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Critical hit
Critical hits occur when an attacker rolls a natural 20 on their attack roll. Critical hits automatically land regardless of the target's armour class, and the attacker also rolls twice the normal number of dice to determine damage dealt.
While initially a stochastic game mechanic, a number of features, abilities, and items allow one to manipulate the odds of scoring a critical hit. Combined with effects that make critical hits themselves stronger, building around critical hits can be a valid strategic option.
Mechanics[edit | edit source]
Any ability which uses an attack roll, including spell attacks, is capable of landing a critical hit. 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 Slashing Flourish or Scorching Ray can have multiple critical hits, with each attack rolling independently of the other.
Flat modifiers and bonuses to damage – including one's relevant ability score modifier and proficiency bonus – are not doubled. Attacks that deal a flat amount of damage rather than a die roll, such as Familiars, can roll critical hits but do not deal extra damage on doing so.
Reducing critical threshold[edit | edit source]
Some feats, passive features, and items reduce the critical hit threshold by 1, allowing the attacker 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 lower than 19.
Equipment[edit | edit source]
Weapons[edit | edit source]
- Bloodthirst → Improved Critical
- Duellist's Prerogative → Elegant Duellist (while off-hand is empty)
- Knife of the Undermountain King → Organ Rearranger
- The Dead Shot → Improved Critical[1]
- Unseen Menace (while the weapon is invisible)
Cloaks[edit | edit source]
- Shade-Slayer Cloak → Stealthy Critical (while Hiding)
Armour and headgear[edit | edit source]
- Covert Cowl → Covert Critical (while Obscured)
- Dark Justiciar Helmet → Covert Critical (while Obscured)
- Sarevok's Horned Helmet → Deathbringer's Sight
Conditions[edit | edit source]
- A Most Bloody Inheritance - Critical threshold reduced by 2, available only to the The Dark Urge origin.
Consumables[edit | edit source]
- Elixir of Viciousness - Reduces the number needed to roll a Critical Hit by 1.
Class features[edit | edit source]
- - Level 3 passive for the Champion Fighter subclass.
- - Reduces critical threshold by 1; this can be applied through two Hexblade level 1 features:
- - Directly apply Hexblade's Curse for 10 turns with a Bonus Action ( Recharge: Short rest)
- - 20% chance to apply Hexblade's Curse for 10 turns when landing an attack with a Hexed Weapon.
Feats[edit | edit source]
- Spell Sniper - Spell attacks only.
Illithid Powers[edit | edit source]
- Fierce Perilous Stakes - Target's critical threshold is reduced by 5, but this also makes the caster vulnerable to all damage. Multiple applications of this feature stack.
Maximising critical hit value[edit | edit source]
Increasing likelihood of critical hits[edit | edit source]
Any effect that triggers a re-roll of an attack die increases the likelihood of landing a critical hit. Attacking with Advantage almost doubles the likelihood of rolling a critical.[2] Features that allow for situational rerolls, like Halfling Luck, similarly increase the odds. Reducing the critical threshold increases chances of scoring a critical hit accordingly; taking into account advantage and multiple attacks, the odds of hitting at least one critical with a character in one round of combat are as follows:[3]
| Critical Hit Threshold | Chance without Advantage | Chance with Advantage | Two attacks with advantage | Three attacks with advantage |
|---|---|---|---|---|
| 20 | 5% | 9.75% | 18.55% | 26.49% |
| 19 | 10% | 19% | 34.39% | 46.86% |
| 18 | 15% | 27.75% | 47.8% | 62.29% |
| 17 | 20% | 36% | 59.04% | 73.79% |
| 16 | 25% | 43.75% | 68.36% | 82.20% |
| 15 | 30% | 51% | 75.99% | 88.24% |
| 14 | 35% | 57.75% | 82.15% | 92.46% |
Additional effects on critical hit[edit | edit source]
On the other side of things, some effects add an additional value to critical hits when they occur.
Passives[edit | edit source]
- Brutal Critical and Savage Attacks add an extra damage die to the damage of the attack, i.e. an attack dealing 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 Divine Smite.
- Great Weapon Fighting rerolls damage die for two-handed melee weapons, when rolling a 1 or 2.
- Great Weapon Master: Bonus Attack enables an attack using a bonus action, after a critical hit.
- Mortal Reminder possibly frightens enemies on critical hit.
- Savage Attacker rerolls all damage die twice.
Actions and spells[edit | edit source]
- Paralysing Critical paralyzes a target on critical hit, once per long rest.
Equipment[edit | edit source]
- Blightbringer inflicts Slowed on critical hit.
- Clown Hammer inflicts Hideous Laughter on both target and user on critical hit.
- Craterflesh Gloves adds 1d6Force to critical hits, itself doubled as it is adding an additional damage die.
- Dolor Amarus adds a flat damage boost of 7 to critical hits.
- Intransigent Warhammer knocks creatures prone in a radius on critical hit.
- Spellthief restores a level 1 spell slot on critical hit.
- Sword of Life Stealing adds a flat damage boost to critical hits and adds temporary hit points.
- Vicious Battleaxe adds a flat damage boost of 7 to critical hits.
- Vicious Shortbow adds a flat damage boost of 7 to critical hits.
Guaranteed critical hits[edit | edit source]
There are also several ways to guarantee a critical hit.
- Assassinate: Ambush against Surprised creatures
- Exposing Bite, on the next attack made from within melee range
- Killer's Sweetheart once per Long Rest after killing a creature
- Luck of the Far Realms once per Long Rest
- Melee-range attacks against Paralysed or Sleeping targets
- Scarlet Saturation once per Long Rest after consuming the +3 bonus from Scarlet Remittance
- Wild Magic: Enchant Weapons
Negating critical hits[edit | edit source]

Some equipment prevent attackers from landing critical hits when worn. When a natural 20 is rolled against the wearer, instead of automatically landing, the roll is simply treated as a 20. All attack roll modifiers are applied, and the roll is compared against the wearer's armour class as with any other attack roll. Therefore, while wearing equipment that prevents critical hits, a high enough armour class makes it possible to always be missed by attack rolls, even if a natural 20 is rolled.
Guaranteed critical hits are also affected by these equipment items.[verify] Conditions such as Sleeping and Hold Person, which would normally provide a critical hit on any attack roll, will no longer do so. However, Luck of the Far Realms still allows for a critical hit if the attack lands.
Equipment[edit | edit source]
Armour and headgear[edit | edit source]
Shields[edit | edit source]
Notes[edit | edit source]
- ↑ Both The Dead Shot and Bloodthirst grant the same passive, but are still able to stack.
- ↑ https://statmodeling.stat.columbia.edu/2014/07/12/dnd-5e-advantage-disadvantage-probability/
- ↑ Guide:Book's Guide to Crits
See also[edit | edit source]
- Advantage - For more on the calculations behind critical successes, misses, and advantage.
