Does Great Weapon Fighting style allow Vicious weapons 2d6 bonus to be rerolled? Is it considered weapon damage? I know similar questions have been asked but need to know for this exact circumstance. (Note: this question concerns the SRD version of a Vicious Weapon. The Vicious Weapon published in the Dungeon Master's Guide adds a flat 7 damage, rather than 2d6)
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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 From what I could see, this site has only touched on the Maneuver/Smite issue, with, according to some of my DMs, an out of date answer.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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6.5 (1d12) slashing Heavy, Two-Handed           7 (2d6) slashing Heavy, Two-Handed   This is why I think Greatsword is superior to Greataxe:   Slightly higher average damage Higher minimum damage (2, instead of 1) Can reroll two dice, instead of only one,    Since feats for different categories of weapons are not officially published yet (), I don't see why people are choosing Greataxe over Greatsword, except for flavor or availability (found enchanted Greataxe).  Mechanically, is there advantage of using Greataxe instead of Greatsword?
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Where will changes and fixes to guides and manuals for 5e be found? I'm interested in a grappler build, among others, and don't know where to look to see if the last bullet for the grappler feat has been changed. The grappler example aside, it should be useful to know for future fixes.
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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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I am planning on having an encounter with a monster that has immunity to basically any attack from a non-magical weapon. Now, my players mostly have weapons with magical qualities, but they are not all combat related (like a shortsword that gives +1 to charisma checks, or a staff that grants the ability to cast druidcraft once a day).  So my question is:  Does any weapon with magical qualities (regardless if they're combat related or not) negate damage resistances or immunity a monster may have from non-magical weapons?
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I am somewhat new to D&amp;D 5e and had a question about attack bonuses of the pre-gen characters in the Starter Set. I was under the impression that attack bonus for a sword is strength bonus plus proficiency bonus (if the character is proficient with that weapon) and for something like a crossbow it would be dexterity bonus plus proficiency bonus.  What I am struggling with are the attack bonuses listed for the pre-gen characters. They don't seem to make sense all of the time.  For instance, the wizard has a +4 attack bonus for the shortsword even though their strength bonus is +0. Should it not be only +2 for proficiency (they are proficient in short sword)?  Or take one of the fighter's longbow bonus. They have +3 dexterity and +2 proficiency bonus, yet their attack bonus is listed as +7.  I feel like there is a simple explanation. What is it?
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I want to make a fighter whose primary weapons are his unarmed attacks using the Tavern Brawler feat. If I take the Two Weapon Fighting style would that work with 2 unarmed strikes? In the weapons table it doesn't have the light property generally required for fighting with two weapons, but they're fists.
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The Barbarian has the class feature Brutal Critical that reads:     Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. (PHB 49)   The half orc has a similar racial trait as well (Savage Attacks).   This is a straight forward process if your weapon damage is a single die (great axe or smaller). However, with a greatsword, your weapon damage "die" is 2d6.  Does this feature mean you get to roll both d6s for the extra damage, or just one d6?
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So, I got intrigued by grappling after reading  for 5e. It didn't mention if wild shape attacks were considered unarmed strikes, especially in regards to the Tavern Brawler feat's last bullet, which enables a grapple attempt after hitting with an unarmed strike.  It doesn't say in the PHB under the Druid section. In the MM, it says that a beast's attacks are Melee Weapon Attacks. However, the Alter Self spell says that the claws, fangs, etc are unarmed strikes. So, are they or are they not considered unarmed strikes?
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Do the claws of Tabaxi and Tortles change the unarmed attacks of monk to slashing damage, or is the damage separate? Does the unarmed slashing damage increase with the monk's level, as described on the monk table in the PHB?
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Finesse weapons allow you to use Dex for attack and damage rolls. This allows most of classes, including even some first-line fighters, to dump Str for Dex - you do not lose in attack rolls, only a little bit in damage rolls (there are no finesse two-handed weapons, but a rapier with d8 dmg is still pretty good), you gain a lot in AC, and as a bonus you have excellent ranged attacks. You cannot really grapple etc., but you easily avoid such attacks.  Having low Str incurs some limitations like lower carrying capacity, but this seems to be more than offset by having good Dex skill checks. All in all, having a power-focused fighter against a fighter with this kind of optimization, my bets would be strongly on the second one. Am I missing something?  (Of course, the DM can have something to say on that, and it may also look like poor role-playing; but let's put aside those for now.)
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Hex Warrior says:     you can touch one weapon with which you are proficient and that lacks the two-handed quality. When you attack with that weapon you can use your Charisma for attack and damage rolls.   later the ability says:     This benefit extends to every weapon conjured with the Pact of Blades feature, no matter the type.   (emphasis mine)  Does this allow me to use my charisma with 2 handed weapons(provided it is my Pact Weapon and my Hex Warrior Blade)?  This question is not the same as . That one is asking how many weapons, I'm asking if type means 2 handed or something else(Slashing or Ranged for examples).
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The spell  has this condition:     you may reroll one attack roll, combat maneuver check, or skill check   before the result of the roll or check is known.   It seems at first glance that the "result" of rolling a natural 1 on a d20 for an attack roll is always known because a natural 1 is always a miss. My question is, does this mean that Fallback Strategy (and all spells with equivalent wording, like Lucky Number) cannot be used to reroll a natural 1 attack roll?
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So one of this question's  answers got me curious. What is the maximum damage a 20th level character can do with a 9th level Magic Missile by the rules to a single target.  So my best I've been able to find is Aasimar or Goblin WLK 1/WIZ 19   9th Level slot (1D4+1)(11) [keep in mind you only roll once for damage not 11 times]  per  Empowered Evocation (+5)(11) (assuming 20 INT) Hexblade Curse (+6)(11) (Proficiency Bonus +6)    Radiant Soul/Fury of the Small +20 (Level 20 Aasimar/Goblin)   For a total of (D4+12)(11)+20 for (min-max)avg (163-196)179.5  Am I looking at this correctly? Are there other abilities out there that can increase this?  Feel free to include non legendary magic items. NO TOMES PLEASE  Only use things available on D&amp;D Beyond please.  Acceptable books are :   Basic Rules DMG, MM, PHB Sword Coast Adventure's Guide The Tortle Package Volo's Guide to Monsters Xanathar's Guide to Everything and any officially released Adventure Book
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The  says:     When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.   Do some other effects (language use is intentional) add on to this, or is it only the weapon's damage based on the weapon chart in the Player's Handbook?  Examples:   Are the 's Sneak Attack damage dice maximized? Is the 's extra damage die from its Brute trait maximized? If I customize the sword to do extra cold or fire damage (based on a die roll), are those damage dice maximized?
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I understand that you have to use the two weapon fighting style to add your ability modifier to damage, but I was wondering if there were any penalties to the offhand attack modifier?
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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!