Special Attack Rules

RANGED ATTACKS: Can target something outside attack’s range. 1st number is normal range, 2nd is long range — you roll with disadvantage at long range.
RANGED ATTACKS IN MELEE: When hostile creature is within 5 feet you get disadvantage on attack roll.

TWO WEAPON FIGHTING: If attacking with a light melee weapon that one hand, use a bonus action to attack with a different light melee weapon that in the other hand. Ability modifers are not added to the damage of the bonus attack, unless that modifer is negative. If either weapon has the thrown property, it may be thrown instead of making a melee attack.

GROUP DAMAGE ROLLS: If spell of effect deals damage to more than one target at same time, roll damage once for all targets.

IMPROVISED WEAPONS: Do 1d4 damage.

NONLETHAL DAMAGE: PC declares they’re dealing nonlethal damage. Deal damage as normal, if reduce target to 0 HP or fewer, target simply has 0 HP and falls unconscious.

CRITICAL HITS/FAILURES: Natural 1 = Auto Fail, 20 = Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifers as normal. Spells with attack rolls can also have a critical hit or failure.

RESISTANCE: If target has resistance to that type of damage, damage halved.

VULNERABILITY: If target has vulnerability to that type of damage, damage doubled.

Special Attack Rules

Heroes of the Realms Loremaster