI, or 1e.
Injury: There is a random table (of course) with injuries a PC can sustain in various circumstances - critical hit, 0 hp, failing a save by 5+.
Morale: In various circumstances the monsters make a Wisdom save or flee/surrender. It's not very good, IMO. I'd rather use the morale from 2e or earlier editions.
The 5e DMG scavenged the good bits from earlier editions. If you own them, much of the information isn't new but at least it's all in one book. If you don't, you don't need to buy them.
EDIT: Many of the variant rules read like Dragon Magazine articles that added little options here and there.