Critical Hits in D&D 5e (Explained): Nat 20s, Damage, and Auto-Crit Rules

A critical hit is the table’s applause cue. The fighter rolls a natural 20, everyone leans in, and suddenly you are rolling twice as many damage dice. It is simple until someone tries to double the +5 too.

For the full fight structure, see how D&D combat works. For when advantage stacks into crit fishing, see advantage and disadvantage.


The core rule

When you score a critical hit:

  1. You still need a valid attack roll that hits (natural 20 hits regardless of AC).
  2. Roll all of the attack’s damage dice twice and add the same modifiers once.

Example: longsword 1d8 + 4 Strength. Crit damage is 2d8 + 4, not 2d8 + 8.


Spell attacks and crits

Spell attacks can crit on a natural 20. Roll the spell’s damage dice twice. Do not double ongoing effects like hex bonus dice unless a feature says so; those are separate riders.

Cantrips scale with character level, so a late-game fire bolt crit hurts. That is working as designed.


Automatic critical hits

Some rules skip the nat 20 requirement:

These are not “free crits on a miss.” You still need an attack roll that hits, but any hit becomes a crit.


Common mistakes

MistakeFix
Doubling Strength or proficiencyDouble dice only
Doubling sneak attack dice separately twiceSneak attack is part of the attack; roll those dice twice with the rest
Critting on saving throwsNat 20 on saves does not auto-crit damage
Declaring crit before confirming hitNatural 20 always hits; other crit riders still need a hit

Table speed tip

Say it out loud: “Crit, so double dice.” Roll weapon dice together, then add modifiers once. Saves the night from math debates.


Design note for DMs

Crits swing hard on low-level tables. If fights feel swingy, use fewer monsters with more HP instead of banning crits. Players love them; they are part of the game’s emotional rhythm.

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