Secret Lesson 20
Making an Attack: Targets, Modifiers, and Attack Resolution
You now know:
-
when your turn occurs
-
how movement works
-
where creatures can position themselves
Now we reach one of the central mechanics of combat:
MAKING AN ATTACK
An attack might involve:
-
swinging a sword
-
firing a bow
-
throwing a weapon
-
making an Unarmed Strike
-
using a spell that requires an Attack Roll
Although these attacks may look very different in the story, the SRD gives them a common structure.
An attack is resolved in:
THREE STEPS
-
Choose a Target
-
Determine Modifiers
-
Resolve the Attack
ATTACK VS. ATTACK ACTION
First, we need to distinguish two related terms:
ATTACK
and:
ATTACK ACTION
They are not exactly the same thing.
THE ATTACK ACTION
When you take the:
ATTACK ACTION
you normally make:
ONE ATTACK ROLL
with:
-
a weapon
-
or an Unarmed Strike
BUT ATTACKS CAN COME FROM OTHER SOURCES
The Attack action isn't the only way an attack can happen.
The combat rules state that some:
-
other Actions
-
Bonus Actions
-
Reactions
can also allow you to make an attack.
So remember:
EVERY ATTACK ACTION CAN PRODUCE AN ATTACK
but:
NOT EVERY ATTACK NECESSARILY COMES FROM THE ATTACK ACTION
EXAMPLE
You take:
ATTACK ACTION
and make an attack with your sword.
That is straightforward.
But a Reaction might also tell you:
“Make one melee attack.”
You are still making an attack even though you didn't take the Attack action.
SPELL ATTACKS
Some spells also require:
AN ATTACK ROLL
The SRD explicitly includes spell attacks in the general attack structure.
So the same fundamental process still applies:
choose target
↓
determine modifiers
↓
make Attack Roll
↓
determine hit or miss
THE THREE-STEP ATTACK STRUCTURE
Let's examine each step carefully.
STEP 1 — CHOOSE A TARGET
The first thing you do is select:
WHAT YOU ARE ATTACKING
The target must be within the attack's range.
The SRD allows an attack target to be:
A CREATURE
AN OBJECT
or:
A LOCATION
TARGETING A CREATURE
This is the most common form of attack.
For example:
“I attack the Orc.”
“I shoot the dragon.”
“I make a spell attack against the enemy Wizard.”
The selected creature must be within the range allowed by that particular attack.
TARGETING AN OBJECT
Objects can also be attacked.
For example:
“I attack the wooden door.”
“I shoot the rope.”
“I strike the lock.”
You already learned in Lesson 15 that objects can have:
-
Armor Class
-
Hit Points
-
damage-related rules
when the GM uses the Breaking Objects system.
TARGETING A LOCATION
An attack can also target:
A LOCATION
This is particularly important when dealing with something you cannot see.
You might know or guess where a hidden or unseen creature is located and attack that location.
EXAMPLE — UNSEEN CREATURE
You hear something moving in the Darkness.
You cannot see it.
You believe it is standing beside the pillar.
You say:
“I attack that space beside the pillar.”
You have chosen:
A LOCATION
But whether there is actually a creature there remains another question.
RANGE MATTERS BEFORE THE ATTACK ROLL
Your target must be:
WITHIN YOUR ATTACK'S RANGE
Different attacks have different ranges.
A melee weapon, ranged weapon, thrown weapon, and spell can all use different distance rules.
We will study:
RANGED ATTACK RANGE
in Lesson 21,
and:
MELEE REACH
in Lesson 22.
For now:
CHECK RANGE BEFORE ROLLING.
YOU CANNOT ATTACK SOMETHING BEYOND THE ATTACK'S ALLOWED RANGE
Suppose your attack can reach only:
5 feet
and the target is:
20 feet away
You cannot simply make the Attack Roll and hope for a high result.
The target must first be a legal target for the attack.
STEP 2 — DETERMINE MODIFIERS
Once the target is chosen, determine what circumstances modify the Attack Roll.
The SRD tells the GM to determine:
-
whether the target has Cover
-
whether the attacker has Advantage
-
whether the attacker has Disadvantage
Other effects can also provide:
-
bonuses
-
penalties
SOURCES OF ATTACK MODIFIERS
Potential modifiers can come from:
-
positioning
-
visibility
-
Cover
-
spells
-
class features
-
special abilities
-
conditions
-
weapon properties
-
other game effects
The exact rule tells you what applies.
ADVANTAGE
If you have Advantage on the Attack Roll:
ROLL 2D20
and use:
THE HIGHER RESULT
You learned this in Lesson 8.
DISADVANTAGE
If you have Disadvantage:
ROLL 2D20
and use:
THE LOWER RESULT
ADVANTAGE + DISADVANTAGE
If both apply:
THEY CANCEL
and you roll:
ONE D20
regardless of how many sources of each you have.
EXAMPLE
You have:
two sources of Advantage
and:
one source of Disadvantage
You don't end up with “one Advantage left over.”
Instead:
ADVANTAGE AND DISADVANTAGE CANCEL COMPLETELY
Roll one d20 normally.
COVER
The GM also determines whether the target benefits from:
COVER
Walls, creatures, trees, and other obstacles can make a target harder to affect.
For now, remember only:
COVER CAN MODIFY AN ATTACK'S CHANCE OF SUCCESS
The complete Half Cover, Three-Quarters Cover, and Total Cover rules belong to:
LESSON 21
OTHER BONUSES AND PENALTIES
Spells, special abilities, and other effects can also modify the Attack Roll.
For example, a specific rule might provide:
+2
or:
−1
or another numerical adjustment.
These are applied according to the wording of the effect.
STEP 3 — RESOLVE THE ATTACK
Now you:
MAKE THE ATTACK ROLL
Then determine whether the attack:
HITS
or:
MISSES
BASIC ATTACK ROLL FORMULA
A typical Attack Roll looks like:
1D20
+ RELEVANT ABILITY MODIFIER
+ PROFICIENCY BONUS IF APPLICABLE
+ OTHER MODIFIERS
Then compare the result against:
THE TARGET'S ARMOR CLASS
An Attack Roll hits when its total:
EQUALS OR EXCEEDS THE TARGET'S AC
ATTACK TOTAL < AC
MISS
ATTACK TOTAL = AC
HIT
ATTACK TOTAL > AC
HIT
EXAMPLE — BASIC ATTACK
Target AC:
15
Your Attack Roll:
1d20 + 5
You roll:
9
Calculation:
9 + 5 = 14
Compare:
14 < 15
Result:
MISS
EXAMPLE — EXACTLY EQUAL
Target AC:
15
Roll:
10
Attack modifier:
+5
Total:
15
Because:
ATTACK TOTAL = AC
the attack:
HITS
EXAMPLE — HIGHER THAN AC
Target AC:
15
Roll:
14
Modifier:
+5
Total:
19
Result:
HIT
WHICH ABILITY MODIFIER DO YOU USE?
Different attacks normally use different abilities.
The SRD provides these defaults:
| Attack Type | Ability |
|---|---|
| Melee weapon attack | Strength |
| Unarmed Strike attack | Strength |
| Ranged weapon attack | Dexterity |
| Spell attack | Determined by the spellcasting feature |
MELEE WEAPON ATTACK
The normal ability is:
STRENGTH
Example:
Strength Modifier:
+3
Proficiency Bonus:
+2
If proficient with the weapon:
Attack modifier:
+5
RANGED WEAPON ATTACK
The normal ability is:
DEXTERITY
Example:
Dexterity Modifier:
+4
Proficiency Bonus:
+2
If proficient:
Attack modifier:
+6
SPELL ATTACK
A spell attack uses the ability determined by the creature's:
SPELLCASTING FEATURE
Different spellcasting classes can therefore use different abilities.
Spellcasting will receive its own complete section later in the course.
SPECIFIC RULES CAN CHANGE THE ABILITY
The normal ability isn't always mandatory.
For example, the SRD notes that a weapon with the:
FINESSE PROPERTY
can allow the wielder to use:
STRENGTH OR DEXTERITY
rather than following the normal melee-weapon default.
We will study every weapon property in Lesson 62.
PROFICIENCY BONUS ON ATTACKS
You add your Proficiency Bonus when attacking with:
A WEAPON YOU ARE PROFICIENT WITH
The SRD also states that spell attacks include your:
PROFICIENCY BONUS
EXAMPLE — PROFICIENT WEAPON
Strength:
+3
Proficiency Bonus:
+2
Weapon proficiency:
Yes
Attack bonus:
+3 +2
=
+5
EXAMPLE — NOT PROFICIENT
Strength:
+3
Proficiency Bonus:
+2
Weapon proficiency:
No
You do not add the Proficiency Bonus.
Attack modifier:
+3
PROFICIENCY DOES NOT AUTOMATICALLY APPLY TO EVERY WEAPON
You learned this in Lesson 9.
A creature can wield a weapon without being proficient with it.
But without proficiency:
DON'T ADD THE PROFICIENCY BONUS TO THE ATTACK ROLL
unless another rule says otherwise.
COMPLETE ATTACK EXAMPLE
Your Fighter uses a melee weapon.
Statistics:
Strength Modifier +3
Proficiency Bonus +2
The Fighter is proficient with the weapon.
Target:
AC 16
Attack modifier:
+3 +2 = +5
Roll:
12
Total:
17
Compare:
17 ≥ 16
Result:
HIT
WHAT HAPPENS AFTER A HIT?
Normally:
ROLL DAMAGE
unless the specific attack says otherwise.
But not every successful attack works exactly the same way.
Some attacks can cause:
SPECIAL EFFECTS
either:
-
in addition to damage
-
instead of damage
EXAMPLE
An attack might:
hit → deal damage
Another attack might:
hit → deal damage + cause another effect
Another might:
hit → produce a special effect instead of ordinary damage
Always read the individual attack.
DAMAGE IS NOT PART OF THE ATTACK ROLL
This distinction is fundamental.
First determine:
DID THE ATTACK HIT?
Then, if appropriate:
DETERMINE DAMAGE
These are separate rolls.
EXAMPLE
Attack:
1d20 + 5
Damage:
1d8 + 3
Do not roll:
1d20 + 1d8 + 8
The Attack Roll answers:
DID I HIT?
The damage roll answers:
HOW MUCH DAMAGE DID THE HIT CAUSE?
We will study damage in detail beginning with Lesson 24.
NATURAL 20
If the d20 itself shows:
20
on an Attack Roll:
THE ATTACK HITS REGARDLESS OF MODIFIERS OR AC
and it is a:
CRITICAL HIT
IMPORTANT: NATURAL 20 MEANS THE DIE SHOWS 20
Suppose you roll:
15
and add:
+5
Total:
20
That is:
NOT A NATURAL 20
It may still hit, but it isn't a Critical Hit merely because the final total equals 20.
A natural 20 means:
THE D20 ITSELF ROLLED 20
CRITICAL HIT DAMAGE
A Critical Hit allows you to roll the attack's damage dice twice and add them together before applying relevant modifiers.
We will examine Critical Hit damage fully in Lesson 24.
For now:
NATURAL 20 = AUTOMATIC HIT + CRITICAL HIT
NATURAL 1
If the d20 itself shows:
1
on an Attack Roll:
THE ATTACK MISSES REGARDLESS OF MODIFIERS OR AC
EXAMPLE
Target AC:
10
Your attack bonus:
+12
You roll:
NATURAL 1
Mathematically:
1 + 12 = 13
But the rule overrides the total.
Result:
MISS
NATURAL 20 EXAMPLE
Target AC:
30
Your attack modifier:
+2
You roll:
NATURAL 20
Total would normally be:
22
which is below AC 30.
But:
NATURAL 20 HITS REGARDLESS OF AC
and scores a Critical Hit.
UNSEEN TARGETS
Visibility can modify the attack.
If you attack a target:
YOU CANNOT SEE
your Attack Roll has:
DISADVANTAGE
This applies whether:
-
you are guessing the target's location
-
you can hear the creature but can't see it
GUESSING THE WRONG LOCATION
If you attack an unseen creature's supposed location, but the creature is not actually there:
YOU MISS
It does not matter how high your Attack Roll would have been.
EXAMPLE
You believe an invisible enemy occupies square A.
You attack square A.
The enemy is actually in square B.
Result:
MISS
because you chose the wrong location.
UNSEEN ATTACKER
The reverse is also important.
When a creature:
CANNOT SEE YOU
you have:
ADVANTAGE ON ATTACK ROLLS AGAINST IT
WHEN NEITHER CAN SEE THE OTHER
Suppose:
you cannot see the target
and:
the target cannot see you
You have:
Disadvantage because you cannot see it.
You have:
Advantage because it cannot see you.
Result:
ADVANTAGE AND DISADVANTAGE CANCEL
Roll normally.
ATTACKING WHILE HIDDEN
If you are hidden and make an Attack Roll:
YOU GIVE AWAY YOUR LOCATION
whether the attack:
-
hits
-
or misses
This connects directly with the hiding rules from Lesson 14.
YOU STILL REVEAL YOUR LOCATION IF YOU MISS
This is important.
Suppose you are hidden.
You fire an arrow.
Attack misses.
You might think:
“They don't know where I am because I missed.”
But the SRD explicitly states otherwise.
Whether the hidden attack:
HITS OR MISSES
you give away your location.
ATTACK MODIFIERS SHOULD BE DETERMINED BEFORE ROLLING
The attack sequence matters.
The SRD places:
DETERMINE MODIFIERS
before:
RESOLVE THE ATTACK
That means the usual sequence is:
choose target
↓
determine Cover
↓
determine Advantage/Disadvantage
↓
apply other bonuses/penalties
↓
roll
rather than rolling first and only afterward deciding what conditions applied.
COMPLETE ATTACK RESOLUTION FLOW
Use this every time you make an attack.
STEP 1 — WHAT KIND OF ATTACK IS IT?
Weapon?
Unarmed Strike?
Spell attack?
Another special attack?
STEP 2 — CHOOSE THE TARGET
Creature?
Object?
Location?
STEP 3 — CHECK RANGE
Is the target within the attack's permitted range?
If not:
THE ATTACK CAN'T BE MADE AGAINST THAT TARGET
under that attack's normal rules.
STEP 4 — DETERMINE THE ABILITY MODIFIER
Normally:
Melee weapon / Unarmed Strike
STRENGTH
Ranged weapon
DEXTERITY
Spell attack
SPELLCASTING FEATURE DETERMINES IT
Specific rules can change these defaults.
STEP 5 — DETERMINE PROFICIENCY
Proficient with the weapon?
Add:
PROFICIENCY BONUS
Spell attack?
Add:
PROFICIENCY BONUS
STEP 6 — DETERMINE SITUATIONAL MODIFIERS
Check:
-
Cover
-
Advantage
-
Disadvantage
-
spells
-
special abilities
-
bonuses
-
penalties
STEP 7 — ROLL THE D20
Calculate:
D20 + APPLICABLE MODIFIERS
STEP 8 — CHECK FOR NATURAL 20 OR 1
Natural 20
HIT + CRITICAL HIT
Natural 1
MISS
STEP 9 — OTHERWISE COMPARE WITH AC
If:
TOTAL ≥ AC
Hit.
If:
TOTAL < AC
Miss.
STEP 10 — RESOLVE THE HIT
Normally:
ROLL DAMAGE
unless the attack specifies another result.
Some attacks also cause special effects.
COMPLETE EXAMPLE — MELEE ATTACK
Fighter statistics:
Strength Modifier +4
Proficiency Bonus +3
Proficient weapon.
Target:
AC 17
Attack bonus:
+7
The GM determines:
-
no Cover
-
no Advantage
-
no Disadvantage
-
no additional modifier
Roll:
11
Total:
18
Because:
18 ≥ 17
HIT
The Fighter now rolls the weapon's damage.
COMPLETE EXAMPLE — ADVANTAGE
Attack modifier:
+6
Target AC:
16
You have Advantage.
Roll:
7 and 14
Use:
14
Add modifier:
14 + 6 = 20
Result:
HIT
COMPLETE EXAMPLE — DISADVANTAGE
Attack modifier:
+6
Target AC:
16
You have Disadvantage.
Roll:
18 and 8
Use:
8
Total:
8 + 6 = 14
Result:
MISS
COMPLETE EXAMPLE — NATURAL 20 WITH DISADVANTAGE
You roll two dice because you have Disadvantage:
20 and 9
With Disadvantage, you must use:
9
Therefore:
you did not roll a natural 20 for the resolved Attack Roll.
The 20 is discarded by the Disadvantage mechanic.
Resolve the attack using:
9
COMPLETE EXAMPLE — NATURAL 20 WITH ADVANTAGE
You roll:
20 and 5
With Advantage:
use:
20
Result:
CRITICAL HIT
because the selected d20 result is a natural 20.
TARGET AC IS THE NUMBER YOU MUST REACH
A simple mental shortcut:
ATTACK TOTAL VS. ARMOR CLASS
If the attack total reaches the AC:
HIT
If it doesn't:
MISS
except that the natural 20 and natural 1 rules override the normal comparison.
ATTACKS CAN AFFECT OBJECTS TOO
Suppose you attack:
A WOODEN DOOR
If the GM uses the object rules from Lesson 15, the door might have:
AC 15
Your attack total:
17
Result:
HIT
Then resolve damage according to the object's rules.
This uses the same basic Attack Roll mechanism as attacking a creature.
ATTACKING A LOCATION IS NOT THE SAME AS AUTOMATICALLY HITTING A CREATURE THERE
Choosing a location is only:
STEP 1
If there is a target there, you still resolve the attack under the applicable rules.
And if your guessed location is wrong:
MISS
when dealing with an unseen target.
ATTACKING DOES NOT ALWAYS MEAN DEALING DAMAGE
The SRD explicitly leaves room for attacks that produce:
SPECIAL EFFECTS
instead of ordinary damage.
This is important because later you will encounter attacks and attack-like mechanics with effects beyond simply reducing Hit Points.
COMMON BEGINNER MISTAKES
MISTAKE 1 — CONFUSING “ATTACK” WITH “ATTACK ACTION”
The Attack action is one way to make an attack.
Other Actions, Bonus Actions, Reactions, and spells can also involve attacks.
MISTAKE 2 — ROLLING BEFORE CHOOSING A TARGET
The first step is:
CHOOSE A TARGET
The attack has to be directed at a creature, object, or location within its range.
MISTAKE 3 — IGNORING RANGE
A high Attack Roll doesn't allow you to ignore an attack's range limitation.
MISTAKE 4 — FORGETTING TO DETERMINE MODIFIERS FIRST
Cover, Advantage, Disadvantage, bonuses, and penalties are determined before resolving the Attack Roll.
MISTAKE 5 — USING DEXTERITY FOR EVERY ATTACK
Normal defaults:
Melee weapon → Strength
Ranged weapon → Dexterity
Spell attack → spellcasting feature
Specific rules can change these.
MISTAKE 6 — ADDING PROFICIENCY WITH A WEAPON YOU AREN'T PROFICIENT WITH
Weapon proficiency determines whether you add your Proficiency Bonus to that weapon's Attack Roll.
MISTAKE 7 — THINKING TOTAL 20 MEANS CRITICAL HIT
A Critical Hit requires:
NATURAL 20 ON THE D20
not merely a final total of 20.
MISTAKE 8 — THINKING NATURAL 1 CAN HIT WITH A LARGE BONUS
Natural 1:
AUTOMATIC MISS
regardless of modifiers or AC.
MISTAKE 9 — THINKING YOU MUST EXCEED AC
You only need to:
EQUAL OR EXCEED AC
MISTAKE 10 — ROLLING DAMAGE BEFORE KNOWING WHETHER YOU HIT
First:
ATTACK ROLL
Then, on a hit:
DAMAGE OR OTHER EFFECT
unless the attack says otherwise.
MISTAKE 11 — ATTACKING AN UNSEEN TARGET WITHOUT DISADVANTAGE
If you can't see the target:
DISADVANTAGE
MISTAKE 12 — THINKING A HIDDEN ATTACKER STAYS HIDDEN AFTER ATTACKING
Making the Attack Roll gives away your location:
HIT OR MISS
LESSON 20 — KEY TAKEAWAYS
AN ATTACK HAS THREE STEPS
1. CHOOSE A TARGET
2. DETERMINE MODIFIERS
3. RESOLVE THE ATTACK
A TARGET CAN BE
A CREATURE
AN OBJECT
A LOCATION
and must be within the attack's range.
BASIC ATTACK FORMULA
1D20
+ ABILITY MODIFIER
+ PROFICIENCY BONUS IF APPLICABLE
+ OTHER MODIFIERS
NORMAL ABILITY MODIFIERS
Melee weapon / Unarmed Strike → Strength
Ranged weapon → Dexterity
Spell attack → determined by spellcasting feature
PROFICIENCY
Add your Proficiency Bonus when:
-
attacking with a weapon you are proficient with
-
making a spell attack
HIT
ATTACK TOTAL ≥ AC
MISS
ATTACK TOTAL < AC
NATURAL 20
AUTOMATIC HIT + CRITICAL HIT
NATURAL 1
AUTOMATIC MISS
ON A HIT
Normally roll damage unless the attack specifies otherwise.
An attack can also cause a special effect in addition to or instead of damage.
UNSEEN TARGET
DISADVANTAGE
If you guessed its location incorrectly:
MISS
UNSEEN ATTACKER
If the target cannot see you:
ADVANTAGE
HIDDEN ATTACKER
Once you make the Attack Roll:
YOUR LOCATION IS REVEALED
whether you hit or miss.
NEXT LESSON
LESSON 21 — RANGED ATTACKS, RANGE, LONG RANGE, AND COVER
Now you understand the complete basic attack sequence.
Next, we will focus specifically on attacking from a distance.
In Lesson 21, we will study:
-
what counts as a Ranged Attack
-
normal range
-
long range
-
attacks beyond normal range
-
attacks beyond long range
-
ranged attacks in close combat
-
the exact conditions that impose Disadvantage when an enemy is near you
-
Cover
-
Half Cover
-
Three-Quarters Cover
-
Total Cover
-
AC bonuses from Cover
-
Dexterity Saving Throw bonuses from Cover
-
why multiple degrees of Cover don't stack
-
creatures acting as Cover
-
determining whether Cover lies between attacker and target
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.