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Dice rolls: Difference between revisions
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→Attack rolls: Additional info, copyedit for clarity and flow
Guybrush42 (talk | contribs) (→Rolls using d20: Some tweaks and clarifications) |
Guybrush42 (talk | contribs) (→Attack rolls: Additional info, copyedit for clarity and flow) |
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==== Critical hits ==== | ==== Critical hits ==== | ||
[[File:critical hit.png|right|thumb|Example of a Critical Hit with a 1d6 Shortsword]] | [[File:critical hit.png|right|thumb|Example of a Critical Hit with a 1d6 Shortsword; the damage dice are doubled, but the Dexterity modifier is not]] | ||
A natural 20 on an attack roll is a [[Critical hit|critical hit]]. In addition to being an automatic hit, the creature rolls twice the normal number of dice to determine damage, including additional dice such as those from smites or combat manoeuvres. "Flat" damage bonuses that add a simple number rather than dice, are not doubled by a critical hit. This includes ability score modifiers, weapon enhancement bonuses and features and abilities like {{SAI|Great Weapon Master: All In}}. | |||
Some equipment, feats and class features allow a creature to | Some equipment, feats and class features (notably the {{class|Champion}}'s {{SAI|Improved Critical Hit}}) allow a creature to score a critical hit on natural rolls of 19 or 20, or even 18 to 20. The benefits are the same as for a regular critical hit. | ||
=== Saving throws === | === Saving throws === |