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## Critical Hit Tables Whenever you score a critical hit on an attack, you may roll on a table pertaining to the damage type of the attack to deal an extra effect on top of the doubled damage dice. If the attack deals multiple damage types, you can choose which damage type's table to use. A table result might call for a minor or major injury. Such injuries last until the injury is treated. A minor injury is treated by *lesser restoration* or similar magic, or by using the recuperate downtime activity. A major injury can only be treated by *greater restoration* or similar magic, unless it states otherwise. > ##### Monster Crits > As a player being instantly killed by a lucky hit from a goblin is not very fun, DMs are advised to only use this rule for significant monsters like bosses, or not use them entirely for monsters. ### Physical Damage Types ##### Bludgeoning | d10 | Effect | |:---:|:-----------| | 1-2 | Roll on the Minor Injury table. | | 3-5 | The target is pushed up to 15 feet back. | | 6-8 | The target is knocked prone. | | 9 | Roll on the Major Injury table. | | 10 | Roll twice, rerolling 10s and duplicates. | ##### Piercing | d10 | Effect | |:---:|:-----------| | 1-2 | Roll on the Minor Injury table. | | 3-5 | Roll twice on the Minor Injury table and use the higher result. | | 6-8 | Roll twice on the Major Injury table and use the lower result. | | 9 | Roll on the Major Injury table. | | 10 | Roll twice, rerolling 10s and duplicates. | ##### Slashing | d10 | Effect | |:---:|:-----------| | 1-2 | Roll on the Minor Injury table. | | 3-5 | The target is bleeding, and loses 1d8 hit points at the start of each of its turns. The bleeding stops when the target receives magical healing or uses its action to staunch the wound. | | 6-8 | The target gains two levels of exhaustion for the next minute or until the target receives magical healing. | | 9 | Roll on the Major Injury table. | | 10 | Roll twice, rerolling 10s and duplicates. | \columnbreak ### Magical Damage Types ##### Acid | d10 | Effect | |:---:|:-----------| | 1-2 | Roll on the Minor Injury table. | | 3-5 | The target is disfigured and has disadvantage on a Charisma checks except Charisma (Intimidation). A *greater restoration* spell or similar magic cures this. | | 6-8 | The target's AC is reduced by 2. If the target is wearing armor, it can be repaired for half its cost (if mundane) or cleaned for 1 hour (if magical). If the target isn't wearing armor, its AC can be restored by *greater restoration* or similar magic. | | 9 | Roll on the Major Injury table. | | 10 | Roll twice, rerolling 10s and duplicates. | ##### Cold | d10 | Effect | |:---:|:-----------| | 1-2 | Roll on the Minor Injury table. | | 3-5 | The target's speed becomes 0 until the end of its next turn. | | 6-8 | The target is restrained until the end of its next turn. | | 9 | Roll on the Major Injury table. | | 10 | Roll twice, rerolling 10s and duplicates. | ##### Fire | d10 | Effect | |:---:|:-----------| | 1-2 | Roll on the Minor Injury table. | | 3-5 | The target is on fire, and takes 2d4 fire damage at the start of each of its turns. It is no longer on fire if it douses itself in water or uses its action and all of its movement to put itself out. | | 6-8 | The target gains vulnerability to fire damage. A *greater restoration* spell or similar ends the effect. | | 9 | Roll on the Major Injury table. | | 10 | Roll twice, rerolling 10s and duplicates. | ##### Force | d10 | Effect | |:---:|:-----------| | 1-2 | Roll on the Minor Injury table. | | 3-5 | The target has disadvantage on saving throws against spells until the start of your next turn. | | 6-8 | The target loses all of its damage resistances and immunities until the start of your next turn. | | 9 | Roll on the Major Injury table. | | 10 | Roll twice, rerolling 10s and duplicates. | ##### Lightning | d10 | Effect | |:---:|:-----------| | 1-2 | Roll on the Minor Injury table. | | 3-5 | The target can't take reactions for the next minute. | \pagebreak | d10 | Effect | |:---:|:-----------| | 6-8 | The target is incapacitated until the end of its next turn. | | 9 | Roll on the Major Injury table. | | 10 | Roll twice, rerolling 10s and duplicates. | ##### Necrotic | d10 | Effect | |:---:|:-----------| | 1-2 | Roll on the Minor Injury table. | | 3-5 | The target can't regain hit points for the next minute. | | 6-8 | The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. A *greater restoration* spell or similar ends the effect. | | 9 | Roll on the Major Injury table. | | 10 | Roll twice, rerolling 10s and duplicates. | ##### Poison | d10 | Effect | |:---:|:-----------| | 1-2 | Roll on the Minor Injury table. | | 3-5 | The target is poisoned until the end of its next turn. | | 6-8 | The target gains three levels of exhaustion. | | 9 | Roll on the Major Injury table. | | 10 | Roll twice, rerolling 10s and duplicates. | ##### Psychic | d10 | Effect | |:---:|:-----------| | 1-2 | Roll on the Minor Injury table. | | 3-5 | The target is affected by the *enemies abound* spell until the end of its next turn. | | 6-8 | The target is inflicted with short-term madness for the next minute. | | 9 | Roll on the Major Injury table. | | 10 | Roll twice, rerolling 10s and duplicates. | ##### Radiant | d10 | Effect | |:---:|:-----------| | 1-2 | Roll on the Minor Injury table. | | 3-5 | The target is frightened of you until the start of your next turn. | | 6-8 | The target is blinded until the end of its next turn. | | 9 | Roll on the Major Injury table. | | 10 | Roll twice, rerolling 10s and duplicates. | ##### Thunder | d10 | Effect | |:---:|:-----------| | 1-2 | Roll on the Minor Injury table. | | 3-5 | The target is deafened for 1 minute. | | 6-8 | The target is affected by the *slow* spell until the end of its next turn. | | d10 | Effect | |:---:|:-----------| | 9 | Roll on the Major Injury table. | | 10 | Roll twice, rerolling 10s and duplicates. | ### Injuries ##### Minor Injury | d10 | Effect | |:---:|:-----------| | 1-3 | **Injured Leg.** The target's speed is reduced by 10 feet. | | 4-6 | **Injured Arm.** One of the target's arms (your choice) cannot be used to hold a shield and imposes disadvantage on any rolls using the arm. | | 7-8 | **Injured Torso.** The target has disadvantage on Constitution saving throws. | | 9 | **Injured Head.** The target has disadvantage on ability checks and attack rolls. | | 10 | **Knocked Out.** The target is unconscious. | ##### Major Injury | d10 | Effect | |:---:|:-----------| | 1-3 | **Crippled Leg.** The target's speed is reduced by 10 feet and it has disadvantage on Dexterity saving throws. | | 4-6 | **Crippled Arm.** One of the target's arms (your choice) cannot hold an item or be used in any meaningful way. | | 7-8 | **Crippled Torso.** The target has disadvantage on Strength, Dexterity, Constitution and death saving throws. | | 9 | **Crippled Head.** The target is blinded and deafened. | | 10 | **Fatality.** The target is dead or dying (DM's choice). |
> ##### Dismemberment > If you suffer a major injury pertaining to a limb, the DM can have you make a DC 20 Constitution saving throw. On a failure, the relevant limb is destroyed or cut off, and can only be brought back by the *regenerate* spell, augmentations or some other means.
> ##### Physical vs Magical Crits > You've probably noticed that the magical crit effects seem better than the physical crit effects. This is by design; physical crits are much more likely to occur, given the nature of weapons and features such as Extra Attack.