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Yes—but only the damage that belongs to the melee weapon attack is doubled. Under the 2014 fifth-edition rules, a critical hit with booming blade doubles the weapon’s damage dice and, at 5th level or higher, the cantrip’s extra thunder-damage dice added to that hit. The separate thunder damage caused if the target later willingly moves 5 feet or more is a new spell effect, so the original critical hit does not double it.
This ruling applies to the Sword Coast Adventurer’s Guide wording and the 2014 Basic Rules. If your table uses a different edition or a revised spell text, compare that exact wording before applying the result.
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What a critical booming blade hit actually doubles
Booming blade is not a spell attack. The spell has you “make a melee attack with it” using the weapon brandished during casting. Sage Advice describes that attack as a normal melee weapon attack rather than a spell attack. Consequently, the attack can score a critical hit under the ordinary weapon-attack rules.
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The 2014 Basic Rules state: “When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal.” The rule doubles damage dice that are part of that attack; it does not double flat modifiers.
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That produces two categories of damage in the spell:
- Damage delivered by the melee attack: the weapon’s normal damage and, from 5th level onward, the cantrip’s extra thunder dice added “on a hit.” These dice are doubled when the attack is critical.
- Damage triggered later by movement: thunder damage dealt only if the target willingly moves 5 feet or more before the start of your next turn. This occurs after the attack as a separate spell trigger, so it is not doubled by the earlier critical hit.
How to resolve the interaction at the table
- Confirm that the attack is critical. Resolve booming blade as a melee weapon attack, using the ability modifier normally used with that weapon. If the attack is a critical hit, proceed with the critical-damage rule.
- List every damage die in the attack itself. Include the weapon’s damage die, any additional dice that are part of the attack, and the cantrip’s extra thunder die or dice if the caster is at least 5th level.
- Roll each attack die twice. The critical-hit rule says to roll all of the attack’s damage dice twice and add the results together. This is also why another feature that adds damage dice to the same attack, such as Sneak Attack, uses doubled dice under the 2014 rule.
- Add modifiers once. Add the relevant ability modifier and other applicable flat modifiers normally. A critical hit doubles dice, not those modifiers.
- Keep the movement trigger separate. Record the spell’s ongoing effect. If the target later willingly moves at least 5 feet before the start of your next turn, roll the movement damage using the spell’s listed amount. Do not double those dice because the initial attack was critical.
What the spell adds at each tier
The 2014 Sword Coast Adventurer’s Guide reprint describes the spell’s timing this way: on a hit, the target suffers the weapon attack’s normal effects and becomes sheathed in booming energy until the start of your next turn. At 5th level, the melee attack also deals an extra 1d8 thunder damage on a hit, while the movement damage increases to 2d8. Both values increase by 1d8 at 11th and 17th level.
| Caster level | Thunder dice added to the attack on a hit | Thunder dice if the target later moves | What a critical hit doubles |
|---|---|---|---|
| 1st–4th | None | 1d8 | The weapon’s attack dice and any other dice belonging to that attack; not the later 1d8 movement damage |
| 5th–10th | 1d8 | 2d8 | The weapon’s dice plus 1d8 thunder from the attack |
| 11th–16th | 2d8 | 3d8 | The weapon’s dice plus 2d8 thunder from the attack |
| 17th and higher | 3d8 | 4d8 | The weapon’s dice plus 3d8 thunder from the attack |
The table separates the two rolls because the spell gives them different timing. The attack thunder is part of the hit’s damage at higher levels; the movement thunder is conditional damage that may never occur.
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Worked critical-hit examples
Levels 1–4: only the weapon damage is part of the critical hit
Suppose a 3rd-level character uses booming blade with a weapon whose normal damage is 1d8 plus an ability modifier. On a critical hit, roll 2d8 for the weapon and add the ability modifier once. The target is also wrapped in booming energy. If it willingly moves 5 feet or more before the caster’s next turn, it later takes 1d8 thunder damage. That later roll remains 1d8 whether or not the original attack was critical.
Levels 5–10: the 1d8 attack thunder also doubles
At 5th level, use the same 1d8 weapon as an example. A normal hit’s immediate damage is 1d8 weapon damage plus 1d8 thunder damage, plus the relevant modifier. On a critical hit, roll 2d8 for the weapon and 2d8 for the cantrip’s attack thunder, then add the modifier once. If the target subsequently moves, roll the separate 2d8 movement damage normally; it does not become 4d8.
Levels 11–16: two attack thunder dice become four
At 11th level, the spell adds 2d8 thunder to the melee attack. With a 1d8 weapon, a critical hit therefore uses 2d8 weapon dice and 4d8 cantrip dice, followed by the normal flat modifier. The movement clause has increased to 3d8, but those 3d8 are rolled only if the target willingly moves and are not affected by the earlier critical.
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Levels 17 and higher: three attack thunder dice become six
At 17th level, the attack portion contains 3d8 extra thunder. With a 1d8 weapon, a critical hit rolls 2d8 for the weapon and 6d8 for the attack’s booming energy, then adds modifiers once. The possible movement damage is 4d8 and remains a separate, undoubled roll.
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The spell’s wording creates a timeline rather than one enlarged damage roll. First, you make the melee attack. On a hit, the target suffers the weapon attack’s normal effects and, at the relevant levels, the spell’s extra thunder damage on that hit. The target then becomes sheathed in energy until the start of your next turn. Only after that does the conditional clause matter: “If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.”
The critical-hit rule applies to “the attack’s damage.” The movement clause is not rolled as part of the attack that scored the critical hit. It is a later effect that depends on a new event—the target’s willing movement. Because the critical has already been resolved, there is no rule basis for carrying the doubling forward to that later trigger.
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The target can therefore take both kinds of damage in one turn sequence: doubled attack damage immediately, followed by the normal movement damage if it chooses to move far enough. If the target never willingly moves 5 feet or more before the caster’s next turn, the movement damage is never rolled at all.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Modifiers, extra dice, and common edge cases
Ability and other flat modifiers
The weapon’s relevant ability modifier is added once, not twice. The same treatment applies to other flat modifiers that the attack qualifies for. Critical hits increase the number of damage dice; they do not multiply a static bonus.
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The 2014 critical-hit explanation specifically notes that when an attack involves other damage dice, such as Sneak Attack, those dice are also rolled twice. Apply that principle to any feature that genuinely adds dice to this same melee attack. Do not add unrelated dice merely because they occur during the same round.
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Weapon choice
Booming blade uses the weapon’s normal damage and attack rules. A weapon with a d10 damage die, for example, contributes two d10s on a critical instead of one; a weapon with a d6 contributes two d6s. The cantrip’s own attack thunder dice are doubled in addition to the weapon dice at the levels shown above.
Movement that does not qualify
The spell requires the target to willingly move 5 feet or more before the start of your next turn. Forced movement does not satisfy that wording, and movement shorter than 5 feet does not satisfy it either. If the condition is not met, no movement damage occurs, regardless of whether the original hit was critical.
When the target moves after the spell ends
The effect lasts only until the start of the caster’s next turn unless the movement clause ends it sooner. Movement after that window cannot trigger the stored damage. This timing is independent of whether the initial attack was a normal hit or a critical hit.
Edition and wording checks
This answer uses the 2014 fifth-edition critical-hit rule and the Sword Coast Adventurer’s Guide wording cited above. The critical rule’s phrase “all of the attack’s damage dice” is the key text, while the spell separately identifies damage added “on a hit” and damage caused by later movement.
If a table is using another edition, an erratum, a digital rules update, or a house rule, read that version’s booming blade text and critical-hit section together. Small wording changes can alter whether a damage die is attached to the attack or to a later effect. Do not import this conclusion automatically without checking the edition in use.
A quick ruling checklist for a critical booming blade hit
- Was the spell resolved as a normal melee weapon attack? If yes, it can critically hit.
- Which dice were rolled for the attack itself? Double all of those dice.
- Is the caster 5th level or higher? Double the spell’s extra thunder dice added to the hit.
- Were any other damage dice legitimately added to that attack? Double those too under the 2014 rule.
- Were flat modifiers added? Add them once.
- Did the target later willingly move at least 5 feet before the caster’s next turn? If so, roll the movement damage at its normal, undoubled value.
The practical ruling is therefore precise: booming blade gets critical damage for the weapon attack and for the cantrip’s attack-phase thunder dice, but not for the separate movement-triggered thunder damage.
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