Critical Roll Effects

Weapon Attack Critical Hit Table

Roll Description Effect
1 You feel accomplished, but nothing remarkable happens. Regular critical hit.
2-5 You feel it is imperative to press the advantage no matter the cost. You can choose to gain advantage on all attacks against your target until the end of your next turn, but if you do all enemies have advantage on their attack rolls against you until the end of your next turn.
6-9 You feel it is imperative to press the advantage, but maintain awareness of your surroundings. You can choose to gain advantage on all attacks against your target next turn, your target has advantage on their attack rolls against you until the end of your next turn.
10-14 You know how to press the advantage. You gain advantage on all attacks against your target until the end of your next turn.
15-19 As you are fighting, you notice an effective route to escape danger. You are able to use the disengage action after your attack.
20-24 You feel the ebb and flow of the battle, and know where to make your next move. After your turn you move to the top of the initiative order.
25-29 You begin to recognize patterns in your opponent's fighting technique. You gain +2 to your AC against your target, and advantage on all savings throws from effects originating from your target until your next turn.
30-39 You are able to maneuver towards your opponent while attacking, and attempt to harass them. After your attack you can choose to attempt to grapple your opponent if you have a free hand, or attempt to shove your opponent if both hands are in use.
40-49 You are able to maneuver towards your opponent while attacking and harass them. After your attack you can choose to automatically succeed in grappling your opponent if you have a free hand, or shoving your opponent if both hands are in use.
50-59 You attempt to disarm your opponent. You are able to take the disarm action after your attack.
65-69 You kick your target's weapon out of their hands. You are able to take the disarm action after your attack, and can steal your opponent's weapon if you have a free hand. Otherwise, you can knock it up to 20 feet away.
70-74 Your senses heighten and you become aware of threats around the battlefield. You are able to use the dodge action after your attack.
75-79 Your attack knocks your target over. Your target is knocked prone.
80-84 Your strike surprises your opponent. Your target is surprised until the end of their next turn.
85-89 You strike with great force. Roll an additional set of damage dice above and beyond your normal critical roll.
90-94 You strike with extreme force. Roll an additional set of damage dice above and beyond your normal critical roll, and the target suffers one unit of exhaustion.
95-99 You strike with debilitating force. Roll an additional set of damage dice above and beyond your normal critical roll, and the target suffers a permanent injury chosen by the DM. The permanent injury can be healed with extended rest of a length determined by the DM, but the attack leaves a scar.
100 You strike with devastating force. Roll an additional set of damage dice above and beyond your normal critical roll, and the target suffers 1 unit of exhaustion, and the target suffers a permanent injury chosen by the DM. The permanent injury can be healed with extended rest of a length determined by the DM, but the attack leaves a scar.

Weapon Attack Roll Fumble Table

Roll Description Effect
1 You are embarrassed by your poor showing, but nothing remarkable happens. You miss your attack.
2-5 You lose your combat footing, exposing yourself to your target. Your target has advantage on their first attack roll against you next round.
6-9 You lose your combat footing, exposing yourself to your enemies. Your enemies have advantage on their first attack roll against you next round.
10-14 You lose your combat footing, and have difficulty recovering. Your enemies have advantage on their attack rolls against you until the end of your next turn.
15-19 Melee: You get tangled with your enemy and fall over. Ranged: You spill your quiver. Melee: You are knocked prone and your movement is reduced to 0. Your target must succeed a DC 10 dexterity check or they are also knocked prone. Ranged: You must pick up arrows individually from the ground using your "environmental interaction", or the "Use an Object" action to nock your bow.
20-29 You lose your balance while attacking. You fall prone and your movement is reduced to 0.
30-39 As you attack your opponent you begin to fear that they are the superior combatant. Disadvantage on your next attack roll against your target.
40-49 You miss an attack and gaze upon the chaos of the battle, causing your confidence to falter. Disadvantage on your next attack roll against any target.
50-59 You lose your grip as you attack. Roll a DC 10 Dexterity Check, on failure you drop your weapon at your feet.
60-69 Melee: The weapon slips from your hand as you attack. Ranged: Your ammunition gets lodged in its container. Melee: Roll a DC 10 Dexterity Check, on failure you throw your weapon into your enemy's space. DM determines where the item is thrown on large sized or greater creatures. Ranged: You must use an action to organize the ammunition in its case before you can make another ranged attack.
70-79 Melee: You lunge past an enemy exposing yourself to his attack. Ranged: Your missile startles your allies near your target. Melee: Enemy you were attacking is able to use their reaction to perform and attack of opportunity. Ranged: the target can perform an opportunity attack on any ally within melee range.
80-84 Missing what you thought was a critical blow causes you to panic. End your current turn and you are surprised until the end of your next turn.
85-89 You attack wildly and lose track of the fight around you. End your turn and move to the bottom of the initiative order at the start of the next round.
90-94 You lose your footing while attacking and fall to the ground bumping your head. You fall prone. Roll a DC 10 constitution save, on failure you take 1d6 damage and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious.
95-99 You lose your footing while attacking and fall head first. You fall prone. Roll a DC 15 constitution save, on failure you take 2d6 damage and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious.
100 You lose your footing while attacking and slam your head into the ground. You fall prone, take 3d6 damage, and become unconscious for 1 minute or until you receive damage from any source.
On this page
0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9