How do critical hits work with static monster damage?

If I use static damage from monsters, how do I calculate the value on critical hits? I can’t just double the value, because that includes the static modifier. Should I recalculate the damage on the fly (so, if the monster usually has (7) d8 + 3, I make it (11) 2d8 + 3)? That’s kind of pain in the ass. Or do the monsters not double their static damage on critical hits and only get the benefit of the guaranteed hit? Alternatively, I could decide that I roll on crits.

Are there official rules the govern this?

Does casting Inflict Wounds while concentrating on Vampiric Touch also siphon damage?

Vampiric Touch says,

The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.


  • Round 1 you cast vampiric touch and make a melee spell attack for 3d6 necrotic damage.

  • Round 2 while still concentrating on vampiric touch you cast Inflict Wounds as a 3rd level spell for 5d10 necrotic damage.

Being that Vampiric Touch is still functioning, you are making a melee spell attack, and it is dealing necrotic damage… Does the necrotic damage from Inflict Wounds siphon health?

(Obviously the 3d6 and 5d10 wouldn’t stack because of action economy, etc.)

I am sure that a player could find a better use of two 3rd level spell slots, but I have taken up a kind of awkward place as an arcane healer/tank for the group and every bit of preservation helps.

When do objects take damage from being inside the Whirlpool option of the Control Water spell?

The control water spell allows you to create a whirlpool which includes the following in its description:

[…] The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

I understand that an object takes damage on any turn that it enters the vortex, even if it does so multiple times in a single round. But when exactly is “each round”; when does the re-occurring damage for remaining in the vortex actually happen; when does an object inside of a whirlpool actually take the 2d8 bludgeoning damage?

Note, that if they instead had said “each turn” then these objects would be taking damage multiple times per round. I hesitate a guess that some of the unusual wording here comes from the fact that objects don’t even have turns of their own so they couldn’t have used the wording they usually do for creatures.

How does Damage Resistance, Damage Reduction, Damage Threshold, and Half-Damage from a Successful Save work together?

This is mostly a theoretical question. Imagine there is some creature that has a variety of different damage-reducing elements built into its stat-block. Lets pretend its a giant-molten-stone-golem, because that at least seems plausible for these bonuses:

  • Fire damage that the golem takes is reduced by 9. (as per wording like the Heavy Armor Master feat)
  • The golem has a Damage Reduction of 12. (typically only objects have DR, but humor me!)
  • The golem has resistance to fire damage.

Now, imagine that the golem just succeeded on its Dexterity Saving Throw against a Fireball. Before any reductions, imagine the fireball is causing 40 incoming fire damage to the golem.

The Question:

How much damage would the golem take, and what are the steps to reduce the damage to this amount?

Mordhau grip for bludgeoning damage?

I play in a short dnd 5e campaign, with many undead type monsters, like skeletons and the like. My character has a Longsword, which deals slashing damage.

Now I would like if it would be possible to take my sword in the “Mordhau Grip” (basically grabbing the sword on the blade and using it to strike with the grip and shaft), to deal bludgeoning damage, because of the weakness from skeletons to bludgeoning damage.

Would this be possible and would I get the same damage and/or debuffs or the like on my attack?

How do I maximize my turns for damage with this Battle Smith melee character?

What would be the correct sequence of actions on 1st turn, and following turns for an Battle Smith Artificer to Maximize damage?

They are a 3rd level variant human (Dual Wielder feat) with a Strength and Intelligence modifier of +3. We are using the 2019-2 version of the Artificer.

They are armed with

  • 2 Yklwa 1d8 (with throwing property) using TWF

    • One being infused with Enchant Weapon +1,
    • and the second with Returning Weapon +1 (no action on return).

They could cast either

  • Arcane weapon 1d6 (variable) or
  • Searing Smite 1d6 (fire)

And they have the ability to command their Iron Defender as a Bonus Action to attack with a 1d8 + 2 damage attack, or take the help action.

Does the damage for Delayed Blast Fireball increase each round?

The damage for the spell delayed blast fireball is listed as:

The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

The spell’s duration is “Concentration, up to 1 minute”.

Does this damage increase repeat on each of your turns throughout the spell’s duration?
Or does it only apply to the turn when you cast the spell?

I tried to draw comparison to the 3.5e version of the spell, but according to the d20 SRD, there is no damage bonus for delaying the blast; the spell is simply more powerful than fireball.

How much damage does a Pick on a critical hit?

If I have critical specialization with a Pick, how much damage do I cause.

Pick critical specialization:

2 additional damage per weapon damage die.

However, Picks also have the Fatal property:

On a critical hit, […] and the weapon adds one additional damage die of the listed size.

So it seems that a puny Pick does 2d10+4 damage, before Str and other modifiers.
Is that right?