User:HarveyPekar/Crit: Difference between revisions
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== Mechanics == | == Mechanics == | ||
Any ability that uses an attack roll, including spell attacks, is capable of landing critical hits. Any dice that are rolled for damage, including additional dice such as those from [[Divine Smite|smites]] or [[Battle Master|combat manoeuvres]], are rolled twice. Abilities with multiple attack rolls like {{SAI|Scorching Ray}} can have multiple critical hits, with each attack rolling independently of one another. | Any ability that uses an attack roll, including spell attacks, is capable of landing critical hits. Any dice that are rolled for damage, including additional dice such as those from [[Divine Smite|smites]] or [[Battle Master|combat manoeuvres]], are rolled twice. Abilities with multiple attack rolls like {{SAI|Slashing Flourish (Ranged)|Slashing Flourish}} or {{SAI|Scorching Ray}} can have multiple critical hits, with each attack rolling independently of one another. | ||
Flat modifiers and bonuses to damage – including the creature's relevant [[ability score modifier]] and [[proficiency bonus]] – are not doubled. | Flat modifiers and bonuses to damage – including the creature's relevant [[ability score modifier]] and [[proficiency bonus]] – are not doubled. | ||
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=== Guaranteed critical hits === | === Guaranteed critical hits === | ||
There are also several ways to | There are also several ways to guarantee a critical hit. | ||
*By applying {{Cond|Paralysed}} (e.g. from any of {{SAI|Hold Person}}, {{SAI|Hold Monster}}) ''(attacks must be made from within {{C|{{Range|melee}}}})'' | *By applying {{Cond|Paralysed}} (e.g. from any of {{SAI|Hold Person}}, {{SAI|Hold Monster}}) ''(attacks must be made from within {{C|{{Range|melee}}}})'' | ||
*{{SAI|Luck of the Far Realms|w=30}} ''(once per [[Long Rest]])'' | *{{SAI|Luck of the Far Realms|w=30}} ''(once per [[Long Rest]])'' | ||
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*{{SAI|Assassinate:_Ambush|Assassinate:Ambush|w=30}} ''(against {{Cond|Surprised}} creatures)'' | *{{SAI|Assassinate:_Ambush|Assassinate:Ambush|w=30}} ''(against {{Cond|Surprised}} creatures)'' | ||
*{{SAI|Scarlet Saturation|w=30}} ''(once per [[Long Rest]] after consuming the +3 bonus from {{Cond|Scarlet Remittance +3}})'' | *{{SAI|Scarlet Saturation|w=30}} ''(once per [[Long Rest]] after consuming the +3 bonus from {{Cond|Scarlet Remittance +3}})'' | ||
*By applying {{Cond|Sleeping}} (e.g. from any of {{SAI|Sleep}}, {{SAI|Glyph_of_Warding:_Sleep|Glyph of Warding}}) ''(attacks must be made from within | *By applying {{Cond|Sleeping}} (e.g. from any of {{SAI|Sleep}}, {{SAI|Glyph_of_Warding:_Sleep|Glyph of Warding}}) ''(attacks must be made from within {{Range|melee}})'' | ||
*By applying {{Cond|Exposing Bite}} (from {{SAI|Wild Shape: Wolf|w=30}}) ''(once per [[Short Rest]], for the next attack made from within | *By applying {{Cond|Exposing Bite}} (from {{SAI|Wild Shape: Wolf|w=30}}) ''(once per [[Short Rest]], for the next attack made from within {{Range|melee}})'' | ||
==References== | ==References== | ||
{{reflist}}{{NavGameplay/Mechanics}} | {{reflist}}{{NavGameplay/Mechanics}} |
Revision as of 23:13, 16 January 2024
When a creature rolls a natural 20 on an attack roll, the attack is a critical hit. Critical hits automatically land regardless of the target's AC, and the attacker also rolls twice the normal number of dice to determine damage dealt.
Mechanics
Any ability that uses an attack roll, including spell attacks, is capable of landing critical hits. Any dice that are rolled for damage, including additional dice such as those from smites or combat manoeuvres, are rolled twice. Abilities with multiple attack rolls like or can have multiple critical hits, with each attack rolling independently of one another.
Flat modifiers and bonuses to damage – including the creature's relevant ability score modifier and proficiency bonus – are not doubled.
Reducing critical threshold
Some feats, passive features, and items reduce the critical hit threshold by 1, allowing the creature to land critical hits by rolling either 19 or 20 on attack rolls. Multiple sources of this effect stack, allowing the critical hit threshold to go even lower than 19.
Equipment
Weapons
- Unseen Menace (while the weapon is )
- Bloodthirst → Improved Critical
- The Dead Shot → Improved Critical
- Knife of the Undermountain King → Organ Rearranger
- Duellist's Prerogative → Elegant Duellist (while off-hand is empty)
Cloaks
- Shade-Slayer Cloak → Stealthy Critical (while )
Armour and headgear
- Covert Cowl → Covert Critical (while Obscured)
- Dark Justiciar Helmet → Covert Critical (while Obscured)
- Sarevok's Horned Helmet → Deathbringer's Sight
Conditions
- The Dark Urge origin) (critical threshold is reduced by 2, available only in the
Consumables
Class features
Feats
- (spell attacks only)
Illithid Powers
- (Target's critical threshold is reduced by 5, but it is also vulnerable to all damage)
Maximizing critical hits
Increasing likelihood of critical hits
Any effect that triggers a re-roll of an attack die will increase the likelihood of landing a critical hit. Attacking with Advantage almost doubles the likelihood of rolling a critical.[1] Features that allow for situational rerolls, like , similarly increase the odds. Reducing the critical threshold increases the odds accordingly; taking into account advantage and multiple attacks, the odds of scoring a critical with a character in one round of combat are as follows:[2]
Critical Hit Threshold | Chance without Advantage | Chance with Advantage | Two attacks with advantage |
---|---|---|---|
20 | 5% | 9.75% | 18.55% |
19 | 10% | 19% | 34.39% |
18 | 15% | 27.75% | 47.8% |
17 | 20% | 36% | 59.04% |
16 | 25% | 43.75% | 68.36% |
15 | 30% | 51% | 75.99% |
14 | 35% | 57.75% | 82.15% |
Additional effects on critical hit
On the other side of things, some effects add add additional value to critical hits when they occur. These include:
- 1d10Bludgeoning will critically deal 2d10 + 1d10Bludgeoning. Additional damage dice, like those from battle manoeuvres, are not subject to this additive bonus, with the exception of . and add an extra damage die to the damage of the attack, i.e. an attack dealing
- Effects that reroll damage rolls will see greater benefit on critical hits, since the raw number of damage rolls increases:
- rerolls all damage die twice.
- rerolls damage die for two-handed melee weapons, when rolling a 1 or 2.
- rerolls damage die on critical hits, when rolling a 2.
- Effects that provide a unique bonus when a critical hit occurs:
- Spellthief restores a level 1 spell slot on critical hit.
- paralyzes a target on critical hit, once per long rest.
- possibly frightens enemies on critical hit.
- Dolor Amarus, Vicious Battleaxe, and Vicious Shortbow add a flat damage boost to critical hits.
- Sword of Life Stealing adds a flat damage boost to critical hits and adds temporary hit points.
- enables an attack using a bonus action, after a critical hit.
- Intransigent Warhammer knocks creatures prone in a radius on critical hit.
- Craterflesh Gloves adds 1d6Force to critical hits, itself doubled as it's adding an additional damage die.
- Blightbringer inflicts on critical hit.
- Clown Hammer inflicts on both target and user on critical hit.
Guaranteed critical hits
There are also several ways to guarantee a critical hit.
- By applying (e.g. from any of , ) (attacks must be made from within
Melee: 1.5 m / 5 ft
) - Long Rest) (once per
- Killer's Sweetheart (once per Long Rest after killing a creature)
- creatures) (against
- Long Rest after consuming the +3 bonus from ) (once per
- By applying (e.g. from any of , ) (attacks must be made from within Melee: 1.5 m / 5 ft)
- By applying (from ) (once per Short Rest, for the next attack made from within Melee: 1.5 m / 5 ft)