What Exactly Does The Attack Bonus 5e On Weapons Apply To?
In D&D 5e, a character’s attack bonus is the value added to a d20 roll when you make attacks against enemies. Thus, along with the d20 roll, your PC’s attack bonus determines their chances of making successful attacks!
In D&D 5e, the “Attack Bonus” on a weapon is a numerical value that is added directly to your attack roll when you use that weapon, essentially increasing your chance to hit a target; it is calculated by combining your proficiency bonus with any modifiers from the weapon itself (like a magic bonus) and is added to the result of your ability check (usually based on Strength for melee or Dexterity for ranged attacks) when making an attack with that weapon.
Key points about Attack Bonus:
- How to calculate:Your attack bonus is usually your proficiency bonus plus any bonuses from the weapon itself.
- What it affects:When you roll your attack dice, you add your attack bonus to the result to determine if you hit the target.
- Example:If your proficiency bonus is +3 and you are using a sword with a +1 bonus, your attack bonus would be +4.
In Dungeons & Dragons 5th edition, weapons use the same attack bonus and damage bonus. The attack bonus is the ability modifier used for an attack. For example, melee weapons usually use strength (STR) as the attack bonus, and ranged weapons usually use dexterity (DEX).
Thrown melee weapons, like hand axes, use STR for both ranged and melee attacks.
Here are some other things to know about attack bonuses in D&D 5th edition:
- When making an attack roll, you roll a d20 and add your attack bonus.
- If your result equals or beats the target’s Armor Class, you hit and deal damage.
- A proficiency bonus applies when a character is attempting something they are uniquely good at, such as attack rolls with weapons they are proficient with.
- A huge giant wielding an appropriately sized greataxe deals 3d12 slashing damage (plus its Strength bonus), instead of the normal 1d12.
- A creature has disadvantage on attack rolls with a weapon that is sized for a larger attacker.
In 5th edition, weapons always use the same attack bonus and damage bonus. Typically STR for melee and DEX for ranged. There is an exception for thrown melee weapons and for finesse melee weapons. Thrown melee weapons (like hand axes) use STR for both melee and ranged attacks.
In Dungeons & Dragons 5th Edition (5e), the Attack Bonus on weapons is a modifier that is added to your attack roll when you make an attack with that weapon. The Attack Bonus represents your proficiency with the weapon and your ability to accurately strike your target.
Here’s how it works:
- Attack Roll: When you make an attack with a weapon, you roll a 20-sided die (a d20). You then add your Attack Bonus, along with any other relevant modifiers, to the result of the roll.
- Formula: The formula for making an attack roll is as follows: Attack Roll=d20 Roll+Attack Bonus+ModifiersAttack Roll=d20 Roll+Attack Bonus+Modifiers
- Proficiency Bonus: The Attack Bonus typically includes your proficiency bonus if you are proficient with the weapon. Proficiency bonus is based on your character’s level and is a representation of their training and expertise.
- Ability Modifier: In addition to the proficiency bonus, your Attack Bonus might also include an ability modifier, such as your Strength or Dexterity modifier, depending on the type of weapon you are using. For melee weapons, Strength is often used, while ranged weapons might use Dexterity.
For example, if you have a +3 proficiency bonus and a +2 Strength modifier, your Attack Bonus with a melee weapon would be +5 at 5th level.
In summary, the Attack Bonus is a crucial factor in determining whether your character successfully hits a target when making an attack with a weapon. It reflects a combination of your proficiency with the weapon and your physical abilities relevant to its use.
The Attack Bonus 5e you’re referring to, in the middle of the Starter Set Character Sheets, is added to attack rolls (only, never damage). It’s calculated using your Proficiency Bonus plus your relevant Ability Modifier (usually Strength for melee weapons and Dexterity for ranged).
What exactly does the Attack Bonus 5e Dnd on weapons apply to?
The Damage is included in its entirety just to the right of the Attack Bonus 5e, in the same “Attacks and Spellcasting” box.
For example, the Human Fighter character comes with a greataxe, with an attack bonus of +5 (and so rolls 1d20+5 to hit) and damage of 1d12+3 (and so rolls exactly that for damage on a successful hit).
I assume that you’re talking about the +1 that you’re seeing on certain weapons in the starter set.
These are magic weapons. This +1 is indeed applied to the attack roll and the damage roll. A magic weapon may also have other properties (like the axe in Thundertree that has advantage against plants).
Unless, you’re referring to the +4/5/7 on the character sheets. This only applies to the attack roll. A weapon attack is represented with two different expressions. Here’s the Greatsword from the Ranged Fighter:
Greatsword +4 2d6+2 slashing
I’ll break that apart now.
The first entry is the weapon type. You can buy different weapons, this has two effects, if you’re proficient, your attack modifier only changes if it’s a finesse weapon and you decide to use Dex for the attack instead of Str. But your attack roll is your proficiency modifier (+2 at L1) plus your ability score (the ranged fighter’s starting Strenght is 14 so the modifier is +2).
The second entry is the attack bonus 5e, we just calculated that above. It’s determined by whether or not you are proficient (the fighter is proficient with all weapons, other classes less so, see the box with “proficiencies” listed for the weapons you can add this bonus to).
Then you add the appropriate ability modifier. Melee attacks use Strength by default, but finesse weapons can use Dex (not required). Ranged weapons use Dexterity by default, but thrown weapons can use Strength (not required).
Finally, you have the damage. This is the damage dice indicated by the weapon with the ability modifier you’re using for the attack added to it (so the Greatsword has 2d6 from the sword and +2 from your Strength modifier).
How to Calculate Attack Bonus 5E
At some point in your Dungeons & Dragons 5E career, you’re going to be asked to make an attack roll. Every single class has the potential to attack and deal damage. But, some types of attack are flat-out confusing. Let’s go over them all and learn how to calculate attack bonus 5E.
Your attack bonus 5e is not too difficult to calculate by default. It goes like this:
Attack Roll = Ability Modifier + Proficiency + Enchantment/Item Bonus + Class Features
Most of the time, you’ll only have to worry about Ability Modifiers and Proficiency.
Unlike older editions, 5e runs off the idea of “bounded accuracy.” There’s just not many ways to boost your attack bonuses compared to older editions. If you want to be more accurate, consider ways to gain advantage on your attack rolls instead. There are a ton of ways to do that, and the d20 you roll will almost always influence your attacks more than your modifier will.
How Can I Increase My Attack Bonus 5e?
What your attack roll hinges most on is that ability modifier. That’ll change based entirely on the weapon you’re using. In general, if your weapon is either strictly Ranged or has the Finesse quality, you’ll use Dexterity. Otherwise (melee or thrown weapons without the Finesse quality), you’ll use Strength. That means thrown weapons use Strength unless they are also Finesse.
Unlike older editions, spells now use their Casting Ability Score to calculate attack rolls. That means that a Wizard casting Firebolt adds their Intelligence modifier to their attack roll (back in the old days, it was Dexterity!).
Boosting your Ability Modifier is therefore one of the easiest ways to get your Attack Bonus 5e high. Make sure you find ability boosting items, gear, and Tomes to get it as high as possible!
Proficiency modifier increases just by leveling up, but be warned;
You only add your proficiency modifier if you’re proficient with the weapon used. A Wizard doesn’t get to add their Proficiency to Greatsword attacks unless they got proficient from feats or racial features.
Make sure you have proficiency, either from class or race, before using weapons, since proficiency is such a major boost to accuracy.
In almost all cases, you’ll find enchanted weapons scattered along your quest. These bonuses go from +1 to +3 and augment both your attack and damage rolls. If you have a weapon with a numerical bonus, that means you just add that to the attack roll.
Easy as pie! If you’re a spellcaster, there are a few magical items that boost your spell attack rolls – the Wand of the War Mage is the most popular, able to increase to +3, and attunable to all magic users. There are a few other magic items that are more useful, but more specific to classes that they can attune to.
What exactly does the attack bonus on weapons apply to in D&D 5E?
You get to add your proficiency bonus to your normal weapon attack bonus if you are proficient with that weapon.
The normal attack bonus is based on what weapon you’re using; melee or ranged. Melee weapons use the strength modifier and ranged weapons use the dexterity modifier. There are few weapons where you can choose which ability to use, but generally, that’s how it works.
For example, let’s say you’re a level 1 fighter with a Strength score of 16 (+3 modifier) and a dexterity of 12 (+1 modifier). Fighters are proficient will all simple and martial weapons and at level 1 your proficiency bonus is +2.
If you’re attacking with a melee weapon, like a flail or longsword, you would add your strength modifier (+3) and your proficiency bonus (+2) to your attack roll.
If you were attacking with a ranged weapon, like a longbow, you would add your dex modifier (+1) and your proficiency bonus (+2) to that attack roll.
Again, that’s generally how it works. There are of course exceptions and those exceptions are usually based on the type of weapon you’re using.
An attack bonus makes it easier to hit the enemy.
+2 longsword with no other notation about the magical weapon means it has +2 added to the die roll and any other bonuses or penalties to the attempt to strike the opponent.
The +2 longsword would also get +2 to the damage roll.
It is possible for the DM to let you find a weapon that has +2/+0 and that would be +2 to hit +0 damage (no damage bonus, but it will hit more often than a non-magical weapon)
We make such items in order to adjust the game balance. +2 to hit is approximately a 10% more chance of hitting.
What are the best feats for a fighter in D&D 5E?
For most Fighters, I would recommend the following feats:
Great Weapon Master. If you’re looking to dish out serious damage with a two-handed weapon, Great Weapon Master is one of your best options. Any time you gain an accuracy buff, whether it be through Battlemaster’s Precision Attack, Bardic Inspiration, getting advantage on a prone enemy, or from your kind DM giving you a +2 Greatsword, Great Weapon Master essentially turns every accuracy buff you get into a massive damage buff.
Polearm Master compliments Great Weapon Master, but is also a great feat on its own. The reaction attack when enemies enter your reach and the bonus action attack on each of your turns increases your damage output greatly.
Heavy Armor Master is an easily overlook feat. It’s best taken ASAP to get the maximum benefit out of it. It pretty much makes you a godlike tank from levels 1–4 and free HP every level after that.
Crossbow Expert is a potent feat because it effectively turns any hand crossbow you come across into a fully automatic pistol. Okay, not literally, but you can ignore the loading property and you get a free bonus action attack. And you don’t suffer disadvantage from attacking in close quarters. That’s hella good.
Sharpshooter is the most powerful martial feat in the game. It’s a Great Weapon Master but for ranged weapon attacks, but it also lets you ignore cover and the penalty for attacking at a long-range. The best part is that it synergizes MASSIVELY with the Archery fighting style, letting you deal greatsword-level damage from over 100 feet away, all while being more accurate than the greatsword-wielding fighter.
Honorable mentions include:
Shield Master lets you shove as a bonus action while using your shield. This is very good if you have, say, a rogue in the party who fights in melee.
Elven Accuracy synergizes with Sharpshooter. Combine that with the Samurai subclass and you become an insane long-distance archer.
Sentinel is great on Cavaliers and any other fighter who plays tank and needs to ensure that enemies can’t get away from them.
Magic Initiate gives some good spell options, the most interesting of which is the druid spell options. Shillelagh lets you use a quarterstaff and Wisdom, making you an entirely Wisdom based fighter, and Magic Stone gives you a considerable ranged option that scales with Wisdom as well.
Medium Armor Master is a good option after you’ve maxed out your DEX on a light armor user and want a small AC bump.
Tough is a good feat during the late game when you just need that HP buffer.
War Caster is a great feat for Eldritch Knights specifically, since it lets them use spells on their opportunity attack.
There may have been some other feats I’ve missed, but these are the best feats for the fighter class.
Conclusion:
Finally, there are class features. There aren’t many class characteristics that improve your attack rolls, but they are there. Lots of features add dice to attack rolls. Bardic Inspiration is one of the most popular and powerful ways to get a bonus to attack rolls.
The Battlemaster can add dice of similar size to his own rolls, and the Wild Magic Wizard can do similar things to Bardic Inspiration… but with small dice. He also does Orientation, a spell on some lists.
The archery fighting style adds a flat +2 to the attack rolls of a warrior or ranger with a ranged weapon. The War Cleric and the Oath of Devotion can use their Channel Divinity to gain massive bonuses on attack rolls for a short period of time.
Then there are the “enchant my weapon” effects. Some classes can use an ability to enchant their weapon, giving it a magical bonus to attacks. These do not stack with normal enchantments. The monk Kensei and the cleric of the forge have access to this without using magic.
Paladins can use a level 3 spell, Elemental Weapon, to do so. Wizards have access to Magic Weapon, which surprisingly gives a weapon a magic bonus.
How do you calculate attack bonus for weapons in 5e?
Melee weapons with proficiency The basic attack bonus formula for melee weapons your PC is proficient in is: Strength (STR) Modifier + Proficiency Bonus. In other words, all you need to do is add their STR modifier to their proficiency bonus, and that’s their attack bonus.
What is the bonus action for weapon attack?
When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.
What is the attack bonus for the greatsword?
You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
What is the attack bonus for the quarterstaff?
You have a +2 bonus to attack and damage rolls made with this weapon.
I’ve been playing D&D as a ranger, but as I level up, it seems like everyone else is gaining new powerful spells and are completely OP, while I’m stuck using a bow that doesn’t do any damage to higher leveled enemies. Am I doing something wrong?
Originally Answered: I’ve been playing D&D as a ranger, but as I level up, it seems like everyone else is gaining new powerful spells and are completely OP, while I’m stuck using a bow that doesn’t do any damage to higher leveled enemies? Am I doing something wrong?
Psst. Over here.
Quick, into the dark corner. Don’t let anyone see you. Shh.
I saw that post you made on Quora. You’ve noticed, right? That there’s just something wrong with the world and you don’t know what it is?
Are you sure you want to know the truth? Choice is fundamental. I guess I could ask you which pill you want to take or something, but they haven’t been invented yet. Hey, that’s weird. What’s a pill?
Ok. Here’s the deal. You just saw the cracks in the world. You’ve just found one of the core design flaws in Dungeons and Dragons that has existed for upwards of 30 years.
Because they based it on those fantasy books and fantasy wargames, right? And in those books you’ve always got the sword guy and the bow guy and the magic guy and hang on, how can you even compare those, it’s magic? So the authors fudge it by having the wizard lose their powers or have other problems or just be a plot device or run into a Balrog or whatever. And in the fantasy wargames, well, that guy was a wizard but you weren’t a ranger, you were a unit of rangers. And both of you were fielded in the same army played by the same person anyway.
What exactly does the Attack Bonus 5e Dnd on weapons apply to?
But in an RPG? Can’t do that anymore. That dude with the pointy hat is learning to warp reality and you’re learning to shoot a bow. I mean, take a look at your level 20 ability, now go look at a level 9 arcane spell. Yea. Doesn’t look good, right? And we can’t like say he’s not there or anything because hey, he’s a player, he’s going to be bored if we say he just can’t do anything.
Now they tried it. In the earlier D&D games, those pointy hat guys were weak as ice cream, so they’d go down and have to start again. But then all the players were like, hey, Bob’s wizard got killed again, let’s not make him start at level 1, even though that’s supposed to be the risk factor for a wizard. So then they said, ok, let’s make them not be able to cast spells very often. But then player groups tended to say, hey, Bob’s sitting bored because he’s out of spells, and anyway there might be some flying shielded dude behind the very next door and we’d need spells, so let’s just find a reason why we rest.
What exactly does the Attack Bonus 5e Dnd on weapons apply to?
But in 3rd and 5th edition? They just said “hey, let’s make those guys more fun to play” and removed their restrictions. I mean, don’t get me wrong, they removed some restrictions on you guys too, but ultimately you’re still a guy with a bow and they’d always ask “hey, how could a guy with a bow do this? Aw poop, I guess he couldn’t”, whereas when the ask the same thing about that other guy it’s like “hey, how could a guy who does magic do this? Duh, by magic.”.
I mean, they even asked the author, hey, why don’t you fix this up? And they’ve always said, well, not everyone wants to play a complex wizard character, some guys just want to chill out and whack stuff and shoot a bow. And, hey, that’s cool, if that’s what you signed up for when you went to Ranger class, but I’m guessing you didn’t.
So what do you do? I mean, you can take the other guys’ advice, you’ll be better than you are, but you’ll still be dude with a bow. Maybe your DM can fudge it. But ultimately the only solution is to totally change the roleplaying situation.
What exactly does the Attack Bonus 5e Dnd on weapons apply to?
D&D 4th edition tried to do that, it gave everyone cool moves and abilities that work like spells, but if your group tears your head off when you suggest it you didn’t hear it from me, right? There’s even other games they could try that treat magic differently, or say that in a world with magic there wouldn’t just be like one guy who did all the magic, it’d be part of the laws of physics in that world and all kinds of things would interact with it, right? Hey, I got names. You didn’t hear these from me. Shadow of the Demon Lord. Strike. 13th Age. Spellbound Kingdoms.
Welcome to the rebellion. Here’s your hat.