There are many rules and mechanics that you need to learn when playing Dungeons and Dragons. Players, new and old, often find some of the rules confusing to interpret, needing some refreshing on certain technicalities. One case for this is the mechanics for critical hits.
DnD 5E Critical Hits Guide. A “critical hit” usually occurs in combat when you roll a 20 on an attack roll. It can also occur when you are trying to break an object and you roll a 20 on it. What Does a Crit Do? When you roll a critical hit, you keep your original damage roll and roll all of the dice again. 5e Dmg Tables Family Feud Download Mac Chromecast Extension Download For Mac Mac Os 10.9 Dmg Download Storage Cleaner For Mac.dmg Files Mac Download Ipvanish For Mac Adobe Cc Cleaner Tool Download Mac Crit Dmg Dnd 5e Maplestory Best Dmg Pots To Use For Demon Avenger Mac Os 10.5 Download Iso.
First thing’s first…
Contents
What Is A Critical Hit 5e?
In Dungeons and Dragons Fifth Edition, a critical hit is when you roll a natural 20 during an attack roll. Critical hits will ignore all modifiers and AC (armor class), automatically hitting the target. During the damage roll, all the dice used are doubled to increase the damage output.
If you’re looking for more beginner guides, I’ll leave an interactive infographic below that can help you or a friend understand the game better. Be sure to check it out!
Basically, when you score a critical hit, it’s an automatic hit on the target and you get to double the dice you use to roll for damage. So, it’s a sure hit, with the chance to deal as much as twice the damage. Better yet, some DM’s opt to give you a chance to describe in detail how the hit occurs.
It’s a fun mechanic that can make you feel really good when you get it. It’s also a lifesaver when it comes to really hard enemies, and you roll a 20. It could literally save your character or party when you’re in a pinch.
There are other ways to get critical hits other than rolling a natural 20, or a nat20, which will be discussed below. We will also be laying out the formula of critical hits, and how to calculate for the overall damage, as well as how critical hits interact with various skills/features and situations in the game.
Specifically, we will be discussing:
- How to calculate damage
- How to get crits
- If crits always hit
- If Divine Smites crits
- If Sneak Attack crits
- If Spell Attacks crits
- Ways to increase the chance of a critical hit
These are tackled in order, so feel free to scroll to your desired section or topic.
I’ve placed an interactive infographic on some of the DnD basics beginners might want to learn about further down. Be sure to check it out as well.
Note: I work really hard on making content for this site. If you find it useful, feel free to share it with others who will benefit from it as well. But also, please remember to credit and link back.
Calculating Damage For Critical Hits
As mentioned above, scoring a critical hit will let you double the dice you use for the damage rolls.
Take for example a greatsword. A greatsword would normally deal 2d6 slashing damage on a normal attack. If you were to score a critical hit with a greatsword, you would be dealing 4d6 worth of damage.
Should a level 1 Barbarian with a strength modifier of 2 using a greatsword attack normally, the resulting formula for the attack calculation would be:
= (weapon damage) + (Strength Modifier)
= 2d6 + 2
If the same Barbarian scores a critical hit, the resulting formula for the damage calculation would be:
= 4d6 + 2
As you can see, the critical hit only affects the number where there are dice involved. The additional 2 damage from the strength modifier is untouched because there is no dice involved. The same will apply for any bonus damage that does not require a dice roll.
Take the same Barbarian attacking while raging, should he score a critical hit, the formula for the damage calculation would be:
= (2x dice for weapon damage) + (Strength Modifier) + (Rage Bonus)
= 4d6 + 2 + 2
Both the strength modifier and rage bonus do not get multiplied by 2 since they do not roll dice. These are referred to as Static Damage, and all static damage will not get doubled by a critical hit.
Another instance of critical hits not doubling a value is when another dice roll to determine the hit or saving throw occurs. For example, a Rogue using Dagger of Venom will not enjoy the benefit of doubled dice since the skill needs to roll for a saving throw before it hits.
How Do You Get Critical Hits In D&D 5e?
In Dungeons and Dragons Fifth Edition, You can get critical hits through these methods:
- Rolling a natural 20 with a d20
- Rolling a 18 or 19 with a d20 when your character has certain class features
- Situational advantages like your enemies being under certain Conditions
The first and most common way of getting a crit is by rolling a natural 20, or nat20. This is the standard way of getting a crit that is available to all characters in the game. Once you do get the crit, you will score an automatic hit, and roll twice the amount of dice.
Rolling an 18 or 19 will also score a critical hit if you have certain class features like a Fighter Champion’s Improved Critical Hit. Multiclassing is a great way to access this class feature, even if only level-dipping into the fighter class until level 3.
For more on level-dipping and our 10 best multiclasses, click here!
There are also situational advantages like when your enemy is under certain Conditions like unconscious and paralyzed. Should you hit the enemy within a five feet range, you will score an automatic critical hit.
Now, there have been differences in interpreting this rule. Some say you can only score an automatic hit when you roll a nat20, some say a critical hit is a critical hit. So, let’s see what the game designers have to say about this…
Do Crits Always Hit In DnD 5e?
In Dungeons and Dragons 5e, critical hits achieved by rolling natural 20 will always hit, regardless of the armor class (AC) or modifiers. Critical hits achieved through feats that extend crit range (i.e. rolling 18 or 19) will also hit as per Jeremy Crawford via Sage Advice.
Yes, a critical hit is a critical hit.. At least according to Jeremy Crawford.
If you’re wondering who Jeremy Crawford is, he’s one of the main game designers of Dungeons and Dragons. It’s a question that has long been asked, and he answered. For the twitter thread where he did, see below:
So there you have it. Scoring a Critical hit, whether by rolling and 18, 19, or 20, will score an automatic hit.
Of course, you don’t have to follow this if you don’t want to. There are certain groups who make their own rules regarding certain mechanics, calling it house rules. You can still have it that your group only scores automatic hits when rolling nat20’s.
Does Divine Smite Crit DnD 5e?
In Dungeons and Dragons 5e, Divine Smite and Improved Divine Smite are also doubled when attacking with a critical hit. Both features will double the dice used, and can also be stacked. This means you can score a critical hit, double your normal attack, Divine Smite, and Improved Divine Smite.
Yes. Divine Smite and Improved Divine Smite crits. Yes, they have really big burst damage… but that’s only 10% of the time as crits only have that much odds of happening.
So basically, when they DO HAPPEN, here’s the formula for the damage calculation:
Normal Attack With Improved Divine Smite and 2 instances of Divine Smite at Level 1 with an undead monster:
= Normal Attack + Ability Modifier + Improved Divine Smite + Divine Smite Level 1 + Divine Smite Level 1 + Additional Undead Damage
= 2d6 + X + 1d8 + 2d8 +2d8 + 1d8
Normal Attack With Improved Divine Smite and 2 instances of Divine Smite at Level 1 with no undead monster:
= Normal Attack + Ability Modifier + Improved Divine Smite + Divine Smite Level 1 + Divine Smite Level 1
= 2d6 + X + 1d8 + 2d8 +2d8
Critting With Improved Divine Smite and 2 instances of Divine Smite at Level 1 with an undead monster:
= Normal Attack + Ability Modifier + Improved Divine Smite + Divine Smite Level 1 + Divine Smite Level 1 + Additional Undead Damage
= 4d6 + X + 1d8 + 4d8 +4d8 + 1d8
Critting With Improved Divine Smite and 2 instances of Divine Smite at Level 1 with no undead monster:
= Normal Attack + Ability Modifier + Improved Divine Smite + Divine Smite Level 1 + Divine Smite Level 1
= 4d6 + X + 1d8 + 4d8 + 4d8
For a guide on Divine Smite and how to do the all the calculations, click here.
Does Sneak Attack Crit 5e?
In Dungeons and Dragons 5e, scoring a critical hit with a sneak attack will double the damage dice used. This means that instead of the normal 1d6, you will use 2d6 when using sneak attack during a critical hit.
Yes, critical hits apply to sneak attacks. In fact, this is the very example used in the Player’s Handbook.
It’s fairly simple to do, just double the dice used when calculating for the damage. As with Divine Smite, here’s the formula for the damage calculation:
Normal Attack With Sneak Attack:
= Normal Attack + Ability Modifier + Sneak Attack
= 1d4 + X + 1d6
Critting With Sneak Attack:
= Normal Attack + Ability Modifier + Sneak Attack
= 2d4 + X + 2d6
Do Spell Attacks Crit?
In Dungeons and Dragons 5e, spells that require dice to hit, or spells that use attack rolls can score critical hits. The mechanics are the same, in that a natural 20 must be rolled to achieve the critical hit.
As long as there is an attack roll, you can score a critical hit. Here’s a great example from reddit:
What are all the ways to increase the chance of a critical hit?
There is only a 10% chance of rolling a natural 20 with a 20 sided dice, however, there are many ways to increase the odds of scoring one. Here are a few:
- Improved Critical Class Feature
- Assassinate Class Feature
- Portent Class Feature
- Curse Class Feature
- Attacking Paralyzed and Unconscious Enemies
- Attacking with Advantage
Improved Critical Class Feature
This is a class feature for Fighters with the Champion archetype. You gain it at level 3 and level 15, increasing the crit range from 19 to 18, respectively.
At level 15, you have a 27.75 chance of scoring a critical hit. Add that to the 3 extra attacks, you will have a 72.75 chance of critting.
Assassinate Class Feature
This is a class feature for Rogues with the Assassin archetype. This allows you to score critical hits when you successfully strike a surprised opponent.
Portent Class Feature
This is a class feature for Wizards under the School of Divination. This allows you to roll 2 d20’s for later use. This means that if you roll a nat20, you or your allies can use it later on.
Curse Class Feature
This is a class feature for Hexblade Warlocks. Curse allows you to pick out an opponent and score a critical hit on it if your attack rolls are 18 or 19.
Attacking Paralyzed and Unconscious Enemies
Again, as mentioned above, these Conditions will let you score automatic critical hits on your opponents.
Attacking With Advantage
Attacking with advantage means that you get to reroll your attack roll and pick the higher result. This means you get another chance to score a crit with your roll.
As nat20’s normally have a 10% chance of occurring, by rolling with advantage, you get to increase that to 20%. This literally doubles your chances of getting a crit.
This guide is an unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Here are the infographics I promised. Feel free to swipe left or right!
Here’s an infographic you can share with your friends!
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Item Crafting Rules | Artwork Crafting Rules |
The Artisan's Tools | |
Alchemist's Supplies | Brewer's Supplies |
Calligrapher's Supplies | Carpenter's Tools |
Cartographer's Tools | Cobbler's Tools |
Cook's Utensils | Glassblower's Tools |
Jeweler's Tools | Leatherworker's Tools |
Mason's Tools | Painter's Supplies |
Poisoner's Kit | Potter's Tools |
Smith's Tools | Tinker's Tools |
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Other Homebrew Rules | |
Critical Hit Charts | Wild Magic |
More Martial Actions | D&D Drinking Game |
The lack of critical effect tables left me with a 1d100 sized hole in my heart, so I decided to fill it. Below are the critical hit and fumble tables used by the party featured in our D&D Campaign Journal.
The RAW(Rules as Written) Critical Hit Rules
Crit Dmg Dnd 5e Background
All critical hits and misses still follow the original 5e rules of rolling another set of the attacks damage dice. This includes rolling extra dice for abilities that are a part of the attack such as damage from sneak attack, hex, or the initial strike of green flame blade.
Where The Tables Fit In
These tables simply contain a list of additional effects that take place on top of the existing critical roll rules.There are individual tables below for both weapon attacks and spell attacks because let’s be honest, there is a difference between missing with a bow and missing with a scorching ray.
Optional Rule: Only apply these tables to the first attack roll in an action. This is to prevent the awkward issue where high level heroes of the realm with multiple attack rolls seem to become more incompetent as they level.
Last but not least this table has been styled to be print friendly in most browsers, but for best results please use Google Chrome.Print formatting has been broken as part of the website migration. Will remove this note once formatting is restored.
Weapon Attack Critical Hit Table
Roll % | Description | Effect |
---|---|---|
1 | You feel accomplished, but nothing remarkable happens. | Regular critical hit. |
2-5 | You feel it is imperative to press the advantage no matter the cost. | You can choose to gain advantage on all attacks against your target until the end of your next turn, but if you do all enemies have advantage on their attack rolls against you until the end of your next turn. |
6-9 | You feel it is imperative to press the advantage, but maintain awareness of your surroundings. | You can choose to gain advantage on all attacks against your target next turn, your target has advantage on their attack rolls against you until the end of your next turn. |
10-14 | You know how to press the advantage. | You gain advantage on all attacks against your target until the end of your next turn. |
15-19 | As you are fighting, you notice an effective route to escape danger. | You are able to use the disengage action after your attack. |
20-24 | You feel the eb and flow of the battle, and know where to make your next move. | After your turn you move to the top of the initiative order. |
25-29 | You begin to recognize patterns in your opponents fighting technique. | You gain +2 to your AC against your target, and advantage on all savings throws from effects originating from your target until your next turn. |
30-39 | You are able to maneuver towards your opponent while attacking, and attempt to harass them. | After your attack you can choose to attempt to grapple your opponent if you have a free hand, or attempt to shove your opponent if both hands are in use. |
40-49 | You are able to maneuver towards your opponent while attacking and harass them. | After your attack you can choose to automatically succeed in grappling your opponent if you have a free hand, or shoving your opponent if both hands are in use. |
50-59 | You attempt to disarm your opponent. | You are able to take the disarm action after your attack |
60-69 | You kick your target’s weapon out of their hands. | You are able to take the disarm action after your attack, and can steal your opponents weapon if you have a free hand. Otherwise you can knock it up to 20 feet away. |
70-74 | Your senses heighten and you become aware of threats around the battlefield. | You are able to use the dodge action after your attack. |
75-79 | Your attack knocks your target over. | Your target is knocked prone. |
80-84 | Your strike surprises your opponent. | Your target is surprised until the end of their next turn. |
85-89 | You strike with great force. | Roll an additional set of damage dice above and beyond your normal critical roll. |
90-94 | You strike with extreme force. | Roll an additional set of damage dice above and beyond your normal critical roll, and the target suffers one unit of exhaustion. |
95-99 | You strike with debilitating force. | Roll an additional set of damage dice above and beyond your normal critical roll, and the target suffers a permanent injury chosen by the DM. The permanent injury can be healed with extended rest of a length determined by the DM, but the attack leaves a scar. |
100 | You strike with devastating force. | Roll an additional set of damage dice above and beyond your normal critical roll, and the target suffers 1 unit of exhaustion, and the target suffers a permanent injury chosen by the DM. The permanent injury can be healed with extended rest of a length determined by the DM, but the attack leaves a scar. |
Weapon Attack Roll Fumble Table
Crit Dmg Dnd 5e Stats
Roll % | Description | Effect |
---|---|---|
1 | You are embarassed by your poor showing, but nothing remarkable happens. | You miss your attack. |
2-5 | You lose your combat footing, exposing yourself to your target. | Your target has advantage on their first attack roll against you next round. |
6-9 | You lose your combat footing, exposing yourself to your enemies. | Your enemies have advantage on their first attack roll against you next round. |
10-14 | You lose your combat footing, and have difficulty recovering. | Your enemies have advantage on their attack rolls against you until the end of your next turn. |
15-19 | Melee: You get tangled with your enemy and fall over. Ranged: You spill your quiver. | Melee: You are knocked prone and your movement is reduced to 0. Your target must succeed a DC 10 dexterity check or they are also knocked prone. Ranged: You must pick up arrows individually from the ground using your “environmental interaction”, or the “Use an Object” action to nock your bow. |
20-29 | You lose your balance while attacking. | You fall prone and your movement is reduced to 0. |
30-39 | As you attack your opponent you begin to fear that they are the superior combatant. | Disadvantage on your next attack roll against your target. |
40-49 | You miss an attack and gaze upon the chaos of the battle, causing your confidence to falter. | Disadvantage on your next attack roll against any target. |
50-59 | You lose your grip as you attack. | Roll a DC 10 Dexterity Check, on failure you drop your weapon at your feet. |
60-69 | Melee: The weapon slips from your hand as you attack. Ranged: Your ammunition gets lodged in its container. | Melee: Roll a DC 10 Dexterity Check, on failure you throw your weapon into your enemy’s space. DM determines where the item is thrown on large sized or greater creatures. Ranged: You must use an action to organize the ammunition in its case before you can make another ranged attack. |
70-79 | Melee: You lunge past an enemy exposing yourself to his attack. Ranged: Your missile startles your allies near your target. | Melee: Enemy you were attacking is able to use their reaction to perform and attack of opportunity. Ranged: the target can perform an opportunity attack on any ally within melee range. |
80-84 | Missing what you thought was a critical blow causes you to panic. | End your current turn and you are surprised until the end of your next turn. |
85-89 | You attack wildly and lose track of the fight around you. | End your turn and move to the bottom of the initiative order at the start of the next round. |
90-94 | You lose your footing while attacking and fall to the ground bumping your head. | You fall prone. Roll a DC 10 constitution save, on failure you take 1d6 damage and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious. |
95-99 | You lose your footing while attacking and fall head first. | You fall prone. Roll a DC 15 constitution save, on failure you take 2d6 damage and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious. |
100 | You lose your footing while attacking and slam your head into the ground. | You fall prone, take 3d6 damage, and become unconscious for 1 minute or until you receive damage from any source. |
Spell Attack Critical Hit Table
Roll % | Description | Effect |
---|---|---|
1 | You feel accomplished, but nothing remarkable happens. | Regular spell critical hit. |
2-5 | You feel it is imperative to press the advantage no matter the cost. | You can choose to gain advantage on your next attack roll against your target, but all enemies have advantage on their attack rolls against you until the end of your next turn. |
6-9 | You feel it is imperative to press the advantage, but maintain awareness of your surroundings. | You can choose to gain advantage on your next attack roll against your target, your target has advantage on their attack rolls against you until the end of your next turn. |
10-14 | As you are fighting, you notice an effective route to escape danger. | You are able to use the disengage action after your attack. |
15-19 | You feel the eb and flow of the battle, and know where to make your next move. | After your turn you move to the top of the initiative order. |
20-29 | Your spell cripples your opponent. | Your target’s movement speed is cut in half for their next 2 turns. |
30-39 | Your spell attack knocks your target over. | Your target is knocked prone. |
40-49 | The light from your spell flashes near your target’s eyes | Your target is blinded until the end of their next turn. |
50-59 | You blast the targets weapons out of their hands. | Your target’s weapon is flung 1d6*5 feet away in a random direction. |
60-69 | The sight of your magic fills the target’s heart with fear. | Your target is frightened by you until you stop casting magic. You are able to discern the source of your targets fear. |
70-74 | The force from your spell stuns your opponent. | Your target is incapacitated until the end of their next turn. |
75-79 | Your spell is incidentally infused with fey energy. | Roll 10d8. If your targets current health is lower than the number rolled they fall asleep for 1 minute. |
80-84 | Your spells strike surprises your opponent. | Your target is surprised until the end of their next turn. |
85-89 | Your spell strikes with great force. | Roll an additional set of spell damage dice above and beyond your normal critical roll. |
90-94 | Your spell strikes with extreme force. | Roll an additional set of spell damage dice above and beyond your normal critical roll, and the target suffers one unit of exhaustion. |
96-99 | Your spell strikes with debilitating force. | Roll an additional set of spell damage dice above and beyond your normal critical roll, and the target suffers a permanent injury chose by the DM. The permanent injury can be healed with extended rest of a length determined by the DM, but the attack leaves a scar. |
100 | Your spell strikes with devastating force. | Roll an additional set of spell damage dice above and beyond your normal critical roll, and the target suffers 1 unit of exhaustion, and the target suffers a permanent injury chose by the DM. The permanent injury can be healed with extended rest of a length determined by the DM, but the attack leaves a scar. |
Spell Attack Fumble Table
Roll % | Description | Effect |
---|---|---|
1 | You are embarassed by your poor showing, but nothing remarkable happens. | You miss your attack. |
2-5 | You get wrapped up in your spellcasting and forget to watch your target. | Your target has advantage on their first attack roll against you next round. |
6-9 | You get wrapped up in your spellcasting and forget to watch your surroundings. | All enemies have advantage on their first attack roll against you next round. |
10-14 | You are so wrapped up in your spellcasting that you forget you are fighting a battle. | All enemies have advantage on their attack rolls against you until the end of your next turn. |
15-19 | Your spell creates a large plume of smoke obscuring your location. | The area in a 5 foot radius around your location becomes heavily obscured for 1 minute. A strong breeze can blow away the smoke in 1 round. |
20-29 | Your spell misfires knocking you over. | You are knocked prone. |
30-39 | The spell fires in an unexpected manner, causing your confidence in your abilities to falter. | You have disadvantage on any spell attacks, and enemies have advantage against your spell savings throws until the end of your next turn. |
40-49 | The placement of your spell startles your allies near your target, causing them to drop their guard. | Your target is able to use their reaction to take an attack of opportunity on one of your allies in melee range. |
50-59 | You scramble the ingredients of your component pouch or your focus becomes overloaded with magical energy and temporarily stops working. | You are unable to perform material components to cast spells until the end of your next turn. |
60-69 | Your arm cramps as you cast. | You are unable to perform somatic components to cast spells until the end of your next turn. |
70-79 | You bite your tongue as you cast. | You are unable to use verbal components to cast spells until the end of your next turn. |
80-84 | Your spell misfires and dazes you, causing you to lose track of the fight. | End your turn and move to the bottom of the initiative order at the start of the next round. |
85-89 | Your spell misfires causing you to panic. | End your current turn and you are surprised until the end of your next turn. |
90-94 | Your spell backfires creating a small explosion causing you to fall and bump your head. | You fall prone. Roll a DC 10 constitution save, on failure you take 1d6 bludeoning damage and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious. |
95-99 | Your spell backfires creating a large explosion causing you to fall and bump your head. | You fall prone. Roll a DC 15 constitution save, on failure you take 1d6 bludgeoning damage, 1d6 thunder damage, and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious. |
100 | Your spell completely backfires creating a large explosion causing you to fall and bump your head. | You hit yourself with your spell. If the spell effect is instant you take the full effect. If the spell requires concentration the effect persists until the end of your next turn. You also fall prone, take 1d6 bludgeoning damage, 1d6 thunder damage, and become unconscious for 1 minute or until you receive damage from any source. |
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