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Dice rolls: Difference between revisions

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213 bytes added ,  29 October 2023
→‎Attack rolls: Additional info, copyedit for clarity and flow
(→‎Rolls using d20: Some tweaks and clarifications)
(→‎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]]
When a creature rolls a natural 20 on an attack roll, it is also a [[Critical hit|critical hit]]. A critical hit is considered an automatic hit, and the creatures rolls twice the normal number of damage dice rolled to determine damage, including additional dice such as those from smites or combat manoeuvers. Flat damage bonuses from modifiers or other sources (such as {{SAI|Great Weapon Master: All In}}) are not affected by a critical hit.
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 roll critical hits on natural 19s or lower. These are also considered automatic hits.
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 ===

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