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◊ A "natural 20" is always a hit, but it is not always a critical hit.

A critical hit is only scored when a natural 20 is


rolled it would have normally hit the opponent in question.
◊ Roll on the following chart if it doesn’t mention damage then the damage is doubled in addition to the critical
result. Only one Critical Hit can be rolled each turn any additional 20’s are just double damage.
◊ You must choose to do extra damage (sneak attack, smite, etc…) before rolling on chart.
◊ Creatures that have Immunity are immune to Criticals of that type.
◊ Creatures that have Resistance take the full damage of the Critical attack instead of double damage. They also
have a special saving throw roll a D20 DC11 save means they don’t suffer any other effect.

ROLL CRITICAL BLUDGEONING CRITICAL PIERCING CRITICAL SLASHING


1 Massive hit- do 3 x Damage Massive hit- do 3 x Damage Massive hit- do 3 x Damage

Puncture Arm Vein- Disadvantage on attacks Gapping Arm Wound- Disadvantage on attacks
Brake weapon arm- no attacks with arm or somatic
2 spells till healed (must be Magically healed)
Bleeding – 1hp per round (10 per minute) (must be Bleeding – 1hp per round (10 per minute) (must be
Magically healed) Magically healed)
You gain advantage on all attacks against your You gain advantage on all attacks against your You gain advantage on all attacks against your
3 target until the end of your next turn. target until the end of your next turn. target until the end of your next turn.
You are able to use the disengage action after your You are able to use the disengage action after your You are able to use the disengage action after your
4 attack attack attack
Your attack hits a vulnerable spot knocks your Your attack hits a vulnerable spot knocks your Your attack hits a vulnerable spot knocks your
5 target prone target prone target prone
After your attack you can choose to attempt to After your attack you can choose to attempt to After your attack you can choose to attempt to
grapple your opponent if you have a free hand, or grapple your opponent if you have a free hand, or grapple your opponent if you have a free hand, or
6 attempt to shove your opponent if both hands are attempt to shove your opponent if both hands are attempt to shove your opponent if both hands are
in use. in use. in use.
Concussive Hit- you do double damage and Hit a Nerve- you do double damage and Opponent Laceration - you do double damage and Opponent
7 Opponent is stunned is stunned is stunned
Sweeping Strike- May make an immediate attack Skewer- May make an immediate attack vs a Cleave- May make an immediate attack vs an
8 vs a second adjacent opponent. second opponent adjacent to first. second adjacent opponent

9 Make and additional attack action. Make and additional attack action Make and additional attack action

10 Great Hit- MAX Damage of all the dice + Modifiers Great Hit- MAX Damage of all the dice + Modifiers Great Hit- MAX Damage of all the dice + Modifiers

You gain +2 to your AC against your target, and You gain +2 to your AC against your target, and You gain +2 to your AC against your target, and
11 advantage on all savings throws from effects advantage on all savings throws from effects advantage on all savings throws from effects
originating from your target until your next turn originating from your target until your next turn originating from your target until your next turn
Bull Rush- your attack is so strong pushes your Bull Rush- your attack is so strong pushes your Bull Rush- your attack is so strong pushes your
12 opponent 5ft away from you. Opponent needs to opponent 5ft away from you. Opponent needs to opponent 5ft away from you. Opponent needs to
make Strength Save DC15 or be knocked prone. make Strength Save DC15 or be knocked prone. make Strength Save DC15 or be knocked prone.
Intimidating Strike- Double damage and the Intimidating Strike- Double damage and the Intimidating Strike- Double damage and the
13 opponent is now frightened of you for a minute. opponent is now frightened of you for a minute. opponent is now frightened of you for a minute.
Head strike- Double damage and they are blinded Head strike- Double damage and they are blinded Head strike- Double damage and they are blinded
14 next turn next turn next turn
You are able to use the dodge action after your You are able to use the dodge action after your You are able to use the dodge action after your
15 attack attack attack
You are able to take the disarm action after your You are able to take the disarm action after your You are able to take the disarm action after your
attack, and can steal your opponents weapon if you attack, and can steal your opponents weapon if you attack, and can steal your opponents weapon if you
16 have a free hand. Otherwise you can knock it up to have a free hand. Otherwise you can knock it up to have a free hand. Otherwise you can knock it up to
20 feet away. 20 feet away. 20 feet away.

17 Knockout. DC 16 CON save or unconscious. Pierced Lung- DC 16 CON save or unconscious. Eviscerated. DC 16 CON save or unconscious.
Puncture leg Vein; half Movement and Bleeding –
Brake Leg; half movement and Dex (must be Gapping Leg Wound; Half Dex and Bleeding – 1hp
18 Magically healed)
1hp per round (10 per min) (must be Magically
per round (10 per min) (must be Magically healed)
healed)
Chose on this chart (except 19-20) which Critical Chose on this chart (except 19-20) which Critical Chose on this chart (except 19-20) which Critical
19 you do. you do. you do.
Roll D20 DC11=success
Roll D20 DC11=success Roll D20 DC11=success
Success- Permanent damage (Brain Damage -2
Success- Permanent damage (lost eye or Pierced Success- Permanent damage (lost eye/ear or
20 Wis and Int or Crippled -4 Dex)
Lung -4 Con) amputated leg/foot/armor hand)
Failure- cracked Skull or crushed Spine instantly
Failure- pierced Heart or Brain instantly killed Failure- Beheaded or gutted instantly killed
killed
Unlike critical hits you can roll more than one failure in a turn.

ROLL MELEE FAILURE RANGED FAILURE SPELL FAILURE


Sprain Leg; half movement and Dex (must be Sprain Leg; half movement and Dex (must be Sprain Leg; half movement and Dex (must be
1 Magically healed) Magically healed) Magically healed)
Self-Inflicted wound. You manage to hit yourself Hit Ally You manage to hit an ally with your Hit Ally You manage to hit an ally with your spell,
2 with your own weapon, roll normal damage. weapon, roll normal damage. roll normal damage.
Your target has advantage on their first attack roll Your target has advantage on their first attack roll Your target has advantage on their first attack roll
3 against you next round. against you next round. against you next round.
You drop your weapon knocking it 1d4x5ft away You must pick up arrows/bolts/weapon individually Drop material components on ground must use all
4 from you. from the ground using all your movement. movement to pick them up.
Pulled Muscle (Arms). Roll a Constitution Saving Pulled Muscle (Arms). Roll a Constitution Saving Pulled Muscle (Arms). Roll a Constitution Saving
Throw DC15 or disadvantage in attack rolls and Throw DC15 or disadvantage in attack rolls and Throw DC15 or disadvantage in attack rolls and
5 ability checks requiring upper body strength (must ability checks requiring upper body strength (must ability checks requiring upper body strength (must
be Magically healed or three days rest) be Magically healed or three days rest) be Magically healed or three days rest)
6 Tripped- fall prone your turn ends Tripped- fall prone your turn ends Tripped- fall prone your turn ends
Bad Luck- Fail your next Saving throw during Bad Luck- Fail your next Saving throw during Bad Luck- Fail your next Saving throw during
7 combat. combat. combat.
Twists your wrist, disadvantage on attacks until Twists your wrist, disadvantage on attacks until Twists your wrist, disadvantage on attacks until
8 they have a day to rest. they have a day to rest. they have a day to rest.
Stuck Weapon- Roll a Strength check to see if you Weapon jammed- Roll a Dexterity check to see if
9 can free it using a bonus action. The DC is 8 + your you can free it using a bonus action. The DC is 8 + Spell Backfires- spell hits you instead of target.
strength modifier. your Dexterity modifier.
Weapon is destroyed. Magic weapons can be Weapon is destroyed. Magic weapons can be Spell Book is damaged (costs 3d4x10 gp to fix)
10 reassembled for 1/4 of the weapon’s value. reassembled for 1/4 of the weapon’s value. Arcane Focus or Holy Symbol is destroyed
Twists your ankle, movement is reduced to ½ until Twists your ankle, movement is reduced to ½ until Twists your ankle, movement is reduced to ½ until
11 you have a day to rest. you have a day to rest. you have a day to rest.
Loss of Nerve. Make a Fear Saving Throw Loss of Nerve. Make a Fear Saving Throw Loss of Nerve. Make a Fear Saving Throw
12 DC=Targets AC or become Frightened DC=Targets AC or become Frightened DC=Targets AC or become Frightened
Stumble- You miss your next action, bonus action Stumble- You miss your next action, bonus action Stumble- You miss your next action, bonus action
13 or reaction whichever comes first. or reaction whichever comes first. or reaction whichever comes first.
Spell fizzles in a puff of colored smoke lose rest of
14 Damage weapon minor repair needed to fix. Bow string or leather snaps minor repair
turn.
Wide Open. Provoke attack of opportunity from Vision Impairment. Blinded till the end of your next Spell creates a flash of bright light. You are Blinded
15 closest melee opponent turn. till the end of your next turn.
Pulled Muscle (Legs). Roll a Constitution Saving Pulled Muscle (Legs). Roll a Constitution Saving Pulled Muscle (Legs). Roll a Constitution Saving
Throw DC15 or movement is halved, lose your dex Throw DC15 or movement is halved, lose your dex Throw DC15 or movement is halved, lose your dex
16 modifier to AC and initiative, disadvantage on any modifier to AC and initiative, disadvantage on any modifier to AC and initiative, disadvantage on any
ability checks that require lower body strength. ability checks that require lower body strength. ability checks that require lower body strength.
(must be Magically healed or three days rest) (must be Magically healed or three days rest) (must be Magically healed or three days rest)
Disadvantage on your next attack roll against your Disadvantage on your next attack roll against your Disadvantage on your next attack roll against your
17 target. target. target.

Wild Swing. Your enemies have advantage on their Wild Throw. Your enemies have advantage on their Wild Throw. Your enemies have advantage on their
18 first attack roll against you next round. first attack roll against you next round. first attack roll against you next round.
Clothing Malfunction causes you to miss your next Clothing Malfunction causes you to miss your next Clothing Malfunction causes you to miss your next
19 turn. turn. turn.
Sprain weapon arm- no attacks with arm or somatic Sprain weapon arm- no attacks with arm or somatic Sprain weapon arm- no attacks with arm or somatic
20 spells till healed (must be Magically healed) spells till healed (must be Magically healed) spells till healed (must be Magically healed)
ROLL ACID CRITICAL COLD CRITICAL FIRE CRITICAL
1 Great hit! Triple damage Great hit! Triple damage Great hit! Triple damage

Weapon arm trauma- no attacks with arm or Frostbite Weapon arm - no attacks with arm or Incinerated Weapon arm - no attacks with arm or
2 somatic spells till healed (must be Magically somatic spells till healed (must be Magically somatic spells till healed (must be Magically
healed) healed) healed)
Acid Damage The creature the creature takes 2d4 blisters! The creature the creature takes 2d4
Chills! The creature may only move half its
3 damage if they take any other action or movement
movement speed on its next turn.
damage if they take any other action or movement
then healing. then healing.
Horrific mutilation! The target is scarred. Minus 1 Target takes 2d8 fire damage at the start of each of
Charisma and Adds +1 to Outcast Rating, can be Frozen! The creature is paralyzed until the end of its turns. The creature can end this condition by
4 removed with the spell with the spell greater its next turn. dropping prone and using 1/2 movement to roll on
restoration. the ground.
Ablaze! Target legs are set on fire and they are
5 Vitriolic! your attack knocks your target prone Slipped! Target is knocked prone.
knocked prone putting out fire.
Head strike- Double damage and they are blinded
6 next turn
Snow glare! Target is blinded till their next turn Flash! Target is blinded till their next turn

Acidic decay! Your attack destroys targets normal Brittle! Your attack destroys targets normal weapon Sundered! Your attack destroys targets normal
7 weapon or armor if worn. or armor if worn. weapon or armor if worn.
Scalding bile! Target is scarred. Adds +1 to Outcast
Frosty! The creature’s movement speed is 0 until Burned! The creature’s movement speed is 0 until
9 Rating, can be removed with the spell greater
the end of its next turn. the end of its next turn.
restoration.
Good hit! Do not roll your damage dice, instead Good hit! Do not roll your damage dice, instead Good hit! Do not roll your damage dice, instead
9-11 deal the maximum result possible with those dice. deal the maximum result possible with those dice. deal the maximum result possible with those dice.
Boiling flesh! The targets armor AC is reduced by 2
Freezing! The creature is paralyzed until the end of Torched! The creature is paralyzed until the end of
12 until it can be repaired (for 1/4 the price of new
its next turn. its next turn.
armor of the same type or magically healed)
Intimidating Strike- Double damage and the Intimidating Strike- Double damage and the Intimidating Strike- Double damage and the
13 opponent is now frightened of you for a minute. opponent is now frightened of you for a minute. opponent is now frightened of you for a minute.
Heat wave! Attack rolls for attacks that deal fire
Acid Splash- May make an immediate attack vs a Ice Wave- May make an immediate attack vs a
14 second adjacent opponent with same spell. second adjacent opponent with same spell.
damage have advantage when made against the
creature until the end of its next turn
Nerve damage- you do double damage and Nerve damage- you do double damage and Nerve damage- you do double damage and
15 Opponent is stunned Opponent is stunned Opponent is stunned
Caustic trauma! Muscle damage minus 2 to Caustic trauma! Muscle damage minus 2 to Caustic trauma! Muscle damage minus 2 to
16 Dexterity (must be Magically healed) Dexterity (must be Magically healed) Dexterity (must be Magically healed)
Glacial! Targets muscles become stiff they get Hot Flashes! Targets suffers 3degree burns they
17 Acid burns cause target to drop weapon.
disadvantage till the end of their next turn. get disadvantage till the end of their next turn.
Burnt to a crisp! If the creature has resistance to
The creature is paralyzed for the next minute.
Melted flesh! The target is scarred. -1 to Charisma fire, it loses that resistance. If the creature does not
18 can be removed with the spell greater restoration.
Attempts a C on Save DC 16 at the end of each of
have resistance to fire, it gains vulnerability to fire.
its turns to end this effect.
Greater restoration to remove effects.
Leg Trauma; half movement and Dex (must be Frostbite Leg; half movement and Dex (must be Incinerated Leg; half movement and Dex (must be
19 Magically healed) Magically healed) Magically healed)
Subzero! Roll a Death Save on; Hellfire! Roll a Death Save on;
Acid bath! Roll a Death Save on;
Success- Permanent damage hand, arm, foot or Success- Permanent damage hand, arm, foot or
Success- Permanent damage hand, arm, foot or
20 leg dissolves
leg becomes useless blacked with frostbite leg becomes useless blacked with fire.
Failure- Target becomes a petrified but frozen Failure- Target is consumed with fire instantly
Failure- acid burns hole into heart instantly killed
solid in a block of ice instantly killed killed
ROLL FORCE CRITICAL LIGHTNING CRITICAL NECROTIC CRITICAL
1 Great hit! Triple damage Great hit! Triple damage Great hit! Triple damage
Weapon arm broken- no attacks with arm or Nerve Damage Weapon arm - no attacks with arm
Withered Arm- no attacks with arm or somatic
2 somatic spells till healed (must be Magically or somatic spells till healed (must be Magically
spells till healed (must be Magically healed)
healed) healed)
Decay! You gain +2 to your AC against your target,
Blunt Force Trauma! The creature is paralyzed until Zapped! The creature loses all movement till next
3 the end of its next turn. turn!
and advantage on all savings throws from effects
originating from your target until your next turn.
Contaminated! the creature is poisoned for the next
Knocked Down! your attack knocks your target Shocked! The creature is paralyzed until the end of minute. The creature may attempt a saving throw
4 prone its next turn. at the end of each of its turns (DC 12) to end this
effect.
Shove target 5ft away, If target collides with
5 another enemy both take 2D4 damage.
Tased! Target is knocked prone. Shrivel Target is knocked prone.

6 Head strike- Target is blinded next turn Bright flash! Target is blinded till their next turn Blight! Target is blinded till their next turn
Weapon Crushed- Your attack destroys targets Lightning Rod! Your attack destroys targets normal Corrode! Your attack destroys targets normal
7 normal weapon or Armor if wearing any. weapon or Armor if wearing any. weapon or Armor if wearing any.
Nerve Pinched! Damage causes target to miss next Lit up! The creature’s movement speed is 0 until Degenerating! Damage causes target to miss next
9 turn. the end of its next turn. turn.
Good hit! Do not roll your damage dice, instead Good hit! Do not roll your damage dice, instead Good hit! Do not roll your damage dice, instead
9-11 deal the maximum result possible with those dice. deal the maximum result possible with those dice. deal the maximum result possible with those dice.
Crippling blow! The creature is paralyzed until the Jolt1 The creature is paralyzed until the end of its The creature is paralyzed until the end of its next
12 end of its next turn. next turn. turn.
Intimidating Strike- Double damage and the Intimidating Strike- Double damage and the Contaminated Strike- Double damage and the
13 opponent is now frightened of you for a minute. opponent is now frightened of you for a minute. opponent is now frightened of you for a minute.
Concussion minus 2 intelligence and can’t Concussive blast- May make an immediate attack Wither Targets muscles become stiff they get
14 concentrate (must be Magically healed) vs a second adjacent opponent with same spell. disadvantage till the end of their next turn.
Nerve damage!- you do double damage and Satiric shock- you do double damage and Decomposed- you do double damage and
15 Opponent is stunned Opponent is stunned Opponent is stunned
Muscle bruised! Muscle damage minus 2 to Caustic trauma! Muscle damage minus 2 to Necrosis! Muscle damage minus 2 to Dexterity
16 Dexterity (must be Magically healed) Dexterity (must be Magically healed) (must be Magically healed)
Knock targets weapon out of their hand and 10ft Shockwave Targets muscles become stiff they get Atrophy! Targets muscles become stiff they get
17 away. disadvantage till the end of their next turn. disadvantage till the end of their next turn.
Bolt! The creature is paralyzed for the next minute.
Rot! Creature cannot regain hit points until cure
18 Knockout. DC 16 CON save or unconscious. Attempts a Con Save DC 16 at the end of each of
diseased is cast on them first.
its turns to end this effect.
Fester! Roll your damage as normal and the
Leg Broken; half movement and Dex (must be Nerve Damage Leg; half movement and Dex
19 Magically healed) (must be Magically healed)
creature’s maximum hit points are reduced by the
same amount. (must cast cure disease)
Mauled! Roll a D20 on DC11;
Electrocuted! Roll a Death Save on; Putrefy! Roll a D20 on DC11;
Success- Permanent damage hand, arm, foot or
Success- Permanent damage hand, arm, foot or Success- Permanent damage hand, arm, foot or
20 leg dissolves
leg becomes useless blacked with electricity. leg dissolves
Failure- Spine shattered internal damage: instantly
Failure- Targets heart stops instantly killed Failure- Internal organs wither instantly killed
killed
ROLL POISON CRITICAL PSYCHIC CRITICAL RADIANT CRITICAL
1 Great hit! Triple damage Great hit! Triple damage Great hit! Triple damage
Contaminated! the creature is poisoned for the next
Loss of Motor function - no attacks with arm or Sundered weapon Arm- no attacks with arm or
minute. The creature may attempt a saving throw
2 at the end of each of its turns (DC 16) to end this
somatic spells till healed (must be Magically somatic spells till healed (must be Magically
healed) healed)
effect.
Decay! You gain +2 to your AC against your target,
Disoriented! you control the creature’s movement Dazzled! The creature cannot willingly move closer
3 and advantage on all savings throws from effects
on its next turn. to you until the end of its next turn.
originating from your target until your next turn.
Psychological break! Roll on the Long-Term
4 Agitated! your attack knocks your target prone
Madness
Grovel! your attack knocks your target prone
Beguiled! You are able to take the disarm action after
your attack, and can steal your opponents weapon if
5 Shock! Target keels over going prone from shock. Shocked! Target is knocked prone.
you have a free hand. Otherwise you can knock it up to
20 feet away.
6 Caustic- Target is blinded next turn Blindness! Target is blinded till their next turn Brilliance! Target is blinded till their next turn
Stagger! You can make an additional attack vs the Confused! The creature cannot differentiate friend Your attack destroys targets normal weapon or
7 same creature. from foe until the end of its next turn. Armor if wearing any.
Contagion! Damage causes target to miss next
9 turn.
Insanity- gain a short term madness. Awed! Damage causes target to miss next turn.

Good hit! Do not roll your damage dice, instead Good hit! Do not roll your damage dice, instead Good hit! Do not roll your damage dice, instead
9-11 deal the maximum result possible with those dice. deal the maximum result possible with those dice. deal the maximum result possible with those dice.
Toxic blow! The creature is paralyzed until the end Paralyzed The creature is paralyzed until the end The creature is paralyzed until the end of its next
12 of its next turn. of its next turn. turn.
Contaminated Strike- Double damage and the Frightened- Double damage and the opponent is Disheartening blast- Double damage and the
13 opponent is now frightened of you for a minute. now frightened of you for a minute. opponent is now frightened of you for a minute.
Dizzy minus 2 intelligence and can’t concentrate Mind blast- May make an immediate attack vs a Wither Targets muscles become stiff they get
14 (must be Magically healed) second adjacent opponent with same spell. disadvantage till the end of their next turn.
Nauseous! you do double damage and Opponent Stunned- you do double damage and Opponent is Shock and Awe- you do double damage and
15 is stunned till next turn, stunned Opponent is stunned
Sickened! disadvantage on all ability checks, Bull Rush- your attack is so strong pushes your
Caustic trauma! Muscle damage minus 2 to
16 attack rolls, and saving throws until the end of its
Dexterity (must be Magically healed)
opponent 5ft away from you. Opponent needs to
next turn. make Strength Save DC15 or be knocked prone.
Queasy; the poison causes opponent to drop Target gains disadvantage till the end of their next indignation! Targets muscles become stiff they get
17 anything they are held. turn. disadvantage till the end of their next turn.
Dominated! The creature is paralyzed for the next
18 Toxic Shock. DC 16 CON save or unconscious. minute. Attempts a Con Save DC 16 at the end of Wrath of Gods! DC16 CON save or unconscious.
each of its turns to end this effect.
System failure! Half movement and Dex (must cure Loss of Motor function - half movement and Dex Sundered Leg: half movement and Dex (must be
19 poisoned) (must be Magically healed) Magically healed)
Biologic Breakdown! Roll a D20 on DC11; Mind melt! Roll a Death Save on;
Smote! Roll a D20 on DC11;
Success- Permanent damage to lungs and Success- Gain both long-term madness and an
Success- Permanent damage hand, arm, foot or
20 kidneys -4 to Con permanently. indefinite madness..
leg dissolves
Failure- Kidney Failure poison causes immediate Failure- Targets mind sustains a psychic damage
Failure- Internal organs wither instantly killed
death stops instantly killed
ROLL THUNDER CRITICAL
1 Great hit! Triple damage
Concussive blast weapon Arm- no attacks with arm
2 or somatic spells till healed (must be Magically
healed)
The creature cannot willingly move closer to you
3 until the end of its next turn.
4 Explosion! your attack knocks your target prone
Rumble- You are able to use the disengage action
5 after your attack
6 Boom! Target is deafened till their next turn
Your attack destroys targets normal weapon or
7 Armor if wearing any.
Disorientated! The creature cannot differentiate
9 friend from foe until the end of its next turn.
Good hit! Do not roll your damage dice, instead
9-11 deal the maximum result possible with those dice.
Sonic Blast! The creature is paralyzed until the end
12 of its next turn.
Thunderstruck- Double damage and the opponent
13 is now frightened of you for a minute.
Dazed Targets muscles become stiff they get
14 disadvantage till the end of their next turn.
Thunderclap- you do double damage and
15 Opponent is stunned
Shockwave- your attack is so strong pushes your
16 opponent 5ft away from you. Opponent needs to
make Strength Save DC15 or be knocked prone.
Ear ringing! Targets muscles become stiff they get
17 disadvantage till the end of their next turn.

18 Sonic! DC16 CON save or unconscious.


Concussive blast Leg: half movement and Dex
19 (must be Magically healed)
Sonic salvo! Roll a D20 on DC11;
Success- busted eardrums permanently deafened
20 Failure- concussive blow collapses lungs and
bursts heart instantly killed

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