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.
- While I’m not quite ready to institute these crit rules into my 5th edition game, I’m certain I’ll eventually do so. Crit charts are a familiar house-ruled mechanism for RPGs that I used extensively back in the 2E hey-days. I’ve gone all out here and created a crit chart for every damage type listed in 5E.
- 5e crits - double dice or maximum dmg? 5th Edition so I've been accidentally using a previous edition's rule (or maybe even a houserule?), where when you roll a nat 20 and crit, your attack does the most it could do (so d6+4 would do 10). But it's actually rolling the damage dice twice, right?
At 17th level, you can roll three additional weapon damage dice when determining the extra damage for a critical hit with a melee attack. I want to read this that when they crit while wielding a Greatsword that they would roll 3 extra sets of the damage dice, or 6d6. I get the feeling that it would only be 3d6.
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.
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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!
Combat is a large part of Dungeons and Dragons. To make it as immersive as possible, the game’s designers added nuances to the game that will balance combat yet grip the player and make them feel the thrill of the fight. That said, there are many things about the combat mechanics to learn, let’s tackle the basics, and explore Attack Rolls and Damage Rolls.
In this article, you’ll find what they are exactly, the calculations required, and some practical examples for each. They are arranged as such, so feel free to scroll down to the section you want.
Contents
What Are Attack and Damage Rolls?
In Dungeons and Dragons Fifth Edition, Attack and Damage Rolls are rolls you take when you attack an enemy during combat. The Attack Roll determines whether or not you hit the target, while the Damage Roll determines how much damage you inflict on the target.
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!
These are the basics of combat in Dungeons and Dragons. In order to attack, you must use your action for your turn. Once you do, you pick a target, roll an Attack Roll and if it hits, you roll an Damage Roll for the damage.
If your Attack Roll results in a miss, you will not need to do a Damage Roll.
During an Attack Roll, your aim is to get a value higher than the target’s AC. AC stands for Armor Class. In DnD 5e, this basically represents how hard to hit the target will be, either due to their armor or fast reflexes.
So, for example the result of your Attack Roll is 14. You will now run this value against the target’s AC. Let’s give three different scenarios below:
So, as you can see your aim during an Attack Roll is to get at least the same value of the target’s AC or higher to land a hit.
There are special cases, though, like when you get a Nat20.
A Nat20, or Natural 20, is when the d20 (20 sided-die) rolled results in a 20. This means independent of the other modifiers or bonuses, you get a 20. You will then score a Critical Hit.
Critical Hits ignore the target’s AC and let you hit automatically. Crits also let you double the dice you use during the next step, which is the Damage Roll.
The Damage Roll, as mentioned above, determines your damage. The variables involved in the damage roll include the weapon you are using, the class your character is, and other bonuses afforded through different means.
If you want to know how to calculate AC, you’ll find our guide useful. Find it by clicking here.
By the way, I work really hard on my content and it takes a long time to research and write all the information in the site. If you find it useful, please be sure to share and link back to articles for credit!
What Do You Add to Attack Rolls in DnD 5e?
In Dungeons and Dragons 5e, The variables included in an Attack Roll are: d20, Ability Modifier, Proficiency Bonus, Other Bonuses. With all these factors accounted for, all you need to do is add them together to get your Attack Roll.
The resulting formula for Attack Rolls will be:
= Attack Rolls
= d20 + Ability Modifier + Proficiency Bonus + Other Bonuses
D20 = as mentioned above is the 20 sided-die
Ability Modifier = Based on the applicable Ability Score
Proficiency Bonus = Proficiency Bonus based on your level and Proficiencies
Other Bonuses = These are spells, items, or special abilities that can add to your Attack Roll
Ability Modifiers may cause some confusion because the applicable Ability Modifiers may change depending on the weapon being used. For weapons it is best to refer to the Player’s Handbook, on page 149. There you’ll find a chart outlining what the applicable ability scores are for each weapon.
In general, melee weapons require Strength, ranged require Dexterity, and Finesse weapons allow you to choose between the two, Strength or Dexterity. However, bear in mind that these are generalizations. You need to look at the items themselves to see their properties and how they work.
For spells, there are certain spells with attack rolls and some that don’t. For those with Attack Rolls, the formula is the same, except the Ability modifier may change.
= Spell Attack Rolls
= d20 + Ability Modifier (Spellcasting Class Feature) + Proficiency Bonus
If you want to know how to calculate Spell Attack Rolls, you’ll find our guide useful. There’s a bunch of example that can make things way clearer. Find it by clicking here.
Calculating Attack Rolls
Now, let’s put this into practical use. Let’s make a hypothetical character using the Standard Array.
Level 1 Paladin
Since the Paladin is Level 1, his Proficiency Bonus will be + 2.
Using these stats, we’ll calculate the Attack Rolls for when this Paladin is using a +2 Greatsword. Since Paladins have proficiency with Martial Weapons, we will be able to use his Proficiency Bonus in the equation. Let’s also say he rolled a 14 with the d20. The computation will come up like this:
= Attack Rolls
= d20 + Ability Modifier + Proficiency Bonus + Other Bonuses
= 14 + 1 (Strength Modifier) + 2 + 2 (+2 Greatsword)
= 19
For how to calculate Proficiency Bonuses, we’ve made a guide that has a lot of examples, as wells as answers to common question you may ask. Find it by clicking here.
Let’s take another look for spellcasters.
Level 1 Wizard
Since the Wizard is Level 1, his Proficiency Bonus will be + 2.
Using these stats, we’ll calculate the Attack Rolls for when this Wizard is casting Fire Bolt. With the Spellcasting Class Feature, you are able to use your Proficiency Bonus as well. Let’s also say he rolled a 14 with the d20. The computation will come up like this:
= Spell Attack Rolls
= d20 + Ability Modifier + Proficiency Bonus
= 14 + 2 (Intelligence Modifier) + 2
= 18
For both cases, it goes without saying that rolling a natural 20 will let you hit no matter what.
What Do You Add to Damage Rolls?
In Dungeons and Dragons 5e, The variables included in an Damage Roll are: Weapon’s Damage Dice, Ability Modifier, and Other Bonuses. With all these factors accounted for, all you need to do is add them together to get your Damage Roll.
The resulting formula for Damage Rolls will be:
= Damage Rolls
= Weapon’s Damage Dice + Ability Modifier + Other Bonuses
Weapon’s Damage Dice = Depends on the weapon
Ability Modifier = Based on the applicable Ability Score
Other Bonuses = These are spells, items, or special abilities that can add to your Damage Roll
For weapons it is best to refer to the Player’s Handbook, on page 149. There you’ll find a chart outlining what the damage dice used are.
You’ll notice that Proficiency Bonus is no longer included in the computation, instead it solely relies on the weapon and ability modifier. There are many abilities that can add to Other Bonuses, one of which will be divine smite, which we will use for an example later.
For spells, they act similarly to weapon damage rolls in that instead of a weapon damage die, you’ll be depending on the spell itself for damage. Again, it is best to consult the Player’s Handbook for the damage dice that each spell uses.
The ability modifier, like the proficiency modifier will not come to play anymore, except when specified.
As such, spell damage rolls will look like this:
= Spell Damage Rolls
= Spell Damage Dice + Other Bonuses
Calculating Damage Rolls in DnD 5e
Once again, let’s do an example. Let’s make a hypothetical character using the Standard Array.
Level 2 Paladin
Since the Paladin is Level 2, his Proficiency Bonus will still be + 2.
Since we will be using Divine Smite as an example, we’ll calculate the Damage Rolls for when this Paladin is using a Greatsword. Let’s say he rolls a 10 for the 2d6 of the Greatsword.
= Paladin With Greatsword Damage Rolls
= 2d6 + Ability Modifier
= 10 + 1 (Strength Modifier)
= 11
Now, let’s add something to spice up the damage: Divine Smite. Divine Smite adds 2d8 by using a level 1 spell slot. Let’s say the 2d8 roll resulted in a 12. The computation will now look like:
= Paladin With Greatsword Using Divine Smite Damage Rolls
= 2d6 + Ability Modifier + 2d8
= 10 + 1 (Strength Modifier) +12
= 23
But wait, there’s more. If you use Divine Smite on a Fiend or Undead, you get to add 1d8 more of damage. Let’s say the 1d8 resulted in a 5. It will now be:
= Paladin With Greatsword Using Divine Smite VS Undead Damage Rolls
= 2d6 + Ability Modifier + 2d8 +1d8
= 10 + 1 (Strength Modifier) +12 + 5
= 28
Lastly, let’s say you roll a nat 20 for your Attack Roll. Now, you get to double all your attack dice, the final formula looking like this:
= Critical Hit Paladin With Greatsword Using Divine Smite VS Undead Damage Rolls
= 4d6 + Ability Modifier + 4d8 +2d8
I’ll leave the total damage to your imagination.
Now, the damage rolls for spellcasters.
Level 1 Wizard
The damage roll for spells is pretty straightforward. Mostly, you just look at the description of the spell and use the damage dice specified there. In this example, let’s use Fire Bolt again. Let’s say the result is a 7. The formula will now be:
= Level 1 Wizard Spell Damage Rolls
= 1d10 + Other Bonus
= 7 + 0 (No Bonuses)
= 7
Now, let’s spice it up. A Level 10 School of Evocation Wizard has a Class Feature called Empowered Evocation, which lets you add your Intelligence Modifier to the Damage Roll. Also, Fire Bolt begins to use 2d10 once you reach level 5.
Let’s say the roll for the 2d10 results in a 16. Now the computation will be:
= Level 10 School of Evocation Wizard Spell Damage Rolls
= 2d10 + Empowered Evocation
= 16 + 2
= 18
But wait, there’s more, in the case of a critical hit, your computation will become:
= Spell Damage Rolls
= 4d10 + Empowered Evocation
Again, I’ll leave the total damage to your imagination
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!
Crit Dmg Dnd 5e Character
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