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Weapon Attack Critical Hit Table

Roll
Description Effect
%
You feel accomplished, but
1 nothing remarkable Regular critical hit.
happens.
You can choose to gain advantage on all attacks against your
You feel it is imperative to
target until the end of your next turn, but if you do all enemies
2-5 press the advantage no
have advantage on their attack rolls against you until the end
matter the cost.
of your next turn.
You feel it is imperative to
You can choose to gain advantage on all attacks against your
press the advantage, but
6-9 target next turn, your target has advantage on their attack rolls
maintain awareness of your
against you until the end of your next turn.
surroundings.
10- You know how to press the You gain advantage on all attacks against your target until the
14 advantage. end of your next turn.
As you are fighting, you
15-
notice an effective route to You are able to use the disengage action after your attack.
19
escape danger.
You feel the eb and flow of
20-
the battle, and know where After your turn you move to the top of the initiative order.
24
to make your next move.
You begin to recognize You gain +2 to your AC against your target, and advantage on
25-
patterns in your opponents all savings throws from effects originating from your target
29
fighting technique. until your next turn.
You are able to maneuver
After your attack you can choose to attempt to grapple your
30- towards your opponent
opponent if you have a free hand, or attempt to shove your
39 while attacking, and
opponent if both hands are in use.
attempt to harass them.
You are able to maneuver
After your attack you can choose to automatically succeed in
40- towards your opponent
grappling your opponent if you have a free hand, or shoving
49 while attacking and harass
your opponent if both hands are in use.
them.
50- You attempt to disarm your
You are able to take the disarm action after your attack
59 opponent.
You are able to take the disarm action after your attack, and
65- You kick your target's
can steal your opponents weapon if you have a free hand.
69 weapon out of their hands.
Otherwise you can knock it up to 20 feet away.
Your senses heighten and
70- you become aware of
You are able to use the dodge action after your attack.
74 threats around the
battlefield.
75- Your attack knocks your Your target is knocked prone.
Roll
Description Effect
%
79 target over.
80- Your strike surprises your
Your target is surprised until the end of their next turn.
84 opponent.
85- Roll an additional set of damage dice above and beyond your
You strike with great force.
89 normal critical roll.
Roll an additional set of damage dice above and beyond your
90- You strike with extreme
normal critical roll, and the target suffers one unit of
94 force.
exhaustion.
Roll an additional set of damage dice above and beyond your
normal critical roll, and the target suffers a permanent injury
95- You strike with debilitating
chosen by the DM. The permanent injury can be healed with
99 force.
extended rest of a length determined by the DM, but the attack
leaves a scar.
Roll an additional set of damage dice above and beyond your
normal critical roll, and the target suffers 1 unit of exhaustion,
You strike with devastating
100 and the target suffers a permanent injury chosen by the DM.
force.
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
%
You are embarassed by your
1 poor showing, but nothing You miss your attack.
remarkable happens.
You lose your combat
Your target has advantage on their first attack roll against
2-5 footing, exposing yourself to
you next round.
your target.
You lose your combat
Your enemies have advantage on their first attack roll
6-9 footing, exposing yourself to
against you next round.
your enemies.
You lose your combat
10- Your enemies have advantage on their attack rolls against
footing, and have difficulty
14 you until the end of your next turn.
recovering.
Melee: You are knocked prone and your movement is
Melee: You get tangled with reduced to 0. Your target must succeed a DC 10 dexterity
15- your enemy and fall over. check or they are also knocked prone. Ranged: You must
19 Ranged: You spill your pick up arrows individually from the ground using your
quiver. "environmental interaction", or the "Use an Object" action
to nock your bow.
20- You lose your balance while You fall prone and your movement is reduced to 0.
Roll
Description Effect
%
29 attacking.
As you attack your opponent
30-
you begin to fear that they are Disadvantage on your next attack roll against your target.
39
the superior combatant.
You miss an attack and gaze
40- upon the chaos of the battle,
Disadvantage on your next attack roll against any target.
49 causing your confidence to
falter.
50- You lose your grip as you Roll a DC 10 Dexterity Check, on failure you drop your
59 attack. weapon at your feet.
Melee: Roll a DC 10 Dexterity Check, on failure you throw
Melee: The weapon slips
your weapon into your enemy's space. DM determines
60- from your hand as you attack.
where the item is thrown on large sized or greater creatures.
69 Ranged: Your ammunition
Ranged: You must use an action to organize the ammunition
gets lodged in its container.
in its case before you can make another ranged attack.
Melee: You lunge past an
Melee: Enemy you were attacking is able to use their
enemy exposing yourself to
70- reaction to perform and attack of opportunity. Ranged: the
his attack. Ranged: Your
79 target can perform an opportunity attack on any ally within
missile startles your allies
melee range.
near your target.
Missing what you thought
80- End your current turn and you are surprised until the end of
was a critical blow causes
84 your next turn.
you to panic.
85- You attack wildly and lose End your turn and move to the bottom of the initiative order
89 track of the fight around you. at the start of the next round.
You fall prone. Roll a DC 10 constitution save, on failure
You lose your footing while
90- you take 1d6 damage and are knocked unconscious for 1
attacking and fall to the
94 minute or until you receive damage from any source. On
ground bumping your head.
success take half damage and you remain conscious.
You fall prone. Roll a DC 15 constitution save, on failure
95- You lose your footing while you take 2d6 damage and are knocked unconscious for 1
99 attacking and fall head first. minute or until you receive damage from any source. On
success take half damage and you remain conscious.
You lose your footing while
You fall prone, take 3d6 damage, and become unconscious
100 attacking and slam your head
for 1 minute or until you receive damage from any source.
into the ground.

Spell Attack Critical Hit Table

Roll
Description Effect
%
1 You feel accomplished, but Regular spell critical hit.
Roll
Description Effect
%
nothing remarkable
happens.
You feel it is imperative to You can choose to gain advantage on your next attack roll
2-5 press the advantage no against your target, but all enemies have advantage on their
matter the cost. attack rolls against you until the end of your next turn.
You feel it is imperative to
You can choose to gain advantage on your next attack roll
press the advantage, but
6-9 against your target, your target has advantage on their attack
maintain awareness of your
rolls against you until the end of your next turn.
surroundings.
As you are fighting, you
10-
notice an effective route to You are able to use the disengage action after your attack.
14
escape danger.
You feel the eb and flow of
15-
the battle, and know where After your turn you move to the top of the initiative order.
19
to make your next move.
20- Your spell cripples your Your target's movement speed is cut in half for their next 2
29 opponent. turns.
30- Your spell attack knocks
Your target is knocked prone.
39 your target over.
The light from your spell
40-
flashes near your target's Your target is blinded until the end of their next turn.
49
eyes
50- You blast the targets Your target's weapon is flung 1d6*5 feet away in a random
59 weapons out of their hands. direction.
The sight of your magic
60- Your target is frightened by you until you stop casting magic.
fills the target's heart with
69 You are able to discern the source of your targets fear.
fear.
70- The force from your spell
Your target is incapacitated until the end of their next turn.
74 stuns your opponent.
75- Your spell is incidentally Roll 10d8. If your targets current health is lower than the
79 infused with fey energy. number rolled they fall asleep for 1 minute.
80- Your spells strike surprises
Your target is surprised until the end of their next turn.
84 your opponent.
85- Your spell strikes with Roll an additional set of spell damage dice above and beyond
89 great force. your normal critical roll.
Roll an additional set of spell damage dice above and beyond
90- Your spell strikes with
your normal critical roll, and the target suffers one unit of
94 extreme force.
exhaustion.
96- Your spell strikes with Roll an additional set of spell damage dice above and beyond
99 debilitating force. your normal critical roll, and the target suffers a permanent
injury chose by the DM. The permanent injury can be healed
with extended rest of a length determined by the DM, but the
Roll
Description Effect
%
attack leaves a scar.
Roll an additional set of spell damage dice above and beyond
your normal critical roll, and the target suffers 1 unit of
Your spell strikes with exhaustion, and the target suffers a permanent injury chose by
100
devastating force. the DM. The permanent injury can be healed with extended
rest of a length determined by the DM, but the attack leaves a
scar.

Spell Attack Fumble Table

Roll
Description Effect
%
You are embarassed by your
1 poor showing, but nothing You miss your attack.
remarkable happens.
You get wrapped up in your
Your target has advantage on their first attack roll against
2-5 spellcasting and forget to watch
you next round.
your target.
You get wrapped up in your
All enemies have advantage on their first attack roll
6-9 spellcasting and forget to watch
against you next round.
your surroundings.
You are so wrapped up in your
10- All enemies have advantage on their attack rolls against
spellcasting that you forget you
14 you until the end of your next turn.
are fighting a battle.
Your spell creates a large plume The area in a 5 foot radius around your location becomes
15-
of smoke obscuring your heavily obscured for 1 minute. A strong breeze can blow
19
location. away the smoke in 1 round.
20- Your spell misfires knocking
You are knocked prone.
29 you over.
The spell fires in an unexpected
You have disadvantage on any spell attacks, and enemies
30- manner, causing your
have advantage against your spell savings throws until the
39 confidence in your abilities to
end of your next turn.
falter.
The placement of your spell
40- startles your allies near your Your target is able to use their reaction to take an attack
49 target, causing them to drop of opportunity on one of your allies in melee range.
their guard.
You scramble the ingredients of
your component pouch or your
50- You are unable to perform material components to cast
focus becomes overloaded with
59 spells until the end of your next turn.
magical energy and temporarily
stops working.
Roll
Description Effect
%
60- You are unable to perform somatic components to cast
Your arm cramps as you cast.
69 spells until the end of your next turn.
70- You bite your tongue as you You are unable to use verbal components to cast spells
79 cast. until the end of your next turn.
Your spell misfires and dazes
80- End your turn and move to the bottom of the initiative
you, causing you to lose track of
84 order at the start of the next round.
the fight.
85- Your spell misfires causing you End your current turn and you are surprised until the end
89 to panic. of your next turn.
You fall prone. Roll a DC 10 constitution save, on failure
Your spell backfires creating a you take 1d6 bludeoning damage and are knocked
90-
small explosion causing you to unconscious for 1 minute or until you receive damage
94
fall and bump your head. from any source. On success take half damage and you
remain conscious.
You fall prone. Roll a DC 15 constitution save, on failure
Your spell backfires creating a you take 1d6 bludgeoning damage, 1d6 thunder damage,
95-
large explosion causing you to and are knocked unconscious for 1 minute or until you
99
fall and bump your head. receive damage from any source. On success take half
damage and you remain conscious.
You hit yourself with your spell. If the spell effect is
Your spell completely backfires instant you take the full effect. If the spell requires
creating a large explosion concentration the effect persists until the end of your next
100
causing you to fall and bump turn. You also fall prone, take 1d6 bludgeoning damage,
your head. 1d6 thunder damage, and become unconscious for 1
minute or until you receive damage from any source.

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