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Damage types, critical hits, and smoother dice

  • An attack's damage is now worked out as one roll with a separate part for each damage type, so a flaming sword deals its slashing and its fire as two parts of the same hit, and the roll prompt labels each part with its damage type
  • Critical hits double every damage die the attack rolls — including extras like Sneak Attack and Divine Smite — but not flat bonuses like your ability modifier
  • Creatures can resist, be vulnerable to, or be immune to a damage type. Resistance halves the damage, vulnerability doubles it, and immunity negates it, always in that order
  • Resisting and being vulnerable to the same type cancel out, and taking damage from each type is settled separately, so a resistant creature only shrugs off the part it resists
  • A handful of placeholder features — Rage-style bonuses, Magic Weapon, Divine Smite, Sneak Attack, Hunter's Mark, Great Weapon Fighting, and Savage Attacker — are wired up to exercise the new rules and will be replaced with real content
  • Savage Attacker rerolls the weapon's damage dice twice and asks which roll to keep, leaving dice from other sources like Sneak Attack untouched
  • Dice have rounded edges that catch the light, with soft shadows and reflections, so they look solid instead of flat
  • Numbers are printed more sharply, and the d4's corner numbers are spaced out so they are easier to read
  • The old wireframe outlines are gone; each die's edges are now shaped and lit
  • The size slider now reaches 5×, and limits itself to the largest size that fits your screen
  • Dice stop rendering once they have settled, so an idle page no longer keeps your device busy
  • Item and effect lookups are faster, so busy fights and growing spell lists stay responsive

Light it up with fire Some creatures just shrug it off Bring the right damage