Secret Lesson 24
Hit Points, Damage Rolls, Critical Hits, and Saving Throws Against Damage
You now know how to:
-
make attacks
-
determine hits and misses
-
fight at range
-
fight in melee
-
Grapple and Shove
-
use Opportunity Attacks
-
fight while mounted
-
fight underwater
Now we reach the consequence of many successful attacks and harmful effects:
DAMAGE
Damage reduces a creature's:
HIT POINTS
The SRD places these rules under:
DAMAGE AND HEALING
because injury, survival, recovery, and death all revolve around the Hit Point system.
WHAT ARE HIT POINTS?
Hit Points, usually abbreviated:
HP
represent:
DURABILITY
and:
THE WILL TO LIVE
A creature with more Hit Points is generally harder to kill.
HIT POINTS ARE AN ABSTRACT GAME MEASURE
Hit Points do not have to represent only literal wounds.
They can reflect a combination of things such as:
-
physical durability
-
stamina
-
determination
-
the ability to remain in the fight
The SRD specifically defines them in terms of durability and the will to live.
HIT POINT MAXIMUM
Your:
HIT POINT MAXIMUM
is the number of Hit Points you have when:
UNINJURED
EXAMPLE
Hit Point Maximum:
35 HP
When fully restored:
Current HP:
35
CURRENT HIT POINTS
Your current Hit Points can range from:
YOUR HIT POINT MAXIMUM
down to:
0
The SRD states that:
0 IS THE LOWEST HIT POINT TOTAL
EXAMPLE
Maximum HP:
35
Possible current HP values include:
35
28
17
3
0
But not:
−5
Your current Hit Points don't go below 0 under the general rule.
TAKING DAMAGE
Whenever you take damage:
SUBTRACT THE DAMAGE FROM YOUR CURRENT HIT POINTS
EXAMPLE
Current HP:
30
Damage:
8
Calculation:
30 − 8 = 22
New current HP:
22
ANOTHER EXAMPLE
Current HP:
7
Damage:
12
Your HP cannot go below 0.
New current HP:
0
What happens when a creature reaches 0 Hit Points is important enough to receive its own detailed treatment in:
LESSON 27
LOSING HIT POINTS DOESN'T NORMALLY WEAKEN YOUR STATISTICS
This is a very important rule.
The SRD states that losing Hit Points has:
NO EFFECT ON YOUR CAPABILITIES UNTIL YOU REACH 0 HP
EXAMPLE
Maximum HP:
50
Current HP:
2
Unless another rule applies, you can still:
-
move normally
-
attack normally
-
cast spells normally
-
use Actions normally
Your low Hit Point total doesn't automatically impose penalties.
THERE IS NO GENERAL “WOUNDED PENALTY”
A creature at:
1 HP
is not automatically:
-
slower
-
weaker
-
less accurate
-
disadvantaged on attacks
simply because its HP is low.
If another rule imposes such an effect, follow that rule.
But ordinary Hit Point loss alone doesn't do it.
BLOODIED
The SRD introduces a useful state called:
BLOODIED
A creature is Bloodied when it has:
HALF ITS HIT POINTS OR FEWER REMAINING
EXAMPLE
Maximum HP:
40
Half:
20
The creature is Bloodied when its current HP is:
20 OR LOWER
ANOTHER EXAMPLE
Maximum HP:
31
Half is:
15.5
Using the game's normal rounding-down rule:
the relevant whole-number threshold is:
15 HP
So at 15 HP or fewer, the creature is Bloodied.
BLOODIED HAS NO EFFECT BY ITSELF
Being Bloodied:
HAS NO GAME EFFECT ON ITS OWN
However, other rules can trigger when a creature becomes or is Bloodied.
EXAMPLE
If no feature mentions Bloodied:
being Bloodied changes nothing mechanically.
But if a monster ability says:
“When this creature is Bloodied...”
then that ability can react to the condition described by the rule.
DAMAGE ROLLS
Weapons, spells, and damaging monster abilities specify:
HOW MUCH DAMAGE THEY DEAL
Usually this involves:
DAMAGE DICE
plus any applicable modifiers.
BASIC DAMAGE PROCESS
When an effect tells you to roll damage:
1. ROLL THE DAMAGE DICE
2. ADD ANY APPLICABLE MODIFIERS
3. DEAL THAT DAMAGE TO THE TARGET
EXAMPLE
A weapon deals:
1D8 + 3
You roll:
5
Add:
+3
Total:
8 DAMAGE
The target loses:
8 HP
before applying any other rule that might modify the damage.
DAMAGE CAN BE 0
If a penalty reduces damage sufficiently:
DAMAGE CAN BE 0
But the SRD states that damage cannot become:
NEGATIVE
EXAMPLE
Damage roll:
2
Penalty:
−4
You do not deal:
−2 damage
Instead:
0 DAMAGE
Damage cannot become negative.
NEGATIVE DAMAGE DOESN'T HEAL
Because damage bottoms out at:
0
a sufficiently large penalty doesn't turn an attack into healing.
WEAPON DAMAGE
When attacking with a weapon, you normally add:
THE SAME ABILITY MODIFIER USED FOR THE ATTACK ROLL
to:
THE DAMAGE ROLL
EXAMPLE — STRENGTH WEAPON
Weapon damage:
1d8
Strength Modifier:
+3
The weapon attack used Strength.
On a hit:
1D8 + 3 DAMAGE
EXAMPLE — DEXTERITY WEAPON
Suppose a weapon attack uses:
Dexterity +4
and the weapon deals:
1d6
On a hit, the normal weapon-damage calculation is:
1D6 + 4
because Dexterity was the ability modifier used for the attack.
FINESSE AND DAMAGE
You learned earlier that some weapons allow you to choose between:
STRENGTH
and:
DEXTERITY
for the attack.
If you use Dexterity for the attack, the normal rule uses that same chosen modifier for the weapon's damage.
The key idea is:
SAME ABILITY MODIFIER FOR ATTACK AND DAMAGE
unless a specific rule says otherwise.
PROFICIENCY BONUS IS NOT NORMALLY ADDED TO DAMAGE
Be careful.
For a typical weapon attack:
Attack Roll
can include:
PROFICIENCY BONUS
Damage Roll
normally includes:
ABILITY MODIFIER
not your Proficiency Bonus.
EXAMPLE
Strength:
+3
PB:
+2
Sword damage:
1d8
Attack Roll:
1D20 + 3 + 2
Damage:
1D8 + 3
Not:
1d8 + 5
unless another feature specifically gives such a bonus.
SPELL DAMAGE
A spell tells you:
-
which dice to roll
-
whether any modifiers are added
So you should not automatically apply your spellcasting Ability Modifier to every spell's damage.
EXAMPLE
If a spell says:
3D8 DAMAGE
then roll:
3D8
If the spell or another applicable feature says to add a modifier:
add it.
Otherwise:
don't invent one.
FIXED DAMAGE
Some attacks use:
A FIXED DAMAGE AMOUNT
instead of a damage roll.
The SRD specifies that unless a rule says otherwise:
YOU DON'T ADD YOUR ABILITY MODIFIER TO FIXED DAMAGE THAT DOESN'T USE A ROLL
It gives the Blowgun's damage as an example.
EXAMPLE
Suppose an attack simply states:
1 DAMAGE
and doesn't instruct you to roll damage or add a modifier.
You don't automatically change it to:
1 + Dexterity Modifier
unless another rule specifically says to do so.
ATTACK ROLL AND DAMAGE ROLL ARE DIFFERENT
Remember:
ATTACK ROLL
determines:
WHETHER YOU HIT
A:
DAMAGE ROLL
determines:
HOW MUCH DAMAGE THE HIT DEALS
They are separate mechanics.
EXAMPLE
Attack:
1d20 + 6
Target AC:
15
You roll:
12 + 6 = 18
Hit.
Now roll damage:
1d8 + 4
You roll:
6 + 4 = 10
Target takes:
10 DAMAGE
CRITICAL HITS
You learned earlier that a natural 20 on an Attack Roll normally produces:
A CRITICAL HIT
A Critical Hit causes:
EXTRA DAMAGE
HOW TO ROLL CRITICAL HIT DAMAGE
When you score a Critical Hit:
ROLL THE ATTACK'S DAMAGE DICE TWICE
Then:
ADD THEM TOGETHER
Then:
ADD RELEVANT MODIFIERS NORMALLY
EXAMPLE — DAGGER
Normal damage:
1D4 + 3
Critical Hit:
2D4 + 3
Not:
2d4 + 6
The damage dice are rolled twice.
The normal modifier is added:
ONCE
EXAMPLE
Critical damage:
2d4 + 3
Rolls:
4 + 2
Then modifier:
+3
Total:
9 DAMAGE
DON'T DOUBLE THE FINAL DAMAGE TOTAL
This is another common mistake.
Suppose normal damage is:
1D8 + 4
Do not:
-
roll 1d8 + 4
-
multiply the final answer by 2
Instead:
ROLL THE DAMAGE DICE TWICE
So:
2D8 + 4
DON'T DOUBLE THE ABILITY MODIFIER
Normal damage:
1d8 + 4
Critical:
2D8 + 4
not:
2d8 + 8
unless another specific rule separately changes the modifier.
ADDITIONAL DAMAGE DICE ARE ALSO DOUBLED
This is extremely important.
If the attack includes additional damage dice, those dice are also rolled twice.
The SRD gives:
ROGUE'S SNEAK ATTACK
as an example.
EXAMPLE — EXTRA DAMAGE DICE
Suppose an attack normally deals:
1D8 + 3
plus:
2D6
from another part of the attack.
On a Critical Hit:
Weapon damage dice:
1d8 → 2d8
Additional damage dice:
2d6 → 4d6
Modifier:
+3
Final Critical Hit damage:
2D8 + 4D6 + 3
CRITICAL HIT FORMULA
A useful rule:
DOUBLE THE ATTACK'S DAMAGE DICE
DON'T AUTOMATICALLY DOUBLE FIXED MODIFIERS
WHAT IF AN ATTACK HAS NO DAMAGE DICE?
The Critical Hit rule specifically tells you to roll:
THE ATTACK'S DAMAGE DICE TWICE
So if an effect doesn't have damage dice, don't invent extra dice.
Use the rule as written.
SAVING THROWS AND DAMAGE
Not all damage comes from Attack Rolls.
Many effects instead force targets to make:
SAVING THROWS
The spell or effect tells you:
-
which Saving Throw to make
-
what happens on failure
-
what happens on success
The SRD provides two important general rules for damage caused through Saving Throws.
DAMAGE AGAINST MULTIPLE TARGETS
Suppose one effect forces:
TWO OR MORE TARGETS
to make Saving Throws:
AT THE SAME TIME
For that damaging effect:
ROLL THE DAMAGE ONCE FOR ALL TARGETS
EXAMPLE — FIREBALL
The SRD uses:
FIREBALL
as its example.
If several creatures are caught in the effect:
each creature makes the required Saving Throw.
But the damage dice are rolled:
ONCE
and that damage result is used for all affected targets.
EXAMPLE
Four targets must save against one damaging effect.
Damage roll:
8d6
You roll:
31 DAMAGE
Do not roll damage four separate times.
The base damage result for all four targets is:
31
Each target's Saving Throw can then determine how much of that result it actually takes according to the effect.
WHY ONE DAMAGE ROLL?
This ensures that all creatures struck by the same simultaneous damaging effect use:
THE SAME DAMAGE RESULT
Their individual Saving Throw outcomes can still differ.
EXAMPLE
Damage rolled once:
24
Target A:
fails → takes the failure result.
Target B:
succeeds → follows the success result.
Target C:
fails.
Target D:
succeeds.
The damage dice are not rerolled for each creature.
HALF DAMAGE ON A SUCCESSFUL SAVE
Many Saving Throw effects say that a creature takes:
HALF DAMAGE
if it succeeds on the save.
When this happens:
ROUND DOWN
EXAMPLE — EVEN DAMAGE
Failed-save damage:
24
Successful save with half damage:
24 ÷ 2
=
12 DAMAGE
EXAMPLE — ODD DAMAGE
Failed-save damage:
25
Half:
12.5
Round down:
12 DAMAGE
HALF DAMAGE IS BASED ON THE FAILED-SAVE DAMAGE
The SRD defines the halved amount as:
HALF OF THE DAMAGE THAT WOULD BE DEALT ON A FAILED SAVE
SUCCESS DOES NOT ALWAYS MEAN HALF DAMAGE
This is very important.
The rule says:
MANY
Saving Throw effects deal half damage on success.
It does not say:
ALL
Saving Throw effects do.
Some effects might say:
-
no damage on success
-
half damage on success
-
a different effect on success
Always read the particular effect.
EXAMPLE
Effect A:
Failure: 20 damage. Success: Half damage.
Successful save:
10 DAMAGE
Effect B:
Failure: 20 damage. Success: No damage.
Successful save:
0 DAMAGE
The general half-damage rule does not override the specific effect.
MULTIPLE TARGETS + HALF DAMAGE
Let's combine the two rules.
A damaging effect hits four creatures.
Damage roll:
27
All four make Saving Throws.
Creature A — fails
Takes:
27
Creature B — succeeds
Half:
27 ÷ 2 = 13.5
Round down:
13
Creature C — succeeds
Takes:
13
Creature D — fails
Takes:
27
One damage roll:
DIFFERENT FINAL DAMAGE BASED ON EACH SAVE
DAMAGE DOESN'T AUTOMATICALLY MEAN AN ATTACK ROLL
This distinction will become increasingly important.
Damage can be produced by:
-
weapon attacks
-
spell attacks
-
Saving Throw effects
-
hazards
-
monster abilities
-
other rules
So:
DAMAGE
and:
ATTACK ROLL
are not synonymous.
DAMAGE DOESN'T AUTOMATICALLY MEAN A SAVING THROW EITHER
Likewise, some damaging effects:
-
make Attack Rolls
-
require Saving Throws
-
simply deal damage under a specific rule
Always follow the effect's resolution method.
COMPLETE WEAPON DAMAGE EXAMPLE
Fighter:
Strength Modifier:
+4
Weapon damage:
1d8
Attack hits.
Normal damage:
1D8 + 4
Roll:
5
Total:
9 DAMAGE
Target current HP:
30
New HP:
21
COMPLETE CRITICAL HIT EXAMPLE
Same Fighter.
Normal weapon damage:
1d8 + 4
Critical Hit:
2D8 + 4
Roll:
6 and 7
Dice total:
13
Modifier:
+4
Final:
17 DAMAGE
COMPLETE CRITICAL HIT WITH EXTRA DICE
Normal attack:
1d8 + 3
Additional damage:
3d6
Critical Hit:
2D8 + 6D6 + 3
Every damage die belonging to the attack is rolled twice.
The fixed +3 is not automatically doubled.
COMPLETE SAVING THROW EXAMPLE
Three creatures are affected simultaneously.
Damage:
6d6
Roll once:
23
The effect says:
Success: Half damage
Creature A fails
23 DAMAGE
Creature B succeeds
23 ÷ 2:
11.5
Round down:
11 DAMAGE
Creature C succeeds
11 DAMAGE
COMPLETE HP EXAMPLE
Character Maximum HP:
40
Current HP:
27
Takes:
9 DAMAGE
New HP:
18
Since half of 40 is:
20
and the character now has 18:
THE CHARACTER IS BLOODIED
But being Bloodied has:
NO GAME EFFECT ON ITS OWN
DAMAGE RESOLUTION CHECKLIST
Whenever something deals damage, ask:
1. WHAT CAUSED THE DAMAGE?
Weapon?
Spell?
Monster ability?
Saving Throw effect?
Something else?
2. WHAT DAMAGE DOES THE RULE SPECIFY?
Dice?
Fixed number?
Dice plus modifier?
3. IS AN ABILITY MODIFIER ADDED?
For weapon damage:
normally the same Ability Modifier used for the attack.
For spells and other effects:
follow their individual rules.
4. IS THIS A CRITICAL HIT?
If yes:
ROLL THE ATTACK'S DAMAGE DICE TWICE
including additional damage dice belonging to that attack.
5. IS THIS DAMAGE FROM A MULTI-TARGET SAVING THROW EFFECT?
If two or more targets save simultaneously:
ROLL DAMAGE ONCE
for them all.
6. DOES A SUCCESSFUL SAVE DEAL HALF DAMAGE?
If yes:
DIVIDE BY 2
and:
ROUND DOWN
7. SUBTRACT THE FINAL DAMAGE FROM CURRENT HP
Never reduce current HP below:
0
8. IS THE CREATURE NOW BLOODIED?
If current HP is:
HALF MAXIMUM OR LESS
the creature is Bloodied.
COMMON BEGINNER MISTAKES
MISTAKE 1 — LETTING HIT POINTS GO NEGATIVE
Current Hit Points go only as low as:
0
MISTAKE 2 — PENALIZING A CHARACTER JUST FOR HAVING LOW HP
Hit Point loss has no general effect on capabilities until the creature reaches:
0 HP
MISTAKE 3 — GIVING BLOODIED AN AUTOMATIC PENALTY
Bloodied has:
NO GAME EFFECT ON ITS OWN
MISTAKE 4 — ADDING PROFICIENCY BONUS TO NORMAL WEAPON DAMAGE
PB normally contributes to the:
ATTACK ROLL
not automatically to the weapon's damage roll.
MISTAKE 5 — ADDING A SPELLCASTING MODIFIER TO EVERY SPELL'S DAMAGE
A spell tells you whether a modifier is added.
MISTAKE 6 — ADDING AN ABILITY MODIFIER TO FIXED DAMAGE AUTOMATICALLY
Unless another rule says otherwise, a fixed damage amount that doesn't use a roll doesn't automatically receive your Ability Modifier.
MISTAKE 7 — DOUBLING THE ENTIRE DAMAGE TOTAL ON A CRITICAL HIT
Critical Hits tell you to:
ROLL THE ATTACK'S DAMAGE DICE TWICE
not double the final total.
MISTAKE 8 — DOUBLING THE ABILITY MODIFIER
Normal:
1d8 + 3
Critical:
2D8 + 3
not:
2d8 + 6
MISTAKE 9 — FORGETTING EXTRA DAMAGE DICE ON A CRITICAL
Additional damage dice belonging to the attack, such as Sneak Attack dice, are also rolled twice.
MISTAKE 10 — ROLLING AREA DAMAGE SEPARATELY FOR EVERY TARGET
If one damaging effect forces two or more targets to save simultaneously:
ROLL THE DAMAGE ONCE
MISTAKE 11 — ROUNDING HALF DAMAGE UP
Half damage is:
ROUNDED DOWN
MISTAKE 12 — ASSUMING EVERY SUCCESSFUL SAVE MEANS HALF DAMAGE
Only apply half damage when the effect specifies that result.
LESSON 24 — KEY TAKEAWAYS
HIT POINTS
Represent:
DURABILITY AND THE WILL TO LIVE
Current HP ranges from:
MAXIMUM HP TO 0
TAKING DAMAGE
SUBTRACT DAMAGE FROM CURRENT HP
Hit Point loss doesn't normally affect capabilities before 0 HP.
BLOODIED
At:
HALF MAXIMUM HP OR FEWER
you are Bloodied.
Bloodied has:
NO EFFECT ON ITS OWN
but other rules may interact with it.
DAMAGE ROLLS
Roll the specified damage dice and add applicable modifiers.
Damage can reach:
0
but not a negative number.
WEAPON DAMAGE
Normally add:
THE SAME ABILITY MODIFIER USED FOR THE ATTACK ROLL
CRITICAL HIT
ROLL ALL OF THE ATTACK'S DAMAGE DICE TWICE
Then add relevant modifiers normally.
Additional damage dice belonging to the attack are also rolled twice.
MULTIPLE TARGETS AND SAVES
When one damaging effect forces two or more targets to save simultaneously:
ROLL DAMAGE ONCE FOR ALL OF THEM
HALF DAMAGE
When an effect says a successful Saving Throw deals half damage:
DIVIDE FAILED-SAVE DAMAGE BY 2
ROUND DOWN
NEXT LESSON
LESSON 25 — EVERY DAMAGE TYPE AND HOW DAMAGE WORKS
You now understand how damage numbers are generated.
Next, we examine:
WHAT KIND OF DAMAGE IS BEING DEALT?
In Lesson 25, we will study every Damage Type in the SRD:
-
Acid
-
Bludgeoning
-
Cold
-
Fire
-
Force
-
Lightning
-
Necrotic
-
Piercing
-
Poison
-
Psychic
-
Radiant
-
Slashing
-
Thunder
We will also learn:
-
what Damage Types represent
-
why Damage Types don't have independent rules by themselves
-
how other rules interact with Damage Types
-
examples the SRD provides for each type
-
how the GM can use Damage Types when creating or adjudicating new effects
This prepares us for Lesson 26, where Damage Types become mechanically crucial through:
Resistance
Vulnerability
and:
Immunity
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.