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If you use Great Weapon Fighting with a feature like Divine Smite or a spell like hex, do you get to reroll any 1 or 2 you roll for the extra damage? The Great Weapon Fighting feature—which is shared by fighters and paladins—is meant to benefit only the damage roll of the weapon used with the feature. Two-weapon uses 1d6 weapons for a total of 2d6 damage, averaging 7 damage. Two-handed uses a variety of dice, ranging between 1d10, 1d12, and 2d6, for averages of 5.5, 6.5, and 7 damage, respectively. The best ranged weapon without the loading feature or feat dipping, is a 1d8 weapon, for an average of 4.5 damage. Cantrips follow the same sort of methodology for damage, with the Fire Bolt striking for. Mar 29, 2016 In this video we go over everything you need to know on how Two-Weapon Fighting works in 5th Edition Dungeons & Dragons. Subscribe for more Tabletop Content.
Net
Martial Ranged Weapons
Weapon | Cost | Damage | Weight | Properties |
---|---|---|---|---|
Net | 1 gp | — | 3 lb. | Special, thrown (range 5/15) |
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
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For the purpose of these rules, an object is a discrete, inanimate item like a window, door, sword, book, table, chair, or stone, not a building or a vehicle that is composed of many other objects.
Statistics for Objects
When time is a factor, you can assign an Armor Class and Hit Points to a destructible object. You can also give it immunities, resistances, and vulnerabilities to specific types of damage.Armor Class: An object’s Armor Class is a measure of how difficult it is to deal damage to the object when striking it (because the object has no chance of dodging out of the way). Table: Object Armor Class provides suggested AC values for various substances.
Substance | AC |
---|---|
Cloth, paper, rope | 11 |
Crystal, glass, ice | 13 |
Wood, bone | 15 |
Stone | 17 |
Iron, steel | 19 |
Mithral | 21 |
Adamantine | 23 |
Fragile | Resilient | |
---|---|---|
Tiny (bottle, lock) | 2 (1d4) | 5 (2d4) |
Small (chest, lute) | 3 (1d6) | 10 (3d6) |
Medium (barrel, chandelier) | 4 (1d8) | 18 (4d8) |
Large (cart, 10-ft.-by-10-ft. window) | 5 (1d10) | 27 (5d10) |
Objects and Damage Types: Objects are immune to poison and psychic damage. You might decide that some Damage Types are more effective against a particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away stone but can’t effectively cut down a tree. As always, use your best judgment.