This document provides random tables for determining critical hits and misses as well as lingering injuries in combat. For critical hits, a d100 roll determines additional effects like unconsciousness, exhaustion, or poison damage. For critical misses, a natural 1 causes negative effects directed at the attacker, while a natural 20 causes critical damage to the target. A separate d10 table provides lingering injuries like losing an eye or arm that require magical healing or skill checks to recover from.
This document provides random tables for determining critical hits and misses as well as lingering injuries in combat. For critical hits, a d100 roll determines additional effects like unconsciousness, exhaustion, or poison damage. For critical misses, a natural 1 causes negative effects directed at the attacker, while a natural 20 causes critical damage to the target. A separate d10 table provides lingering injuries like losing an eye or arm that require magical healing or skill checks to recover from.
This document provides random tables for determining critical hits and misses as well as lingering injuries in combat. For critical hits, a d100 roll determines additional effects like unconsciousness, exhaustion, or poison damage. For critical misses, a natural 1 causes negative effects directed at the attacker, while a natural 20 causes critical damage to the target. A separate d10 table provides lingering injuries like losing an eye or arm that require magical healing or skill checks to recover from.
d100 Effect d10 Injury 1 System Shock 1 Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged 2-4 Unconscious attack rolls. Magic such as the regenerate spell can 5-7 Lingering Injury (Roll on table) restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded. 8-10 Exhaustion +^ (2 levels) 2 Lose an Arm or a Hand. You can no longer hold 11-15 Redirect Damage anything with two hands, and you can hold only a 16-20 Poisoned ^ (Add 1 poison damage) single object at a time. Magic such as the regenerate spell can restore the lost appendage. 21-27 -1 Armor or Shield Damage+ 3 Lose a Foot or Leg. Your speed on foot is halved, and 28-34 -1 Weapon Damage+ you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone 35-41 Stunned ^ after using the Dash action. You have disadvantage 42-48 Prone on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage. 49-55 Grappled (Climb if creature is over one size larger) 4 Limp. Your speed on foot is reduced by 5 feet. You 56-63 Blinded ^ must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall 64-70 Frightened ^ prone. Magical healing removes the limp. 71-80 Disarm (Or pushed 5 feet) 5 Internal Injury. Whenever you attempt an action in 81-87 Deafened ^ combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and 88-100 Nothing (No additional effect) can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting. Rolling a Natural 1 6 Broken Ribs. This has the same effect as Internal If the attacker rolls a Natural 1, the effects are Injury above, except that the save DC is 10. negatively directed toward the attacker. 7 Horrible Scar. You are disfigured to the extent that the Effect 1. DC 15 Constitution saving throw or wound can't be easily concealed. You have drop to 0 HP, but stable. Otherwise, unconscious. disadvantage on Charisma (Persuasion) checks and Effects 1-20. The attacker rolls their own damage advantage on Charisma (Intimidation) checks. with the same dice as the intended attack. Magical healing of 6th level or higher, such as heal (Damage type may be changed to fit narrative.) and regenerate, removes the scar. Effect 11-15. If possible, damage is redirected to 8 Festering Wound. Your hit point maximum is reduced the attacker's nearest ally within range. by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten Rolling a Natural 20 successes, the wound heals. If the attacker rolls a Natural 20, the effects are 9 Minor Scar. The scar doesn't have any adverse effect. directed toward the attacker's target. 10 Magical healing of 6th level or higher, such as heal Effect 1. DC 15 Constitution saving throw or and regenerate, removes the scar. drop to 0 HP, but stable. Otherwise, unconscious. Effects 1-100. Deals critical damage to target. Effects 11-15. If the target is reduced to 0 HP, Exhaustion the attacker may redirect any additional damage to Level Effect a target within 5 feet of the original target. 1 Disadvantage on Ability Checks 2 Speed halved 3 Disadvantage on Attack rolls and Saving Throws ^ Effect lasts until the end of the affected creature's next turn. Otherwise, the effects last until they are countered. 4 Hit point maximum halved + Cumulative Effect. Weapons: -1 penalty to damage rolls. 5 Speed reduced to 0 Armor or Shield: -1 penalty to AC. Destroyed: Weapon drops to -5, Armor drops to an AC of 10, or Shield drops to 6 Death a +0 bonus. Disarm. A weapon or another item of importance is If an effect cannot be logically or fairly carried out within droped or knocked from the affected creature's grasp. the narrative, the DM may choose to change or ignore the Grappled is "effectively grappled" and speed becomes 0. results. It is advised to use only one effect per turn.