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5

Spells are calculated much the same way that Melee/Ranged weapon attacks are. However there are three differences that you need to take into account. Firstly, turn all Saving throws into Spell Attacks. The math is the same. So if a spell has a saving throw, flip it using the formula of d20 + caster_modifiers vs. 14 + monster_save. Then, it becomes the ...


7

This is clearly written in both the player's handbook and even the player's basic rules, in the respective chapter about Combat. I suggest you read either of those before asking basic questions. From the basic rules, page 73 (emphasis mine, identical text is found in the PHB): ATTACK ROLLS When you make an attack, your attack roll determines ...


1

Armour and shields are components of your AC. AC is simply a measure of how hard it is to strike a figure in a way that does damage. It might be partly how good you are at dodging, or completely made up from physical or magical protection. In the end all that matters is whether you avoided a being struck or not, so it's all boiled down to one number. Damage ...


6

The total damage is (weight/200 lbs)d6 + (height/10 ft. − 1)d6 except that the (height/10 ft. − 1) factor is limited to a maximum of 20. The (weight/200 lbs) factor is not limited, so the overall damage can increase without bound as weight increases. We know this because the (to a maximum of 20d6 points of damage) parenthetical is ...


5

No, it's only limited to 20D6 by height alone. The only part that indicates there is a maximum on damage is the distance portion. As it says: Distance also comes into play, adding an additional 1d6 points of damage for every >10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage) So by that, the formula is simply: ...



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