Z's Critical Hits (5e Variant Rule)

From Dungeons and Dragons Wiki
Revision as of 07:51, 8 August 2022 by Zhenra-Khal (talk | contribs)
Jump to: navigation, search


Homebrew.png
Author: Zhenra-Khal (talk)
Date Created: 8-8-2022
Status: Complete
Editing: Don't edit without discussion. Unauthorized edits will be reverted.
ArticleUndiscussed.png
Rate this article
Discuss this article


Z's Critical Hits

Basic crit rules can lead to mediocre critical hits - A paladin rolls a natural 20 and smites their foe, only to roll lower damage than they did on their ordinary attack last turn. That's an extreme example, but we've all seen it.

This is a commonplace variant rule for critical hits, and I'm in no way taking credit for it (Save for taking credit for writing it out on this page); I'm just placing it here for easy reference.

The Existing Rules

When you roll a natural 20 on an attack roll, you double the attack's damage dice - Either by rolling each die twice, or by doubling the amount of damage after rolling it.

The Variant

With this variant rule, when you land a critical hit, the attack deals additional damage equal to the attack's maximum damage, rather than simply doubling the damage dice.

When an ability (Such as a Barbarian's Brutal Critical feature, or a Half-Orc's Savage Attacks trait) adds additional damage to a critical hit, this damage is rolled and applies separately.


Back to Main Page5x5eVariant Rules

AuthorZhenra-Khal +
Identifier5e Variant Rule +
RatingUndiscussed +
SummaryJust a simple reference point for the way I do critical hits. I know it's a common rule, but it's here for an easy pointer. +
TitleZ's Critical Hits +