Aim an attack or a spell at a creature with Target, and RollQuest rolls it, works out what it hit and applies the result, critical hits and several beams or darts included.

For: Game Masters and players · Plan: Free · 9 minutes · What it's for: Combat tracker

Rolling from a character sheet on its own only puts dice in chat: someone still has to compare the roll with the target's armour class (AC, the number an attack has to reach) and take off the hit points. Aiming does that for you. A hit lands on the creature's token, its piece on the board, and a miss applies nothing. Use this page when an attack or a spell does something the Spells and casting page doesn't cover, such as a critical hit, Eldritch Blast's beams or a reroll after a miss.

Aim and resolve

  1. Open the weapon or spell on the sheet. On the Canvas, the cast window opens instead.
  2. Click Target (on the Canvas, Choose targets). The target list opens.
  3. For a spell of level 1 or higher, set the level to cast at, if you want it higher (see Cast at a higher level, below).
  4. Click the creature, or several for a spell that takes more than one.
  5. Click Resolve (it names the action and the number of targets, such as Resolve Longsword on 1).

An attack rolls first, and the total is checked against the target's AC. A natural 20, when the d20 itself shows 20, always hits, and a natural 1 always misses. On a hit, a card at the bottom right, headed with the action, such as Longsword: roll it, asks you to roll the damage: click Roll.

A spell with a saving throw asks each target to roll instead (see The save card).

The result goes to chat for everyone: who was hit, what it did, and who was missed. It shows a DC, the number a saving throw has to reach, only when the action asked for a save, so a Longsword swing shows none.

The target list's controls are on Spells and casting.

Critical hits

In a 5e or 5.5e game, a critical hit doubles the damage dice, on an aimed attack as on any other, in the Form View and on the Canvas alike.

  • What makes one: a natural 20. A feature that widens the range counts too, such as a Champion's Improved Critical on a 19. It has to hit: a 19 that doesn't reach the target's AC is a plain miss.
  • What doubles: every die in the damage roll, including a die an effect adds to it, such as Improved Divine Smite in 5e or Radiant Strikes in 5.5e. The damage card throws them doubled by itself: a Longsword's 1d8 with a 1d8 from Radiant Strikes rolls 2d8 + 2d8.
  • What doesn't double: flat numbers, such as your Strength modifier, and a die added to the attack roll itself, such as Bless's d4.

The result in chat says critical hit. If a critical hit lands and its extra dice weren't rolled, it says crit dice not rolled, and the GM gets a card to rule on it.

Several beams: Eldritch Blast

At higher levels, Eldritch Blast fires more than one beam. Each beam is its own attack, with its own damage and its own result in chat. A miss on one says nothing about the next.

Character level Beams
1 to 4 1
5 to 10 2
11 to 16 3
17 and up 4

You can pick one creature for each beam, and the heading of the target list shows how many, such as Targets: 1/2.

  • Pick one creature and every beam goes at it.
  • Pick one creature per beam and each takes one.
  • Pick fewer than you have beams, and they go round in the order you picked: with three beams and two creatures, the first creature takes the first and third.

The rolls are labelled with the beam, such as Eldritch Blast: attack (beam 1 of 2). It's a cantrip, so it spends nothing, however many beams it fires. A creature that's concentrating and is hit by two beams is asked for two saves, because they're two attacks.

If a later beam can't be cast, the message says how many landed before it, such as (beam 2 of 3: the first 1 landed).

Several darts: Magic Missile

Magic Missile fires three darts at level 1, and one more for each slot level above that: four at level 2, five at level 3. The darts always hit, so there's no attack roll. Each one deals 1d4 + 1 force damage.

  1. Click Target and pick up to three creatures.
  2. Under Spend darts, RollQuest shares the darts out as you pick: one creature takes them all, and with two creatures and three darts the first takes two. The heading counts them, such as 3 / 3.
  3. To split them another way, type a number in each creature's box.
  4. Click Resolve.

A creature's darts are thrown together: three darts on one Ogre roll 3d4 + 3. Raise the level to cast at while you aim and the boxes share out the new number.

You can pick three creatures at most, whatever the slot level, so four darts land on three creatures at the most. If you type more darts than you have, a red line says so, such as That spends 5 darts and only 4 are available., and Resolve stays greyed out.

Cast at a higher level

Cast at in the Form View, and Cast at level on the Canvas, set the slot level.

It starts on the lowest level at which the character has spell slots, and goes no lower. A level 5 warlock's slots are all level 3, so Hellish Rebuke, a level 1 spell, starts on L3. It counts the slots the character has, not the ones they have left: with every level 1 slot spent, a level 1 spell still starts on L1, and casting it higher stays your choice.

You can change the level at any time before Resolve, with the target list open or closed. The cast spends the slot the level shows and rolls the dice for that level.

Casting higher adds the spell's extra dice to the buttons its text says grow, never to an attack roll. Most spells are as you'd expect. These grow in part, or by a rate of their own:

Spell Edition What grows, for each slot level above the spell's own
Acid Arrow 5e Both hits, 1d4 each
Arcane Hand 5e and 5.5e Clenched Fist 2d8, Grasping Hand 2d6
Flame Blade 5e 1d6 for every two slot levels
Flame Strike 5e The fire half, 1d6
Ice Knife 5.5e The cold burst 1d6, not the piercing hit
Ice Storm 5e and 5.5e The bludgeoning damage: 1d8 in 5e, 1d10 in 5.5e
Spiritual Weapon 5e 1d8 for every two slot levels
Vitriolic Sphere 5.5e The first hit 2d4, not the acid at the end of the next turn
Wall of Ice 5e and 5.5e The wall 2d6, the frigid air 1d6

Cast the same spell again

An open spell stays open after you cast it, so you can press its buttons again.

  • A spell with no roll, one with a Cast button such as Bane: every press of Cast is a new cast. It spends another slot, posts to chat and plays its effect. A concentration spell cast again ends the first casting, and, when the GM is on Pro, asks who it's on again. A double-click counts as one press.
  • A spell with rolls, in the Form View: the first press spends the slot, and the rest of its buttons are that cast's rolls, for as long as the spell stays open. That's how Scorching Ray's rays and Moonbeam's damage each turn work. Close the spell and open it again for a new cast.
  • On the Canvas: the first press spends the slot and a different button is free, such as the damage after an attack. Pressing the same button again is a new cast.

Roll again after a miss

Some game systems and features let you roll a missed attack again, such as Ninefold's Second Swing or Ashfall's Spend Fate to reroll. On an aimed attack that missed, the button appears with the result: in the Form View in a strip above it, beside Keep result, and on the Canvas on the roll's pop-up.

Click it and the attack is rolled again at the same creature, and the new roll is the one that counts. The reroll's own cost is spent, such as Second Swing's use. The cast isn't paid for twice. A new hit goes on to its damage as usual. You get one reroll: the new result offers nothing more.

  • Only rerolls are offered on an aimed attack. A button that moves the result you've already rolled, such as Ashfall's Spend Ember, isn't, because the target has already been read against that roll.
  • A reroll earns what its result earns. A Ninefold reroll that Crashes marks 1 Mark. A mark the first roll already earned for being that kind of roll isn't given twice.
  • From a popped-out sheet, the button shows in the game window as usual. If you've closed the pop-out since, clicking it says The popped-out sheet this was cast from did not answer. Is it still open? and the reroll isn't spent.

What a hit can set off

  • Concentration: a creature that's concentrating and takes damage is asked for a Constitution saving throw. See Damage and healing.
  • Instant death: a hit that goes past 0 by a character's hit point maximum kills them outright. See Damage and healing.
  • Conditions on the attacker: a Poisoned or Prone character's aimed attack rolls with disadvantage by itself. See What conditions do to rolls.
  • Spell FX: when the Game Master (GM) is on Pro, the attack or spell plays on the board for everyone. See Spell FX.

Spells and casting · Running turns and rounds · Damage and healing · Conditions · Area effect templates