User:HarveyPekar/Crit
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 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.
Maximizing 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.
On the other side of things, effects that add dice or trigger re-rolls of damage die can make the most out of 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
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)
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
)