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#Created by Kat C.

Critical Hits Revised


Presented here are optional rules that expand the scope of
critical hits in D&D 5e. Introducing a series of critical hit Critically Moving Targets
charts that vary based on the damage type of the attack, Effects that move targets may be up to discussion.
Critical Hit Charts can be included in a campaign to add an A Normal sized player may not be able to move a
additional element of uncertainty, suspense, and surprise to Giant sized target.
combat. Figure out what works best in the situation!
When you land a critical hit on a creature, instead of
rolling the attack’s damage dice twice and adding them
together, roll a d20 and use the corresponding result on
the critical hit chart determined by the damage type of
your attack.
When you score a critical hit with an attack that does two
or more types of damage, choose one of those damage
types and roll on that critical chart.
The Half-Orc Savage Attacks trait and the Barbarian
Brutal Critical feature continue to work as written.

Weapon Damage Charts


Bludgeoning
Roll D20 Effect
1 Normal Standard Crit (x2 dice)
2-5 Good hit! (x2 dice) + Adv on the Next Attack.
6-10 Sent reeling (x2 dice) + Optional move the target up to
15ft in any direction.
11-15 Great hit! (x2 dice) Instead of rolling dice, take the
maximum amount.
16-19 Take a seat! (x2 dice) + Target is knocked prone.
20 Right to the Noggin! (x3 dice) + Target is stunned for 1
round.

Piercing
Roll D20 Effect
1 Normal Standard Crit (x2 dice)
2-5 Good hit! (x2 dice) + Adv on the Next Attack.
6-10 Swiss Cheese! (x2 dice) + The Targets drops its weapon(s).
11-15 Great hit! (x2 dice) Instead of rolling dice, take the
maximum amount.
16-19 Cruel prick! (x2 dice) + The Targets movement speed is
reduced by 10ft.
20 Run through! (x3 dice) + Target is bleeding(1d4) for 2
round.

1
Slashing
Roll D20 Effect
1 Normal Standard Crit (x2 dice)
2-5 Good hit! (x2 dice) + Adv on the Next Attack.
6-10 Lacerated! (x2 dice) + The target has Dis Adv on its next
attack.
11-15 Great hit! (x2 dice) Instead of rolling dice, take the
maximum amount.
16-19 Severed! (x2 dice) + The Targets armor is reduced by 1 for
1d3 rounds.
20 Deep Slice! (x3 dice) + Target is bleeding(1d4) for 2
round.

Magic Damage Charts


Acid
Roll D20 Effect
1 Normal Standard Crit (x2 dice)
2-5 Good hit! (x2 dice) + Adv on the Next Attack.
6-10 Melted! (x2 dice) + The target drops its weapon(s).
11-15 Great hit! (x2 dice) Instead of rolling dice, take the
maximum amount.
16-19 Acid Bath! (x2 dice) + The Targets armor is reduced by 2
for 1d3 rounds.
20 Mutilation! (x3 dice) + The target has Dis Adv on CHA
checks for (1d8 hrs) or until healed with Lesser
Restoration.

Cold
Roll D20 Effect
1 Normal Standard Crit (x2 dice)
2-5 Good hit! (x2 dice) + Adv on the Next Attack.
6-10 Chilled! (x2 dice) + The target has half movement
speed for 1d4 rounds.
11-15 Great hit! (x2 dice) Instead of rolling dice, take the
maximum amount.
16-19 Frozen! (x2 dice) + The Target is Incapacitated for
1d3 rounds or until hit.
20 Subzero! (x3 dice) + The Target must succeed a
(DC13) CON save or be Frozen until warmed up.
(Fire spells, Torches, Campfires can warm).

Fire
Roll D20 Effect
1 Normal Standard Crit (x2 dice)
2-5 Good hit! (x2 dice) + Adv on the Next Attack.
6-10 Scorched! (x2 dice) + The Target drops its weapon.
11-15 Great hit! (x2 dice) Instead of rolling dice, take the
maximum amount.
16-19 Burn! (x2 dice) + The target takes an additional 1d6
fire damage and has burn marks.
20 On Fire! (x3 dice) + The target takes an additional
1d4 fire damage until the flame is put out. (rolling
on the ground, water spells, etc. can douse the
flames).

2
Force & Psychic
Roll D20 Effect
1 Normal Standard Crit (x2 dice)
2-5 Good hit! (x2 dice) + Adv on the Next Attack.
6-10 Bewitched! (x2 dice) + The target has Dis Adv on the
next spell effect.
11-15 Great hit! (x2 dice) Instead of rolling dice, take the
maximum amount.
16-19 Ensorcelled! (x2 dice) + The target refuses to hit you
for 1d4 rounds.
20 Magically Mauled! (x3 dice) + The Target has Dis Adv
on all Mental skill checks (INT and WIS) for 1d8
hours or until they long rest.

Lightning
Roll D20 Effect
1 Normal Standard Crit (x2 dice)
2-5 Good hit! (x2 dice) + Adv on the Next Attack.
6-10 Shocking! (x2 dice) + The target cannot use
reactions until the end of your next turn.
11-15 Great hit! (x2 dice) Instead of rolling dice, take the
maximum amount.
16-19 Lightning Rod! (x2 dice) + Attacks against the target
have Adv until the start of your next turn.
20 Electric Arc! (x3 dice) + Hostile creatures(to you)
standing next to the target take 2d6 lightning
damage.

Necrotic
Roll D20 Effect
1 Normal Standard Crit (x2 dice)
2-5 Good hit! (x2 dice) + Adv on the Next Attack.
6-10 Rot! (x2 dice) + The clothes on the target become
soiled, Any food/rations become spoiled.
11-15 Great hit! (x2 dice) Instead of rolling dice, take the
maximum amount.
16-19 Fester! (x2 dice) + The target cannot regain hitpoints
until they finish a short or long rest.
20 Blight! (x3 dice) + The target gains 2 points of
Exhaustion

Poison
Roll D20 Effect
1 Normal Standard Crit (x2 dice)
2-5 Good hit! (x2 dice) + Adv on the Next Attack.
6-10 Sickened! (x2 dice) + The Target has Dis Adv on
attack(s) for 1d4 round.
11-15 Great hit! (x2 dice) Instead of rolling dice, take the
maximum amount.
16-19 Contaminated! (x2 dice) + Creatures near the
Sickened target(within 15ft) also have Dis Adv until
they move 15ft away from the target.
20 Poisoned! (x3 dice) + The target must succeed on a
(DC13) CON check or be poisoned for 1d4 hrs.

3
Radiant
Roll D20 Effect Broken Bones - The target might have recieved some pretty
1 Normal Standard Crit (x2 dice)
extensive blows, either cracking or breaking their bones.
They will need to receive proper treatment (setting a break)
2-5 Good hit! (x2 dice) + Adv on the Next Attack. and proper rest.
6-10 Dazzled (x2 dice) + The Target cannot willingly move The target will need to take (1d8) Long Rest before they
closer to you until the end of its next turn. can use hit dice to restore hitpoints during Short Rest.
11-15 Great hit! (x2 dice) Instead of rolling dice, take the
maximum amount.
Concussion - A target may have taken a serious hit to the
head inferring a concussion, granting a point of exhaustion.
16-19 Righteous! (x2 dice) + Attacks against the target They may find themselves off balance or unable to form
have Adv until the start of your next turn. sentences. Perhaps they see shapes and colors instead of
20 Smote! (x3 dice) + The target glows for the next clear images.
minute. While glowing all successful attacks against
the target deal an additional 1d6 Radiant damage. Scar(s) - Getting cut will usually result in a wound that will
heal over time, however sometimes scars present themselves
Thunder when wounds dont heal correctly. The only true way to
Roll D20 Effect negate a scar is with Restoration spells.
1 Normal Standard Crit (x2 dice)
The target may find themselves waking with a rather nasty
looking scar resulting in a -1 to CHA (Persuasion) or +1 to
2-5 Good hit! (x2 dice) + Adv on the Next Attack. CHA (Intimidation).
6-10 Boom! (x2 dice) + The Target is deafened for 1d4
rounds Insanity - A target may find themselves not sure how to cope
11-15 Great hit! (x2 dice) Instead of rolling dice, take the
with what just happened. They may become more sporadic or
maximum amount. timid depending on the situation or they may even develop a
fear.
16-19 Concussive! (x2 dice) + The Target is stunned for 1 The target may be unable to gain the benefits from a long
round. rest until they sort things out in their minds, or have their
20 Sonic Blast! (x3 dice) + The Target is deafened for spirits lifted.
1hr and stunned for 2 rounds, as well as (optional)
pushed up to 30ft away from its original position. Weakend State - A target may find themselves feeling
extremely weak from an attack, granting a point of
exhaustion. They may also become sluggish or out of breath
quicker.
Optional Injury System Soul Searching - A target may find themselves questioning
the gods and where they stand in the matter of all things.
Player characters run into alot of combat in their adventuring They may head to a church and become a devout acolyte or
careers and sometimes in a brutal fight when you get they may give up their god or choose another.
knocked down to 0hp from a Critical strike, theres no real
negative to just standing up again. This optional Injury
system gives the players something to fear about getting
knocked out from Critical strikes.
Injuries may be healed or negated with proper rest, Feel free to get creative!
Restoration spells or other means. These are all optional and up to the DM on what happens if
anything extra does happen. Follow the situation and combat
Minor Injuries and apply injuries as you see fit.
Injured Leg - The targets movement speed is reduced by Make sure things can be healed and negated if a player
10ft. wishes to no longer be under that effect.
Injured Arm - The target has Dis Adv on actions involving Remember to give the players something they can roleplay
the injured arm. and get creative with, like a missing toe!
If their shield arm is Injured they might have a -1 to AC
because they're unable to keep their shield up in fights.
If their weapon arm is Injured they might have Dis Adv on
attacks with that arm.
Deafened - A target may find it hard to hear those around
them. Their speech may become muddled and they may find
it hard to concentrate on tasks. The target has disadvantage
on checks relying on hearing and may confuse things others
say by not being able to hear properly.

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