- 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