Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover.
Half cover: +2 bonus to AC and DEX saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether an enemy or a friend.
Three-quarters cover: +5 bonus to AC and DEX saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk.
Total cover: Can't be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle.
Injury and the risk of death are constant companions of those who explore fantasy gaming worlds. The thrust of a sword, a well-placed arrow, or a blast of flame from a Fira spell all have the potential to damage, or even kill, the hardiest of creatures.
Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile.
A creature's current hit points (usually just called hit points or HP) can be any number from the creature's hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing.
Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature's capabilities until the creature drops to 0 hit points.
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 Black Mage casts Fira or a White Mage casts Holyga, 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 Assassin's Sneak Attack feature, you roll those dice twice as well.
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 DM assign a damage type to a new effect.
Acid. The corrosive spray of a violet dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.
Arcane. Arcane damage is raw magickal energy harnessed for a while and let loose, searing flesh and damaging magickal pathways. Most effects that deal arcane damage are spells.
Blunt. Blunt force attacks – hammers, falling, constriction, and the like – deal blunt damage.
Dark. Dark damage, dealt by certain undead and a spell such as Doomsday, withers matter and even the soul.
Earth. Earth damage consists of the power of the earth striking a creature, and is usually a specific type of blunt damage.
Fire. Red dragons breathe fire, and many spells conjure flames to deal fire damage.
Force. Force damage is similar to arcane, but it is pure magickal energy that has been condensed immensely before releasing in a powerful burst, exerting stress over a creature's body and psyche. Most effects that deal force damage are spells.
Holy. Holy damage, dealt by a White Mage's Saint Cross spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.
Ice. The incredible chill radiating from an ice elemental's body, and the frigid blast of a white dragon's breath deal ice damage.
Lightning. A Chain Lightning spell and a yellow dragon's breath deal lightning damage.
Pierce. 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. Psychic damage, dealt by certain spells such as Addle and the mental effects of an Intellect Devourer, blasts the mind with pain similar to headaches and migraines.
Slash. Swords, axes, and monsters' claws deal slashing damage.
Sonic. A concussive burst of sound, such as the effect of the Blitz spell, deals sonic damage.
Water. While falling rain may not constitute as water damage, things that do are characterised by the large pressure of a sudden surge of water, such as a geyser or a very strong water current.
Wind. Repeated slashes and buffeting winds, whether through natural events like a tornado, or spells like Aero deal wind damage.
Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage.
If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type deal 50% more damage against it.
Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage.
Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters.
Sometimes an attacker wants to Incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable.
Unless it results in death, damage isn't permanent. Even death is reversible through powerful magic. Rest can restore a creature's hit points, and magical methods such as a Cure spell or a potion of healing can remove damage in an instant.
When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a Geomancer grants a Ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8.
A creature that has died can't regain hit points until magic such as the Revive spell has restored it to life.
When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections.
Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.
For example, a White Mage with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the White Mage dies.
Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.
Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.
Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point (and therefore could continue your turn as normal.
Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.
The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.
If you become stable after being reduced to 0 HP, if you are not already Wounded, you become Wounded 1. If you are already Wounded, your Wounded value increases by 1. If you drop to 0 HP and are unstable, you gain a number of failed death saving throws equal to your Wounded value.
The Wounded condition ends if someone successfully restores Hit Points to you using a Healer's Kit, or if you are restored to full HP and rest for at least 10 minutes.
You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.
A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours.
Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws.
Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters.
When adventurers pursue sahagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. While underwater, the following rules apply.
When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magick) has Disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has Disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
Creatures and objects that are fully immersed in water have Resistance to FIRE damage.