Rolling Die For Dmg 5e

Damage Rolls. Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6.

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Damage Rolls

Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.

When attacking with a weapon, you add your ability modifier–the same modifier used for the attack roll–to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers.

If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.

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Critical Hits

When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.

For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue'sSneak Attack feature, you roll those dice twice as well.

Damage Types

Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.

The damage types follow, with examples to help a GM assign a damage type to a new effect.

Acid. The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.

Bludgeoning. Blunt force attacks–hammers, falling, constriction, and the like–deal bludgeoning damage.

Cold. The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.

Fire. Red dragons breathe fire, and many spells conjure flames to deal fire damage.

Force. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.

Lightning. A lightning bolt spell and a blue dragon's breath deal lightning damage.

Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.

Piercing. Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.

Poison. Venomous stings and the toxic gas of a green dragon's breath deal poison damage.

Psychic. Mental abilities such as a mind flayer's psionic blast deal psychic damage.

Radiant. Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.

Slashing. Swords, axes, and monsters' claws deal slashing damage.

Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.


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Hello,
I was wondering if anyone has ever tried using the proficency die option in the DMG where you add an extra die to a roll instead of a static bonus. The scaling goes d4 -> d6 -> d8 -> d10 -> d12 instead of 2->3->4->5->6. Expertise would double the dice rolled.
On average, this would increase the die roll by .5. So the average roll is 11+(2,3,4,5,6) at a given proficiency level.
Reading other people's house rule of letting skills be 2d10 instead of 1d20 to reduce the swing, I wonder if it would be too much to allow Expertise to grant a +1 to the skill roll as well.
This allows the Expert to always make a DC 10 in their field. The average roll at level 20 with a 20 in the chosen stat would be: (11.5 from 2d10)+(13 from 2d12)+6 = 30.5. This is from an individual that has reached the peak of mortal ability in attribute and proficiency in a given skill. Compare to the normal variant: (10.5 from d20)+(12 from proficiency)+(5 from attribute bonus) = 27.5. A 3 point difference or about 10% improvement.
I am aware that there is Reliable talent for Rogues and I think Bards gets something like that as well that helps them as well. I see this as helping those that want to use Expertise feats to gain Expertise in other classes.
What is your experience/opinion of the variant, and/or my idea of a house rule?
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