Critical Hit Table

Suffering a Critical Hit

  • Max all damage dice once
  • Roll all damage dice once
  • Add flat damage bonuses
  • Total up all damage from above

Example Weapon: Longsword (1d8) with a 20 Strength

  • 8 Slashing (maxed d8) + 1d8 (Average of 5) Slashing + 5 (Strength mod) = 18

Any creature that suffers a critical hit must roll on the Critical Hit Table appropriate for the damage type that inflicted the critical.

Physical Damage Types

Bludgeoning

d20 Result Desc. Critical Effect                                                                        
1 You call that a crit? Regular Critical Hit
2 – 3 Good hit! Regular Critical Hit

Attacker has option to push target 5 feet
4 – 11 Smashed off balance! Regular Critical Hit

Attacker has option to push target 5 feet

The next attack against the target has advantage
12 – 14 Take a seat! Regular Critical Hit

Attacker has option to push target 5 feet & is knock target prone
15 – 16 Sent reeling! Regular Critical Hit

Attacker has option to push target up to 10 feet & knock target prone
17 – 18 Rocked & Rolled! Regular Critical Hit

Attacker has option to push target up to 15 feet & knock target prone

Target rolls on the Minor Lingering Injury table
19 Crushed! Maximum Critical Hit

Attacker has option to push target up to 15 feet & knock target prone

Target rolls on the Major Lingering Injury table
20 Splat! Maximum Critical Hit

Attacker has option to push target up to 15 feet, knock target prone
& target is stunned until the end of your next turn

Target rolls on the Major Lingering Injury table

Piercing

d20 Result Desc. Critical Effect                                                                        
1 You call that a crit? Regular Critical Hit
2 – 3 Lunge & thrust! Regular Critical Hit

Roll the rolled damage twice and take the higher result
4 – 11 Stab & twist! Regular Critical Hit

Roll the rolled damage twice and take the higher result

Target begins to bleed until healed (1d6/round) – cumulative
12 – 14 Cruel prick! Regular Critical Hit

Target begins to bleed until healed (1d6/round) – cumulative

Target rolls twice on the Minor Lingering Injury table and use the lower result
15 – 16 Pierced! Regular Critical Hit

Deal half rolled damage to an enemy adjacent to the original target or an
enemy up to 10 ' away from original target if ranged

Target rolls on the Minor Lingering injury table
17 – 18 Punctured! Regular Critical Hit

Deal rolled damage to an enemy adjacent to the original target or an enemy
up to 10' away from the original target if ranged

Target rolls twice on the Minor Lingering Injury table and uses the higher result
19 Skewered! Maximum Critical Hit

Deal half crit damage to an enemy adjacent to the original target or an enemy
up to 15' away from the original target if ranged

Target rolls on the Major Lingering Injury table
20 Run through! Maximum Critical Hit

Deal half crit damage to an enemy adjacent to the original target or an enemy
up to 20' away from the original target if ranged

Target rolls on the Minor and Major Lingering Injury table

Slashing

d20 Result Desc. Critical Effect                                                                        
1 You call that a crit? Regular Critical Hit
2 – 3 Good hit! Regular Critical Hit

The target loses 1d4 HP at the start of its next turn
4 – 11 Slice & dice! Regular Critical Hit

Target bleeds for 1 minute (1d4 / round – cumulative) or until they use an action to
staunch the bleeding
12 – 14 Open gash! Regular Critical Hit

Target bleeds for 1 minute (1d4 / round) or until they use an action to staunch the
bleeding
15 – 16 Deep slice! Regular Critical Hit

Target bleeds for 1 minute (1d6 / round) or until they use an action to staunch the
bleeding
17 – 18 Lacerated! Regular Critical Hit

Target bleeds for 1 minute (1d6 / round) or until they use an action to staunch the
bleeding

Target rolls on the Minor Lingering Injury table
19 Severed! Maximum Critical Hit

Target bleeds for 1 minute (1d8 / round) or until they use an action to staunch the
bleeding

Target rolls on the Major Lingering Injury table
20 Dissected Maximum Critical Hit

Target bleeds for 1 minute (2d8 / round) or until they use an action to staunch the
bleeding

Target rolls on the Major Lingering Injury table

Magical Damage Types

Acid

d20 Result   Critical Effect                                                                        
1 You call that a crit? Regular Critical Hit
2 – 3 Scalding bile! Regular Critical Hit

Target is physically scarred and suffers disadvantage on all Charisma checks except
for Intimidation (can be healed the same way as minor injuries)
4 – 11 Melted flesh! Regular Critical Hit

Target is physically disfigured and suffers disadvantage on all Charisma checks
except for Intimidation (can be healed by Lesser Restoration)
12 – 14 Boiling flesh! Regular Critical Hit

With Armor: Target's armor suffers a -1 penalty to AC until repaired (mundane) or
cleaned (magical)

Without Armor: Target rolls on the Minor Lingering Injury table and target is 
physically disfigured and suffers disadvantage on all Charisma checks
except for Intimidation (can be healed by Lesser Restoration)
15 – 16 Horrific Mutilation! Regular Critical Hit

With Armor: Target's armor suffers a -1 penalty to AC until repaired (mundane) or
cleaned (magical)

Without Armor: Target rolls on the Minor Lingering Injury table and target is 
physically disfigured and suffers disadvantage on all Charisma checks
except for Intimidation (can be healed by Greater Restoration)
17 – 18 Caustic Trauma! Regular Critical Hit

Target's armor suffers a -2 penalty to AC until repaired (mundane) or cleaned (magical)

Without Armor: Target rolls on the Major Lingering Injury table and target is 
physically disfigured and suffers disadvantage on all Charisma checks
except for Intimidation (can be healed by Greater Restoration)
19 Vitriolic! Maximum Critical Hit

Target's armor suffers a -2 penalty to AC until repaired (mundane) or cleaned (magical)

Without Armor: Target rolls on the Major Lingering Injury table and target is 
physically disfigured and suffers disadvantage on all Charisma checks
except for Intimidation (cannot be healed)
20 Acid bath! Maximum Critical Hit

Target's armor is destroyed (if mundane) or rendered useless until cleaned (if magical)

Without Armor: Target rolls on the Major Lingering Injury table and target is 
physically disfigured and suffers disadvantage on all Charisma checks
except for Intimidation (cannot be healed)

The target is also "poisoned" for 1d4 rounds

Cold

d20 Result Desc. Critical Effect                                                                        
1 You call that a crit? Regular Critical Hit
2 – 3 Chills! Regular Critical Hit

Target can move only half its speed on its next turn
4 – 11 Frostbite! Regular Critical Hit

Target's speed becomes 0 until the end of it's next turn
12 – 14 Freezing! Regular Critical Hit

Target's speed becomes 0 until the end of its next turn

Target suffers disadvantage on all attack rolls until the end of its next turn
15 – 16 Frozen! Regular Critical Hit

Target is paralyzed until the beginning of its next turn

Target rolls on the Minor Lingering Injury table if it takes damage before the end of its next turn
17 – 18 Ice block! Regular Critical Hit

Target is paralyzed until the beginning of its next turn

Target rolls on the Minor Lingering Injury table
19 Glacial! Maximum Critical Hit

Target is paralyzed until the end of its next turn

Target rolls on the Major Lingering Injury table
20 Subzero! Maximum Critical Hit

Target is paralyzed for 1 minute (DC 16 Constitution saving throw ends this effect)

Target rolls on the Major Lingering Injury table

Target becomes vulnerable to fire damage as long as it isn't immune to fire already

Fire

d20 Result Desc. Critical Effect                                                                        
1 You call that a crit? Regular Critical Hit
2 – 3 Heat wave! Regular Critical Hit

Fire attacks have advantage on the target until the end of its next turn
4 – 11 Hot flash! Regular Critical Hit

Target is on fire until it uses an action to put the flames out (1d4 fire damage / round)
12 – 14 Ablaze! Regular Critical Hit

Target is on fire until it uses an action to put the flames out (2d4 fire damage / round)
15 – 16 Burnt to a crisp! Regular Critical Hit

If not resistant: Target gains vulnerability to fire

Target is on fire until it uses an action to put the flames out (2d4 fire damage / round)
17 – 18 Combustion! Regular Critical Hit

If not resistant: Target gains vulnerability to fire

Target is on fire until it uses an action to put the flames out (2d4 fire damage / round)

Target rolls on the Minor Lingering Injury table
19 Hellfire! Maximum Critical Hit

If resistant: Target loses resistance to fire
If not resistant: Target gains vulnerability to fire

Target is on fire until it uses an action to put the flames out (2d4 fire damage / round)

Target rolls on the Major Lingering Injury table
20 Inferno! Maximum Critical Hit

If resistant: Target loses resistance to fire
If not resistant: Target gains vulnerability to fire
Target becomes vulnerable to cold damage

Target is on fire until it uses an action to put the flames out (3d4 fire damage / round)

Target rolls on the Major Lingering Injury table

Force

d20 Result Desc. Critical Effect                                                                        
1 You call that a crit? Regular Critical Hit
2 – 3 Spellstruck! Regular Critical Hit

Target suffers disadvantage on saving throws against spells until the end of its next turn
4 – 11 Eldritch incandescence! Regular Critical Hit

Spell attacks against the target gain advantage until the end of its next turn
12 – 14 Bewitching blow! Regular Critical Hit

Target is spellbound until the end of its next turn:
- Target suffers disadvantage on saving throws against spells until the end of its next turn
- Spell attacks against the target gain advantage until the end of its next turn

Target is pushed 5 feet
15 – 16 Mystic Magnet! Regular Critical Hit

Target is spellbound for the next minute (DC 14 Intelligence save ends the effects):
- Target suffers disadvantage on saving throws against spells until the end of its next turn
- Spell attacks against the target gain advantage until the end of its next turn

Target is pushed or pulled 5 feet
17 – 18 Ensorcelled! Regular Critical Hit

Target is spellbound for the next minute (DC 16 Intelligence save ends the effects):
- Target suffers disadvantage on saving throws against spells until the end of its next turn
- Spell attacks against the target gain advantage until the end of its next turn

Target rolls on the Minor Lingering Injury table

Target is pushed or pulled 10 feet
19 Arcane injury! Maximum Critical Hit

Target is spellbound for the next minute (DC 16 Intelligence save ends the effects):
- Target suffers disadvantage on saving throws against spells until the end of its next turn
- Spell attacks against the target gain advantage until the end of its next turn

Target rolls on the Major Lingering Injury table

Target is pushed or pulled 15 feet and knocked prone
20 Magically Mauled! Maximum Critical Hit

Target is spellbound for the next minute (DC 18 Intelligence save ends the effects):
- Target suffers disadvantage on saving throws against spells until the end of its next turn
- Spell attacks against the target gain advantage until the end of its next turn

Target rolls on the Major Lingering Injury table

Target is pushed or pulled 20 feet and knocked prone

Lightning

d20 Result Desc. Critical Effect                                                                        
1 You call that a crit? Regular Critical Hit
2 – 3 Sparks fly! Regular Critical Hit

Target cannot use reactions until the end of its next turn
4 – 11 Electric arc! Regular Critical Hit

Up to one other target within 15 ft must succeed on a DC 14 dexterity save or suffer half the
rolled damage of the original target
12 – 14 Arcstone! Regular Critical Hit

Up to one other target within 15 ft must succeed on a DC 16 dexterity save or suffer the rolled 
damage of the original target
15 – 16 Electrocuted! Regular Critical Hit

Up to two other target within 15 ft must succeed on a DC 18 dexterity save or suffer half the
damage of the original target

Non-metal armor: Target rolls on the Minor Lingering Injury table
Metallic armor: Target rolls on the Major Lingering Injury table
17 – 19 Lit up! Regular Critical Hit

Each creature you choose within 15 ft of it cannot take reactions until the end of
their next turns and must succeed on a DC 18 dexterity save or suffer half the damage of
the original target

Target rolls on the Major Lingering Injury table
20 Lightning rod! Maximum Critical Hit

Target is stunned until the beginning of its next turn

Each creature you choose within 20 ft cannot take reactions until the end of their next
turns & must succeed on a DC 20 dexterity save or suffer half the damage of the original target

Target rolls on the Major Lingering Injury table

Necrotic

d20 Result Desc. Critical Effect                                                                        
1 You call that a crit? Regular Critical Hit
2 – 3 Fester! Regular Critical Hit

Target cannot regain HP until the end of its next turn
4 – 11 Decay! Regular Critical Hit

Target's HP maximum is reduced by the damage dealt
12 – 14 Rot! Regular Critical Hit

Target's HP maximum is reduced by the damage dealt
15 – 16 Blight! Regular Critical Hit

Target cannot regain HP for the next minute (DC 16 Constitution save can end the effect)
17 – 19 Putrefy! Regular Critical Hit

Target's HP maximum is reduced by the damage dealt

Target rolls on the Major Lingering Injury table
20 Atrophy! Maximum Critical Hit

Target's HP Maximum is reduced by the damage dealt

Target cannot regain HP until the end of its next turn

Target rolls on the Major Lingering Injury table

Poison

d20 Result Desc. Critical Effect                                                                        
1 You call that a crit? Regular Critical Hit
2 – 3 Sickened! Regular Critical Hit

Target suffers disadvantage on its next Ability Check, Attack Roll, or Saving Throw
4 – 11 Poisoned! Regular Critical Hit

Target is poisoned until the end of its next turn
12 – 14 Contaminated! Regular Critical Hit

Target is poisoned for the next minute (DC 12 Constitution save ends the effect)
15 – 16 Toxic Shock! Regular Critical Hit

Target is poisoned for the next minute (DC 14 Constitution save ends the effect)
17 – 19 System failure! Maximum Critical Hit

Target is poisoned for the next minute (DC 16 Constitution save ends the effect)

Target rolls on the Major Lingering Injury table
20 Biological Breakdown! Double Maximum Critical Hit

Target is poisoned for the next minute (DC 18 Constitution save ends the effect)

Target rolls on the Major Lingering Injury table

Psychic

d20 Result Desc. Critical Effect                                                                        
1 You call that a crit? Regular Critical Hit
2 – 3 Disoriented! Regular Critical Hit

You control the targets next movement action
4 – 11 Confused! Regular Critical Hit

Target is Confused until the end of its next turn (1d10)
12 – 14 Dominated! Regular Critical Hit

You control the targets next turn
15 – 16 Psychological break! Regular Critical Hit

Target rolls on the Insanity Chart twice and takes the lower result
17 – 19 Madness! Regular Critical Hit

Target rolls on the Insanity Chart
20 Mind melt! Maximum Critical Hit

Target rolls on the Insanity Chart twice and takes the higher result

Radiant

d20 Result Desc. Critical Effect                                                                        
1 You call that a crit? Regular Critical Hit
2 – 3 Awed! Regular Critical Hit

Target cannot move closer to you until the end of its next turn
4 – 8 Holy terror Regular Critical Hit

The target is frightened for the next minute (a DC 12 Wisdom save can end the effect)
9 – 14 Holy terror! Regular Critical Hit

The target is frightened for the next minute (a DC 14 Wisdom save can end the effect)
15 – 16 Righteous mark! Regular Critical Hit

The target is frightened for the next minute (a DC 16 Wisdom save can end the effect)

Target rolls on the Minor Lingering Injury table
17 – 19 Smite! Maximum Critical Hit

The target is frightened for the next minute (a DC 16 Wisdom save can end the effect)

Target glows for the next minute. While glowing the target suffers 1d6 Radiant damage when it is hit by an attack

Target rolls on the Major Lingering Injury table
20 Wrath of the gods! Maximum Critical Hit

The target is frightened for the next minute (a DC 18 Wisdom save can end the effect)

Target glows for the next minute. While glowing the target suffers 2d6 Radiant damage when it is hit by an attack

Target rolls on the Major Lingering Injury table

Thunder

d20 Result Desc. Critical Effect                                                                        
1 You call that a crit? Regular Critical Hit
2 – 3 Boom! Regular Critical Hit

Target is deafened until the end of its next turn
4 – 11 Thunderclap! Regular Critical Hit

Target is deafened for one minute
12 – 14 Ka-boom! Regular Critical Hit

Target is deafened for one minute

Target is stunned until the end of its next turn
15 – 16 Burst ear drums! Regular Critical Hit

Target is deafened permanently

Target rolls on the Minor Lingering Injury table
17 – 19 Wall of sound! Regular Critical Hit

Target is stunned until the end of its next turn

Target is deafened permanently

Target rolls on the Major Lingering Injury table
20 Sonic Salvo! Maximum Critical Hit

Target is stunned for 1d4 rounds

Target is deafened permanently

Target rolls on the Major Lingering Injury table

Critical Hit Table

World of Al'Dravin Zorzech