In D&amp;D 5e, according to , if a Medium-sized character uses a Large weapon, its damage dice are doubled, but it causes them to suffer disadvantage on their attack roll:  Big monsters typically wield oversized weapons that deal extra dice of damage on a hit. Double the weapon dice if the creature is Large, triple the weapon dice if it's Huge, and quadruple the weapon dice if it's Gargantuan. For example, 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. You can rule that a weapon sized for an attacker two or more sizes larger is too big for the creature to use at all.  The answers to the question  support this interpretation. However, my question is not asking whether wielding oversized weapons is allowed or not. Assuming that characters are allowed to wield Large-sized weapons, when (if ever) is it statistically advantageous to do so?  Let's take the example of a Variant Human Barbarian with a starting Strength score of 16, and Great Weapon Master as their racial feat.  Are they better off using a Medium or Large Greataxe? What about when Reckless Attack, Rage and/or Great Weapon Master enter the mix? I expect that this would probably depend on the AC of the target, but how would they compare? Does this change as the Barbarian levels up and gains additional damage from their Strength modifier or Rage bonus increasing?
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With the new Elemental Evil Player's Companion released awhile ago, Goliaths were added to 5e. I'm unfamiliar with 3.5 and previous editions, but I know that they were included and wielding large weapons was a thing you could potentially do. Goliaths in 5e have the same trait as in 3.5e, it seems:  Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.  So, does this mean a Goliath can wield large-sized weapons? The pushing/dragging/lifting capacity for a strong Goliath (say 16 Str) would be nearly 1000 lbs (16 * 60) and the carrying capacity half of that. A heavy weapon weighs between 10-20 lbs, but this IS significant weight to be throwing around in battle, but I am unsure of the weight of a large weapon. My DM and I are unsure of the mechanics if a Goliath could. We talked about doing an extra die roll for damage, which is extremely strong, or treating the Goliath as if he were under the Enlarged Creature spell, which gives a +4 to damage, which seems more balanced in our opinions. Are there rules for wielding large weapons in 5e? Can a Goliath wield large weapons out of the box with no feats?
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This has been a point of some controversy within our local AL community, with different DMs giving different rulings. From what I could see, this site has only touched on the Maneuver/Smite issue, with, according to some of my DMs, an out of date answer.  This also leaves the problem of extra dice on magical weapons such as an Ild rune or Hazirawn, maneuver damage dice given by another player through Commander's Strike, damage dice given by a College of Valor bard, Sneak Attack dice, and likely others which currently escape my mind.  Which damage dice exactly does the Great Weapon Fighting fighting style allow you to reroll?
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If a player has a +1 Dagger (example), and then he score a critical hit, is the "+1" thing doubled too or just the damage dice? Will the damage be 2d4 +1 +ability mod or 2d4 +2 +ability mod? If a sword deals 1d6 +2 necrotic damage, is only the "+2" necrotic or all of the damage? On the 2nd question, if crits, the +2 is doubled too?   I'm trying to use only the official rules.
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During the latest gaming session our level 3 Rogue was Two-Weapon fighting with a Rapier in the main-hand and a scimitar in the off-hand.  At the completion of our gaming session I contested the application of the Two-Weapon fighting rules as it seemed unbalanced.  Once I got home I reviewed the PHB and various RPGStack and Reddit but couldn't find a concrete answer.  My interpretation of the PHB Reference rules below is that although any class/character can technically wield a weapon in their off-hand, only those who have been granted a Bonus Action for which no explicit bonus action have been defined would be allowed to actually attack.  So in the case of a Rogue the Bonus Actions granted under Cunning Action allow for specific actions (none of which are attack).  The alternate interpretation would be the rules under Two-Weapon Fighting, perhaps it should be written      you receive a bonus action to attack with a different light melee weapon that you’re holding in the other hand.   This would, in my opinion, explicitly grant the Bonus Action to any character/class who is Two-Weapon Fighting.  After thorough review does it boil down to application of the rules-as-written and determining a house-rule to apply in our campaign?    References  Page 189 of PHB : Bonus Actions  Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action.      You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus   action. You otherwise don’t have a bonus action to take.   You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.  Page 96 of PHB  A Rogue receives cunning action at level 2, You can take a bonus action on each of your turns in combat.      This action can be used only to take the Dash, Disengage, or Hide action.   Page 195 of PHB  Two-Weapon Fighting (Combat Rules)  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. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.  Page 165 of PHB  Dual Wielder  (Feat)  You master fighting with two weapons, gaining the following benefits:   You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
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I'm fairly certain that you can't have Disadvantage more than once on the same roll for any reason. But it still seems possible to gain Disadvantage from multiple sources, even if every instance but the first is negated.  Can players intentionally use this to forego multiple penalties? For example, if a PC has 3 levels of exhaustion and is fighting a basilisk, can they say "I'm going to avert my eyes because I'll have Disadvantage on my attack roll anyway?" or should there be some further penalty?
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The  has a Harpoon weapon attack option with the following stats:     Harpoon. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.   I can only assume its Str base +4 and +2 prof to get the +6 attack bonus.  Can a player take and use the Harpoon in the same way that the merrow use it?  Is this kind of harpoon listed as a weapon/equipment anywhere else?
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I'm playing a wild magic sorcerer and I've rolled the size-changing effect (grow or shrink 1d10 inches) a few times. I'm 9'3" now, and starting to wonder about my size category.  Does growing beyond 10 feet, if caused by the wild-magic sorcerer random table, cause a Medium character to become a Large creature, with all the advantages and the drawbacks?  Can a character be 10 feet tall and still be considered a Medium creature?
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If a creature has "damage resistance" to non-magical weapons how does the final damage number break down?  Is the weapon damage halved only?  Is the total damage (weapon, STR/DEX dmg. bonus) halved?  Would a rogue attacking with a non-magical weapon and using Sneak Attack get the Sneak Attack dmg. halved?  Same question applies to "damage vulnerable" when damage is doubled.
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If you have the dual wielder feat, and you are riding a mount can you wield two lances. Also what would the damage dice be?
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Besides using the steel or silver sword in The Witcher 1 you can also use smaller side weapons such as daggers or axes.  The only benefit I can see in these weapons is that some have an additional effect like having a higher chance of inflicting bleeding on the target. But since the weapon switching takes rather long I prefer not to use those weapons. They also don't deal that much damage.  Is there any other benefit in using the smaller side weapons?
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My apologies if my unfamiliarity with the rules makes this an easy question to answer...  I am considering taking Great Weapon Master, but was curious how this would affect my critical hits. I am currently a level 20 Half-Orc Barbarian, meaning that when I land a crit, I can add a bunch of extra damage dice (I believe I am able to add 3 extra dice from Brutal Critical, and Savage Attacks allows me to add another extra die).  However, how are critical hits affected by Great Weapon Master? If I take the -5 penalty before rolling, and then roll a nat 20, will the critical still hit, AND will I then get to add the extra +10 to damage dealt? Or would the roll become a 15, thereby negating the critical hit altogether?   states:     Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.   This becomes even more important given the other feature of Great Weapon Master:     On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.   So how does Great Weapon Master affect critical hits?
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The rules for  state:     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.   Emphasis mine. Now, under most circumstances you would wield two light melee weapons, attack with at least one of them during your Attack action, and attack again as a bonus action. However, the rules themselves just say "take the Attack action and attack with a light melee weapon", not specifically "take the Attack action to attack with a light melee weapon" or "attack with a light melee weapon during an Attack action".  In other words, both the requirements "took the Attack action" and "made an attack with a light melee weapon held in one hand" need to be met during a turn, but the light melee weapon could be used to attack separately from the Attack action. Is that correct?  An example for how to accomplish this: An Eldritch Knight Fighter takes the  cantrip and the Dual Wielder feat. That Fighter takes the Attack action, attacking with a Greatsword, then uses Action Surge to take an additional action. He drops the Greatsword (everything I've seen indicates that dropping a weapon doesn't even require an object interaction), then draws two light melee weapons as permitted by Dual Wielder. For the second action, the Fighter casts  (SCAG, p. 142) which states:     As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range   Thus, after those two actions the Fighter would have both taken the Attack action and made an attack with a light melee weapon in the same turn, and I would expect he could use two-weapon fighting to make a bonus action attack with the weapon not used during booming blade.  Note that this scenario is just an example; I'm not 100% certain there's a way to cast booming blade while holding two melee weapons, but I know there are other ways to make an attack outside of the Attack action and I just couldn't find one quickly that was more definitively possible.
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The fighter's  feature (PHB, p. 72) says:     Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Assuming I am holding two different weapons, and don't want to spend my bonus action on Two-Weapon Fighting, can I attack once with each weapon?
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Very new player here. Looking at the stat block of a goblin: for a shortbow attack it says +4 to hit and the goblin has a Dex modifier of +2.   Does this mean I add 6 to the d20 roll or just the 4 and ignore the Dex modifier?  Same with using Stealth. It says Skills: Stealth +6. So would I take 6 and add +2 of the Dex modifier or just add 6 to the d20 of the Stealth check roll?  Thank you!
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Example:   Dagger 1 = 18 Damage, 25 Shock  Dagger 2 = 33 Damage, no magic  Using the above, when I sneak attack and have the 15x multiple then is the damage caused by Dagger 1 is (18+25)*15 or (18*15)+25 ?  Same question with bows and arrows, does the multiplier apply to potion damage or/and the magical(enchanted)?  In other words, do the multipliers apply to the base damage only or to the final damage being caused by the weapon (base+magical+skill+potion+perks etc)?  I am confused. :-?
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I've been discussing critical strikes with a friend. He states that there is no way to get more than 11-20 range in any D&amp;D version, but he refuses to explain how he gets there, and it's based on a game that implements D&amp;D 3e (the first two games in the Star Wars: Knights of the Old Republic series).  However, in a game as expansive as D&amp;D, I'm fairly sure it should be possible to get a bigger range than 11-20 in 3rd edition D&amp;D.  What combination of race, class, equipment, feats, buffs, debuffs, etc gives the largest possible melee critical range? Assume that all sourcebooks are available for D&amp;D 3e and 3.5e.  Note: I'm talking about consistent melee critical ranges. Temporary effects that only last a few rounds, or "your next spell/attack crits" effects, which can only be used once in a while, should be avoided &mdash; unless something can help to keep them up. I'm looking for something that can feasibly be consistently applied to an entire encounter.
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Some class features, monster traits, and feats allow you to take a −5 to your attack roll in order to gain a +10 to your damage roll. At first glance this looks really good, but when will it deal more damage than not using it on average?  For instance if you have a total attack bonus of +8 and you deal 1d12 damage. You have to roll a 7 to hit an AC of 15. If you take the −5 that makes it where you have to roll a 12. That's going to reduce your average damage by a lot.