Natural 20 and Natural 1 Rules

Critical Hits and Fumbles (Attacks & Spells)

  • Natural 20 on an attack: Roll damage normally, then add the maximum possible result of the damage dice on top (not rerolled), plus any static modifiers once. Example: 1d8+2 becomes 1d8 (rolled) + 8 (max) + 2.
  • The same math applies to spell damage when a target fails a save with a Natural 20.
  • Natural 1 on an attack: No mechanical penalty. The player describes how it goes wrong narratively (dramatic, comedic, whatever fits the moment).
  • These crit and fumble rules apply equally to enemies, not just player characters.

Skill Checks

  • Natural 20 on a skill check: Best possible outcome, provided success is actually possible given the fiction. It does not bypass physical impossibilities.
  • Natural 1 on a skill check: Not an automatic failure; represents bad luck rather than incompetence.
  • Only rolls called for by the DM count. If the DM doesn’t call for a Perception check, you cannot roll one yourself and declare it applies.
  • Passive Perception, Investigation, and Insight will be used throughout this campaign. Keep this in mind when building your character (ability scores, skill proficiencies, expertise, etc.).