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Таблицы атак оружия

Дробящий урон
к20 Дробящий
1 И это ты называешь критом? Бросьте урон как обычно.
2-3 Потерял равновесие! Бросьте урон как обычно.
Следующая атака по врагу получит преимущество.
4-6 Хороший удар! Вместо броска урона вы наносите
максимальный возможный урон на кубах.
Critical Hits Revisited 7-8 Опрокинул противника. Вместо броска урона вы наносите
Presented here are optional rules that expand the
максимальный урон на кубах. Вы также толкаете цель в
scope of critical hits in D&D 5e. Introducing a series of
любое направление по вашему желанию на расстояние до
critical hit charts that vary based on the damage type
of the attack, Critical Hits Revisited can be included in 15фт.
a campaign to add an additional element of uncertainty, 9-11 Прекрасный удар! Бросьте урон дважды и сложите
suspense, and surprise to combat. DMs and players получившиеся значения.
may also be interested in utilizing Critical Hits Revisited 12-13 Сядь, отдохни! Бросьте урон дважды и сложите
to increase the consequence of engaging in combat, получившиеся значения. Существо оказывается сбито с ног.
including the potential for death or dismemberment. 14-16 Переиграл и уничтожил! Бросьте урон дважды и сложите
получившиеся значения. Существо отталкивается на 15фт и
Переработка Критов оказывается сбитым с ног.
17-18 Серьёзная трамва! Бросьте урон дважды и сложите
Except when noted otherwise below, use the normal
получившиеся значения. Также совершите бросок по
rules for critical hits.
таблице лёгких травм. Если враг носит тяжёлую броню, то
• When you land a critical hit on a creature, instead он получает тяжёлую травму вместо лёгкой.
of rolling the attack’s damage dice twice and adding 19 Раздавлен! Вместо броска урона вы наносите
them together, roll a d20 and use the corresponding максимальный возможный урон на кубах умноженный на
result on the critical hit chart determined by the два. Также совершите бросок по таблице тяжёлых травм.
damage type of your attack. 20 Боньк! Вместо броска урона вы наносите максимальный
• When you score a critical hit with an attack that does возможный урон на кубах умноженный на два. Враг
two or more types of damage, choose one of those становится ошеломлённым до конца вашего следующего
damage types and roll on that critical chart.
хода. Также совершите бросок по таблице тяжёлых травм.
• The Half-Orc Savage Attacks trait and the Barbarian
Brutal Critical feature continue to work as written.

Alternate Option: Selective Use of Critical Hits


When you implement the rules presented in Critical Hits
Revisited the lives of the player characters gets a lot
harder. Some players will love it, some will hate it, and
some will be perfectly fine with it until the day they get
one-shot by a kobold.
If you and your players prefer, the normal critical hit
rules can be used for monsters of low significance to
the story or who are not meant to be a life threatening
combat for the player characters. Using this alternative
rules player characters continue to use the critical
hit charts when they deal damage but creatures only
roll on the critical hit charts when they have dramatic
importance to the story and / or are meant to a
potentially lethal encounter for the characters

Ранения и Безумие
Критические удары могут привести к лёгким и тяжёлым
травмам. Когда существо получает лёгкую травму она
может быть вылечена заклинанием "Малое
восстановление" или пока не закончит восстановление
(Смотри Книгу Игрока на странице 187).
Тяжёлые ранения не вылечить самому и они требуют
мощного лечебного заклинания, такого как "Высшее
восстановление". Безумие, полученное в результате
критических ударов наносящих психический урон лечат
этим же заклинанием.
Описания различных травм могут уточнять другие
возможные способы их лечения, если такие есть.
Например, эффект Удара по голове будет длиться 2к12
часов, когда как тяжёлая травма "Обезглавен" не может
быть вылечено вовсе даже при помощи заклинания
"Малое восстановление".
Miscellaneous | Critical Hits Revisited
1
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Колющий Таблицы атак магией
к20 Колющий Кислота

1 И это ты называешь критом? Бросьте урон как обычно. к20 Кислота


2-3 Удар с выпадом! Бросьте урон дважды и 1 И это ты называешь критом? Бросьте урон как обычно.
используйте большее значение. 2-3 Scalding bile! Roll damage as normal and the creature is
4-6 Хороший удар! Вместо броска урона вы нанесите scarred. While scarred the creature has disadvantage on all
максимальный урон на кубах. Charisma ability checks except Charisma (Intimidation).
7-8 Уколол! Бросьте урон дважды и сложите Being scarred can be healed in the same way as a minor
получившиеся значения. injury.
9-11 Прекрасный удар! Бросьте урон дважды и сложите 4-6 Хороший удар! Вместо броска урона вы нанесите
получившиеся значения. максимальный урон на кубах.
12-13 Ходячий дуршлаг. Бросьте урон дважды и сложите 7-8 Melted lesh! Roll your damage as normal and the creature is
получившиеся значения. Совершите два броска по шкале disfigured. While disfigured the creature has disadvantage on
лёгких травм и используйте более низкое значение. all Charisma ability checks except Charisma (Intimidation).
14-16 Проткнул! Бросьте урон дважды и сложите значения. Being disfigured can be removed with the spell greater
Затем Совершите бросок по таблице лёгких травм. restoration.
17-18 Жестокий ублюдок! Бросьте урон дважды и сложите
значения. Совершите бросок по таблице тяжёлых травм 9-11 Прекрасный удар! Бросьте урон дважды и сложите
19 Пронзил насквозь! Вместо броска урона вы наносите получившиеся значения.
максимальный возможный урон на кубах умноженный 12-13 Boiling lesh! Roll twice as many damage dice as normal and
на два. Совершите бросок по таблице тяжёлых травм. if the creature is wearing armor its AC modifier is reduced by 1
20 Есть пробитие! Вместо броска урона вы наносите until it can be repaired
максимальный возможный урон на кубах умноженный (for 1/4th the price of new armor of the same type) or cleaned
на два. Совершите бросок по таблице лёгких и тяжёлых (if the armor is magical). If the creature is not wearing armor,
травм. roll on the minor injury chart.
Рубящий
к20 Рубящий
14-16 Horri ic mutilation! Roll twice as many damage dice as
1 И это ты называешь критом? Бросьте урон как обычно. normal and roll on the minor injury chart. Additionally, the
2-3 Порезал на куски! Бросьте урон как обычно. creature is disfigured. While disfigured the creature has
Сущетсво получает дополнительные 1к6 урона в disadvantage on all Charisma ability checks except Charisma
начале своего следующего хода. (Intimidation). Being disfigured can be removed with the
4-6 Хороший удар! Вместо броска урона вы наносите spell greater restoration.
максимальный урон на кубах.
7-8 Открытая рана. Бросьте урон как обычно. В течении Caustic trauma! Deal the maximum amount of damage from
17-18
следующей минуты враг получает 1к4 урона от your normal damage dice then roll your damage dice and add
кровотечения в начале каждого своего хода или до тех that result. If the creature is wearing armor, roll on the minor
пор, пока не потратит действие на перевязку ранения. injury chart and its AC modifier is reduced by 2 until it can be
repaired (for half the price of new armor of the same type) or
9-11 Прекрасный удар! Бросьте урон дважды и cleaned (if the armor is magical). If the creature is not
сложите получившиеся значения. wearing armor, roll on the major injury chart.
12-13 Глубокий порез! Бросьте урон дважды и сложите
получившиеся значения. В течении следующей минуты
враг получает 1к8 урона от кровотечения в начале 19 Vitriolic! Deal twice the maximum result of your damage dice
каждого своего хода или до тех пор, пока не потратит and roll on the major injury chart.
действие на перевязку ранения. 20 Acid bath! Deal twice the maximum result of your damage
14-16 Рваная рана! Бросьте урон дважды и сложите dice. If the creature is wearing armor, the armor is destroyed
получившиеся значения. В течении следующей минуты (if non-magical) or rendered useless until cleaned during a
враг получает 1к12 урона от кровотечения в начале long rest (if magical) and roll on the major injury chart. If the
каждого своего хода или до тех пор, пока не потратит creature is not wearing armor, roll on the major injury chart
действие на перевязку ранения. and the creature is disfigured. While disfigured the creature
17-18 Разорван! Нанесите противнику максимальной урон от has disadvantage on all Charisma ability checks except
атаки и бросьте ещё один куб урона. Сложите числа для Charisma
получения всего урона. Также совершите бросок по (Intimidation). Being disfigured can be removed with the
таблице лёгких травм. Если враг носит тяжёлую броню, spell greater restoration.
то он получает тяжёлую травму вместо лёгкой.
19 Расчленён! Нанесите максимальный возможный урон на
кубах умноженный на два. Совершите бросок по таблице
тяжёлых травм.
20 Резня! Нанесите максимальный возможный урон на кубах
умноженный на два и совершите бросок по таблице
тяжёлых травм. В течении следующей минуты враг получает
2к8 урона от кровотечения в начале каждого своего хода или
до тех пор, пока не потратит действие на перевязку ранения.
Miscellaneous | Critical Hits Revisited
2
Cold Fire
d20 Cold d20 Fire
1 You call that a crit? Roll damage as normal. 1 You call that a crit? Roll damage as normal.
2-3 Chills! Roll damage as normal and the creature 2-3 Heat wave! Roll damage as normal and attack
may only move half its movement speed on its rolls for attacks that deal fire damage have
next turn. advantage when made against the creature until
4-6 Good hit! Do not roll your damage dice, instead the end of its next turn.
deal the maximum result possible with those dice. 4-6 Good hit! Do not roll your damage dice, instead
7-8 Frosty! Roll your damage as normal and the deal the maximum result possible with those dice.
creature’s movement speed is 0 until the end of 7-8 Hot flash! Roll your damage as normal and the
its next turn. creature is on fire. While the creature is on fire
9-11 Great hit! Roll twice as many damage dice as it takes 2d4 fire damage at the start of each of
normal. its turns. The creature can end this condition by
12-13 Freezing! Roll twice as many damage dice as dropping prone and using 5 feet of movement to
normal and the creature is paralyzed until the end roll on the ground.
of its next turn. 9-11 Great hit! Roll twice as many damage dice as
14-16 Frozen! Roll twice as many damage dice as normal.
normal and the creature is paralyzed until the 12-13 Ablaze! Roll twice as many damage dice as normal
end of its next turn. If the creature takes damage and the creature is on fire. While the creature is
before the end of its next turn, roll on the minor on fire it takes 2d6 fire damage at the start of each
injury chart. of its turns. The creature can end this condition
17-18 Ice block! Deal the maximum amount of damage by dropping prone and using 5 feet of movement
from your normal damage dice then roll your to roll on the ground.
damage dice and add that result. The creature is 14-16 Burnt to a crisp! Roll twice as many damage
paralyzed until the end of its next turn and rolls dice as normal and the creature is charred. If
on the minor injury chart. the creature has resistance to fire, it loses
19 Glacial! Deal twice the maximum result of your that resistance. If the creature does not have
damage dice and roll on the major injury chart. resistance to fire, it gains vulnerability to fire. Both
20 Subzero! Deal twice the maximum result of your of these effects can be ended the same as a minor
damage dice, roll on the major injury chart, and injury.
the creature is paralyzed for the next minute. The 17-18 Hellfire! Deal the maximum amount of damage
creature may attempt a saving throw at the end from your normal damage dice then roll your
of each of its turns (DC 16) to end this effect. If damage dice and add that result then roll on the
it fails this saving throw three times it is frozen minor injury chart. Additionally, the creature is
solid and becomes a petrified but frozen solid in a on fire. While the creature is on fire it takes 2d6
block of ice rather than turned to stone. fire damage at the start of each of its turns. The
creature can end this condition by dropping
prone and using 5 feet of movement to roll on the
ground.
19 Combustion! Deal twice the maximum result of
your damage dice and roll on the major injury
chart.
20 Inferno! Deal twice the maximum result of your
damage dice and roll on the major injury chart.
Additionally, the creature is on fire. While the
creature is on fire it takes 2d8 fire damage at the
start of each of its turns. The creature can end this
condition by dropping prone and using 5 feet of
movement to roll on the ground.

Miscellaneous | Critical Hits Revisited


3
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Force
d20 Force
1 You call that a crit? Roll damage as normal.
2-3 Spellstruck! Roll damage as normal and the
creature has disadvantage on saving throws
against spells until the end of its next turn.
4-6 Good hit! Do not roll your damage dice, instead
deal the maximum result possible with those dice.
7-8 Eldritch incandescence! Roll your damage as
normal and spell attack rolls against the creature
have advantage until the end of its next turn.
9-11 Great hit! Roll twice as many damage dice as
normal.
12-13 Bewitching blow! Roll twice as many damage dice
as normal and the creature is spellbound until the
end of its next turn. While spellbound it makes
saving throws against spells with disadvantage
and spell attack rolls against it have advantage.
14-16 Mystic magnet! Roll twice as many damage dice
as normal and the creature is spellbound for the
next minute. While spellbound it makes saving
throws against spells with disadvantage and
spell attack rolls against it have advantage. At the
end of each of the creature’s turns it can make
Lightning
an Intelligence saving throw (DC 14) to end this d20 Lightning
effect.
1 You call that a crit? Roll damage as normal.
17-18 Ensorcelled! Deal the maximum amount of
2-3 Shocking! Roll damage as normal and the
damage from your normal damage dice then roll
creature cannot use reactions until the end of its
your damage dice and add that result then roll on
next turn.
the minor injury chart. Additionally, the creature is
4-6 Good hit! Do not roll your damage dice, instead
spellbound for the next minute. While spellbound
deal the maximum result possible with those dice.
it makes saving throws against spells with
7-8 Sparks fly! Roll your damage as normal and you
disadvantage and spell attack rolls against it have
may choose one other creature within 15 ft. of the
advantage. At the end of each of the creature’s
victim. That creature must succeed on a Dexterity
turns it can make an Intelligence saving throw
saving throw (DC 14) or take half as much
(DC 16) to end this effect.
damage.
19 Arcane injury! Deal twice the maximum result of
9-11 Great hit! Roll twice as many damage dice as
your damage dice and roll on the major injury
normal.
chart.
12-13 Electric arc! Roll twice as many damage dice as
20 Magically mauled! Deal twice the maximum result
normal and you may choose one other creature
of your damage dice and roll on the major injury
within 15 ft. of the victim. That creature must
chart. Additionally, the creature is spellbound
succeed on a Dexterity saving throw (DC 18) or
for the next minute. While spellbound it makes
take half as much damage.
saving throws against spells with disadvantage
14-16 Fulminate! Roll twice as many damage dice as
and spell attack rolls against it have advantage. At
normal and roll on the minor injury chart. If the
the end of each of the creature’s turns it can make
creature is wearing metal armor roll on the major
an Intelligence saving throw (DC 18) to end this
injury chart instead.
effect.
17-18 Lit up! Deal the maximum amount of damage
from your normal damage dice then roll your
damage dice and add that result. The creature
and each creature you choose within 15 ft. of it
cannot take reactions until the end of their next
turn. Then roll on the minor injury chart.
19 Electrocuted! Deal twice the maximum result of
your damage dice and roll on the major injury
chart.
20 Lightning rod! Deal twice the maximum result of
your damage dice and you may choose one other
creature within 15 ft. of the victim. That creature
must succeed on a Dexterity saving throw (DC
20) or take half as much damage. Then roll on the
major injury chart.

Miscellaneous | Critical Hits Revisited


4
Necrotic Poison
d20 Necrotic d20 Poison
1 You call that a crit? Roll damage as normal. 1 You call that a crit? Roll damage as normal.
2-3 Spoil! Roll damage as normal and the creature 2-3 Nauseous! Roll damage as normal and the
cannot regain hit points until the end of its next creature has disadvantage on its next ability check,
turn. attack roll, or saving throw.
4-6 Good hit! Do not roll your damage dice, instead 4-6 Good hit! Do not roll your damage dice, instead
deal the maximum result possible with those dice. deal the maximum result possible with those dice.
7-8 Fester! Roll your damage as normal and the 7-8 Sickened! Roll your damage as normal and the
creature’s maximum hit points are reduced by the creature has disadvantage on all ability checks,
same amount. attack rolls, and saving throws until the end of its
9-11 Great hit! Roll twice as many damage dice as next turn.
normal. 9-11 Great hit! Roll twice as many damage dice as
12-13 Decay! Roll twice as many damage dice as normal normal.
and the creature’s maximum hit points are 12-13 Poisoned! Roll twice as many damage dice as
reduced by the same amount. normal and the creature is poisoned for the next
14-16 Rot! Roll twice as many damage dice as normal minute. The creature may attempt a saving throw
and the creature cannot regain hit points for the at the end of each of its turns (DC 12) to end this
next minute. It may make a saving throw (DC 16) effect.
at the end of each of its turns to end this effect. 14-16 Contaminated! Roll twice as many damage dice as
17-18 Blight! Deal the maximum amount of damage normal and the creature is poisoned for the next
from your normal damage dice then roll your minute. The creature may attempt a saving throw
damage dice and add that result. The creature’s at the end of each of its turns (DC 16) to end this
maximum hit points are reduced by the same effect.
amount. Then roll on the minor injury chart. 17-18 Toxic shock! Deal the maximum amount of
19 Atrophy! Deal twice the maximum result of your damage from your normal damage dice then
damage dice and roll on the major injury chart. roll your damage dice and add that result. Then
20 Putrefy! Deal twice the maximum result of roll on the minor injury chart and the creature is
your damage dice, the creature’s maximum hit poisoned for the next minute. The creature may
points are reduced by the same amount, and the attempt a saving throw at the end of each of its
creature cannot regain hit points until the end of turns (DC 12) to end this effect.
its next turn. Then roll on the major injury chart. 19 System failure! Deal twice the maximum result
of your damage dice and roll on the major injury
chart.
20 Biological breakdown! Deal twice the maximum
result of your damage dice, roll on the major
injury chart, and the creature is poisoned for the
next minute. The creature may attempt a saving
throw at the end of each of its turns (DC 16) to
end this effect.

Miscellaneous | Critical Hits Revisited


5
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Psychic Radiant
d20 Psychic d20 Radiant
1 You call that a crit? Roll damage as normal. 1 You call that a crit? Roll damage as normal.
2-3 Disoriented! Roll your damage dice as normal and 2-3 Dazzled! Roll damage as normal and the creature
you control the creature’s movement on its next cannot willingly move closer to you until the end
turn. of its next turn.
4-6 Confused! Roll your damage dice as normal and 4-6 Good hit! Do not roll your damage dice, instead
the creature cannot differentiate friend from foe deal the maximum result possible with those dice.
until the end of its next turn. 7-8 Disheartening blast! Roll your damage as normal
7-8 Good hit! Do not roll your damage dice, instead and the creature is frightened until the end of its
deal the maximum result possible with those dice. next turn.
9-11 Great hit! Roll twice as many damage dice as 9-11 Great hit! Roll twice as many damage dice as
normal. normal.
12-13 Dominated! Roll twice as many damage dice as 12-13 Awed! Roll twice as many damage dice as normal
normal and you control the creature’s action on and the creature is frightened until the end of its
its next turn. next turn.
14-16 Psychological fracture! Roll twice as many damage 14-16 Holy terror! Roll twice as many damage dice
dice as normal and roll on the Insanity chart with as normal and roll on the minor injury chart.
disadvantage. Additionally, the creature is frightened for the
17-18 Psychological break! Deal the maximum amount next minute. It can make a Wisdom saving throw
of damage from your normal damage dice then (DC 16) at the end of each of its turns to end this
roll your damage dice and add that result. Then effect.
roll on the Insanity chart. 17-18 Righteous mark! Deal the maximum amount
19 Madness! Deal twice the maximum result of your of damage for your normal damage dice then
damage dice and roll on the Insanity chart. roll your damage dice and add that result, then
20 Mind melt! Deal twice the maximum result of your roll on the minor injury chart. Additionally, the
damage dice and roll on the Insanity chart with creature glows for the next minute. While glowing
advantage. it produces bright light up 10 feet and dim light
up to 30 feet and all successful attacks against the
creature deal an additional 1d4 radiant damage.
19 Wrath of the gods! Deal twice the maximum result
of your damage dice and roll on the major injury
chart.
20 Smote! Deal twice the maximum result of your
damage dice and roll on the major injury chart.
Additionally, the creature glows for the next
minute. While glowing it produces bright light
up 10 feet and dim light up to 30 feet and all
successful attacks against the creature deal an
additional 1d6 radiant damage.

Miscellaneous | Critical Hits Revisited


6
Thunder Таблица лёгкий и тяжёрых ранений
d20 Thunder s
1 You call that a crit? Roll damage as normal. К20 Лёгкая травма Тяжёлая травма
2-3 Boom! Roll damage as normal and the creature is 1-3 Раненая нога! Изуродованная нога!
deafened until the end of its next turn. Скорость Существо получает
4-6 Good hit! Do not roll your damage dice, instead передвижения помеху в спасбросках
deal the maximum result possible with those dice. существа ловкости. Скорость
7-8 Ka-boom! Roll your damage as normal and the уменьшается на 10фт. передвижения существа
creature is deafened for one minute. уменьшается на 10фт.
9-11 Great hit! Roll twice as many damage dice as 4-8 Раненая рука! Изуродованная рука!
normal. Случайным образом Случайным образом выберите
12-13 Thunder clap! Roll twice as many damage dice as выберите одну из рук одну из рук существа. Эта
normal and the creature is stunned until the start существа. Эта рука не рука не может держать щиты.
of its next turn and deafened for one minute. может держать щиты. Сущетсов получает помеху на
14-16 Burst ear drums! Roll twice as many damage Сущетсов получает все броски связанные с
dice as normal and the creature is deafened помеху на все броски использованием этой руки
permanently. Then roll on the minor injury chart. связанные с или автоматически
17-18 Concussive blast! Deal the maximum amount использованием этой проваливается (по
of damage from your normal damage dice then руки. усмотрению ДМа)
roll your damage dice and add that result. The 9-11 Множественные Множественные
creature stunned until the end of its next turn and раны! Максимальные травмы
deafened permanently. Then roll on the minor хиты существа Максимальные хиты
injury chart. уменьшаются на существа
19 Wall of sound! Deal twice the maximum result половину полученного уменьшаются на
of your damage dice and roll on the major injury от атаки урона. полученный урон.
chart. 12-16 Сильно ранен! На грани гибели!
20 Sonic salvo! Deal twice the maximum result Существо совершает с Существо совершает с
of your damage dice, the creature is deafened помехой спасброски помехой спасброски
permanently, and stunned until the end of its next Телосложения. Телосложения и
round. Then roll on the major injury chart. смерти.
17-19 Звонкий удар! Мои глаза!Существо
Существо ошеломлено ослеплено.
до конца своего
следующего хода и
оглушено не закончит
востановление.

20 Удар по голове! Коматоз!


Существо находится в Существо находится в
бессознательном бессознательном
состоянии 2к12 часов. состоянии 2к6 дней.
После выхода из
бессознательного
состояния существо
получает вторую
степень истощения.
Если существо
пробыло в коме
больше 7 дней, то оно
получает четвёртую
степень истощения
вместо второй.

Miscellaneous | Critical Hits Revisited


7
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot
Таблица Безумия
Безумие
к20 Безумие
1 Synesthesia. You can hear colors, smell sounds, or taste textures. Regardless of the specific manifestation, you have
disadvantage on all Perception and Investigation skill checks.
2 Kleptomania. Once per day when you are in a personal residence or marketplace, the DM can call on you to succeed on
a Wisdom saving throw (DC 12) or attempt to steal an item of insignificant practical and monetary value.
3 Paranoia. Once per day following an interaction with another creature (including other PCs) the DM can call on you to
succeed on a Wisdom saving throw (DC 12) or you suspect that creature is secretly plotting against you.
4 Obsession. Choose a person or personal interest you are obsessed with. Once per day, when you are presented with an
opportunity to interact with or learn more about the subject of your obsession the DM can call on you to succeed on a
Wisdom saving throw (DC 14) or ignore everything else to obsess over the object of your fascination.
5 Addiction. Choose a behavior or substance you have used. Once per day, when you are presented with an opportunity to
do the behavior or use the substance the DM can call on you to succeed on a Wisdom saving throw (DC 14) or ignore
everything else to indulge in your vice.
6 Odd Thinking. Once per day when you hear a rational explanation for an event or occurrence, your DM may call on you
to succeed on a Wisdom saving throw (DC 12) or you reject the rational explanation for a conspiratorial or fantastical
explanation.
7 Narcissism. When you take an action or series of action that doesn’t directly benefit you, you must pass a Wisdom
saving throw (DC 11) or you can’t take that action / series of actions. If any self-sacrifice on your part would be required
the DC of the saving throw is increased to 16.
8 Delusional. When you gain this insanity the DM will tell you a belief that you have. No matter what evidence is
presented to the contrary so long as you have this insanity you cannot be persuaded that this belief is not true.
9 Pica. Once per day the DM can call on you to pass a Wisdom saving throw (DC 14) or immediately eat one non-food
object (such as dirt, napkins, or a small piece of jewelry) of the DM’s choice.
10 Retrograde amnesia. You forget everything about your personal life prior to the moment you received this insanity.
11 Overwhelmed. If you do not have immunity or resistance to psychic damage, you gain vulnerability to psychic damage.
If you have resistance to psychic damage, you lose it. If you have immunity to psychic damage, you lose it but gain
resistance to psychic damage.
12 Anterograde amnesia. Whenever you try to recall a fact you learned since you received this insanity, make a Wisdom
saving throw (DC 12). If you fail you cannot recall the fact.
13 Dependence. You must pass a Wisdom saving throw (DC 14) to take an action that one or more of your allies
disapprove of.
14 Anxious. You have disadvantage on saving throws against being frightened. Additionally, once per day the DM can call
on you to succeed a Wisdom saving throw (DC 14) or be frightened by a creature of the DM’s choosing for the next
minute.
15 Mute. Whenever you wish to speak allowed (including casting a spell that has verbal components) you must succeed on
a Wisdom saving throw (DC 13) to do so.
16 Narcolepsy. You have disadvantage on saving throws against sleeping or unconsciousness. Once per day the DM may
call on you to succeed on a Constitution saving throw (DC 12) or fall unconscious for one minute or until you take
damage or another creature spends their action trying to rouse you.
17 Insomnia. You cannot take long rests and your short rests take 8 hours to complete.
18 Homicidal. After each long rest you must pass a Wisdom saving throw (DC 14) or be overcome with the urge to end the
life of a humanoid creature and you cannot benefit from another long rest until you do so.
19 Suicidal. After each long rest you must pass a Wisdom saving throw (DC 12) or make an attempt to end your own life.
20 Catatonia. You are unconscious for 10d10 years.

Critical Hits Revisited by


Benjamin Huffman
http://sterlingvermin.com/

Art Credits in Order of Appearance


“Critical dices” by Ners
“Zems - Double Strike” by Tjota
“Ice Magic” by KateMaxPaint
“Force Mage” by 1oshuart
“Fantasy Weapons 1” by Exphrasis
“Drain Life” by JoshCalloway
“Dazzle” by DLeoBlack
“First Aid: Erste Hilfe” by AvisNocturna
“Fantasy Weapons 1” by Exphrasis

Miscellaneous | Critical Hits Revisited


8

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