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Returning 35 results for 'critical hits'.
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Critical Hit
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Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Critical Hits When you score a Critical Hit, you deal extra damage. Roll the attack’s damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a
Critical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue’s Sneak Attack feature, you also roll those dice twice.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Critical Hits When you score a Critical Hit, you deal extra damage. Roll the attack’s damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a
Critical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue’s Sneak Attack feature, you also roll those dice twice.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Critical Hits When you score a Critical Hit, you deal extra damage. Roll the attack’s damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a
Critical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue’s Sneak Attack feature, you also roll those dice twice.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Critical Hits When you score a Critical Hit, you deal extra damage. Roll the attack’s damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a
Critical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue’s Sneak Attack feature, you also roll those dice twice.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Critical Hits When you score a Critical Hit, you deal extra damage. Roll the attack’s damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a
Critical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue’s Sneak Attack feature, you also roll those dice twice.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Critical Hits When you score a Critical Hit, you deal extra damage. Roll the attack’s damage dice twice, add them together, and add any relevant modifiers as normal. For example, if you score a
Critical Hit with a Dagger, roll 2d4 for the damage rather than 1d4, and add your relevant ability modifier. If the attack involves other damage dice, such as from the Rogue’s Sneak Attack feature, you also roll those dice twice.
Critical Hits
Legacy
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Rules
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.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Monsters and Critical Hits A monster follows the same rule for critical hits as a player character. That said, if you use a monster’s average damage, rather than rolling, you might wonder how to
handle a critical hit. When the monster scores a critical hit, roll all the damage dice associated with the hit and add them to the average damage. For example, if a goblin normally deals 5 (1d6 + 2) slashing damage on a hit and scores a critical hit, it deals 5 + 1d6 slashing damage.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Monsters and Critical Hits A monster follows the same rule for critical hits as a player character. That said, if you use a monster’s average damage, rather than rolling, you might wonder how to
handle a critical hit. When the monster scores a critical hit, roll all the damage dice associated with the hit and add them to the average damage. For example, if a goblin normally deals 5 (1d6 + 2) slashing damage on a hit and scores a critical hit, it deals 5 + 1d6 slashing damage.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Monsters and Critical Hits A monster follows the same rule for critical hits as a player character. That said, if you use a monster’s average damage, rather than rolling, you might wonder how to
handle a critical hit. When the monster scores a critical hit, roll all the damage dice associated with the hit and add them to the average damage. For example, if a goblin normally deals 5 (1d6 + 2) slashing damage on a hit and scores a critical hit, it deals 5 + 1d6 slashing damage.
Magic Items
Dungeon Master’s Guide
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any Critical Hit against you becomes a normal hit.
Magic Items
Dungeon Master’s Guide
This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.
Weapons
Magic Items
Guildmasters’ Guide to Ravnica
This suit of armor is reinforced with a magically enhanced metal alloy called mizzium, which is made in Izzet foundries. While you’re wearing the armor, any critical hit against you becomes a
Equipment
Critical Hits on a natural roll of 19 or 20. If your Critical Range is already increased, instead increase it by 1 point (such as from 19-20 to 18-20). When you score a Critical Hit with a Brutal weapon against a creature, the weapon deals one additional die of damage.
Equipment
Critical Hits on a natural roll of 19 or 20. If your Critical Range is already increased, instead increase it by 1 point (such as from 19-20 to 18-20). When you score a Critical Hit with a Brutal weapon against a creature, the weapon deals one additional die of damage.
Orc Red Fang of Shargaas
Legacy
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Monsters
Volo's Guide to Monsters
any creature that hasn't taken a turn yet. If the orc hits a creature that round who was surprised, the hit is automatically a critical hit.Multiattack. The orc makes two scimitar or dart attacks
Cunning Action. On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.
Hand of Shargaas. The orc deals an 2 extra dice of damage when it hits a target with
Equipment
weapons score Critical Hits on a natural roll of 19 or 20. If your Critical Range is already increased, instead increase it by 1 point (such as from 19-20 to 18-20). When you score a Critical Hit with a Brutal weapon against a creature, the weapon deals one additional die of damage.
Equipment
Critical Hits on a natural roll of 19 or 20. If your Critical Range is already increased, instead increase it by 1 point (such as from 19-20 to 18-20). When you score a Critical Hit with a Brutal weapon against a creature, the weapon deals one additional die of damage.
Magic Items
Tales from the Yawning Portal
You have a +1 bonus to attack and damage rolls you make with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Further, damage from nonmagical sources can’t harm the weapon.
Great Weapon Master
Legacy
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Feats
Player’s Handbook (2014)
You've learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:
On your turn, when you score a critical hit with a melee
weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Assassin
Legacy
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Monsters
Basic Rules (2014)
Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical
, and only half damage if it fails.
Sneak Attack. Once per turn, the assassin deals an extra 14 (4d6);{"diceNotation":"4d6","rollType":"roll","rollAction":"Sneak Attack"} damage when it hits a target
Monsters
Guildmasters’ Guide to Ravnica
critical hit.
Poisonous Skin. Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 3 (1d6);{"diceNotation":"1d6","rollType":"damage","rollAction":"Poisonous
Balor
Legacy
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Monsters
Basic Rules (2014)
":"damage","rollAction":"Fire Aura","rollDamageType":"fire"} fire damage, and flammable objects in the aura that aren’t being worn or carried ignite. A creature that touches the balor or hits it with
"} lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.
Whip. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction
Monsters
Princes of the Apocalypse
Assassinate. During its first turn, Ghald has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Ghald scores against a surprised creature is a critical hit
feet of him, using a limited telepathy.
Sneak Attack. Ghald deals an extra 14 (4d6);{"diceNotation":"4d6","rollType":"roll","rollAction":"Sneak Attack"} damage when he hits a target with a weapon
Monsters
Infernal Machine Rebuild
Assassinate. During its first turn, Andras has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Andras scores against a surprised creature is a critical hit.
Evasion
fails.
Sneak Attack. Once per turn, Andras deals an extra 14 (4d6);{"diceNotation":"4d6","rollType":"roll","rollAction":"Sneak Attack"} damage when he hits a target with a weapon attack and has
Monsters
Thieves’ Gallery
Disarming Charm. While Forge isn’t wearing armor, his AC includes his Charisma modifier.
Double-Cross. If Forge hits a creature friendly to him with an attack roll, the attack is automatically
a critical hit.
Evasion. If Forge is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he takes no damage if he succeeds on the saving throw, and only
Monsters
Princes of the Apocalypse
against any creature that hasn't taken a turn. Any hit Grumink scores against a surprised creature is a critical hit.
Evasion. If Grumink is subjected to an effect that allows him to make a Dexterity
);{"diceNotation":"4d6","rollType":"roll","rollAction":"Sneak Attack"} damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an
Monsters
Tales from the Yawning Portal
Assassinate. During his first turn, Obmi has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Obmi scores against a surprised creature is a critical hit
he fails.
Sneak Attack. Once per turn, Obmi deals an extra 14 (4d6);{"diceNotation":"4d6","rollType":"roll","rollAction":"Sneak Attack"} damage when he hits a target with a weapon attack and has
Monsters
Infernal Machine Rebuild
":"Fire Aura","rollDamageType":"fire"} fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while
"} slashing damage plus 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Longsword","rollDamageType":"lightning"} lightning damage. If the balor scores a critical hit, it rolls damage dice
Balor (Summoner Variant)
Legacy
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Monsters
Monster Manual (2014)
":"Fire Aura","rollDamageType":"fire"} fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while
scores a critical hit, it rolls damage dice three times, instead of twice.
Whip. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction":"Whip"} to hit, reach 30 ft., one
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll four times as many damage dice for
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for
magic-items
the weapon as normal for this attack. This dice multiplication does not affect additional damage from abilities such as smite or sneak attack, and is unaffected by critical hits. If the attack misses
.
Ferocious Blow. As an action, you can expend 1 charge to call upon the spirit of the tar-rasque and make a mighty swing with this weapon. If the attack hits, roll five times as many damage dice for