USING THIS SITE
Polyhedral Dice: Use for rolls or as random modifiers from bonus dice (bless spell, bardic inspiration, superiority dice or other such abilities).
Countdown: Optional rule to show 60 seconds for players to declare characters' actions on their turns. Resets when new roll is made.
Groups: Use the columns for each character or monster acting in the group.
Multiattack: Use the columns for each attack.
Advantage/Disadvantage: Group columns in pairs and use the higher or lower roll in each set.
Natural 20s and 1s: Noted in green and red, ignore modified totals and apply critical results for attack rolls.
Random Hit Locations: An optional house rule to suggest colorful gory details. Note that "hit points" measure more than trauma, but combat focus and armor status as well. (None of these descriptions should imply character hinderances, add conditions, force concentration checks or affect the damage rules - it's just flavor text ahead of healing wounds and mending armor.)Hit Location: Armor/Clothing
Acid: Straps on armor/clothing disolving.
Bludgeoning: Piece of armor crushed.
Cold: Straps on armor/clothing harden solid.
Fire: Straps on armor/clothing set ablaze.
Force: Piece of protection crushed.
Lightning: Metal sparks, clothes burn.
Necrotic: Metal rusts, clothes unravel.
Piercing: Hit embeds deep in armor.
Poison: Venom seeps through to skin.
Psychic: You briefly forget how to block attacks.
Radiant: Bit of armor/clothing destroyed.
Slashing: Straps on armor/clothing cut.
Thunder: Piece of protection blasted away.