Some aspects of critical hits still confuse me, which brings me to my question: "If you cast Hex on an enemy and then roll a natural 20 when you attack that enemy with a melee weapon do you roll two d6s instead of one for the necrotic damage from Hex?
Things also only crit if its from an attack roll. So a spell with a saving throw does no crit.. So fireball, lighting bolt, magic missiles cannot crit. This would include hex since that is what is doing that damage.
Critical Hits
When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.
For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well.
On a critical hit ALL damage dice get doubled, doesn't matter where they come from
Even if you have poison on your blade or arrow the damage dice from it get's doubled on a critical hit.
That's not true. Only the attack's damage dice get doubled, so it'll depend on the poison. If the poison damage is the result of some secondary effect requiring a saving throw, it's not doubled.
Some aspects of critical hits still confuse me, which brings me to my question: "If you cast Hex on an enemy and then roll a natural 20 when you attack that enemy with a melee weapon do you roll two d6s instead of one for the necrotic damage from Hex?
On a critical hit ALL damage dice get doubled, doesn't matter where they come from
Even if you have poison on your blade or arrow the damage dice from it get's doubled on a critical hit.
Things also only crit if its from an attack roll. So a spell with a saving throw does no crit.. So fireball, lighting bolt, magic missiles cannot crit. This would include hex since that is what is doing that damage.
Critical Hits
When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.
For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue's Sneak Attack feature, you roll those dice twice as well.
That's not true. Only the attack's damage dice get doubled, so it'll depend on the poison. If the poison damage is the result of some secondary effect requiring a saving throw, it's not doubled.
Thanks so much for the additional information everyone!