Web viewWicked. mutilation. The target suffers a permanent -1 loss to its CHA due to horrible...

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Slashing D100 01 – 03 Gruesome slash. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack. 04 – 06 Debilitating cut. Roll one extra die of the weapon’s damage to the target. 07 – 09 Vicious laceration. The target must make a successful DC 10 CON Save or suffer an additional 1d8 damage. 10 Horrific gash. The target loses its next attack as it staggers in shock from its wound. 11 – 13 Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter. 14 – 16 Nasty slice. Reroll all 1s and 2s on the damage roll for this attack. 17 – 19 Savage chop. The target is also knocked prone. 20 Inspiring stroke. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21 – 23 Ruthless assault. As a free action you may immediately make one melee attack vs. the same target. 24 – 26 Nicked an artery. The target must make a successful DC 12 CON Save or suffer and additional 1d8 damage every rd. until it saves. 27 – 29 Bloody trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save. 30 Cleaving hack. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage. 31 – 33 Blood-curdling attack. The target becomes frightened for the remainder of the encounter. 34 – 36 Nauseating injury. The target is stunned for 1 rd. 37 – 39 Flesh-rending strike. The target is now vulnerable to slashing damage for the remainder of the encounter. 40 Monstrous damage. The target suffers triple damage. 41 – 43 Torturous impairment. The target becomes incapacitated for 1 rd. 44 – 46 Shocking violence. You receive advantage for all melee attacks vs. this opponent for the remainder of the encounter. 47 – 49 Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50 Severing strike. The target’s off-hand is cut off. The target has disadvantage for the remainder of the encounter and 1d10 damage every rd. until healed. 51 – 53 Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter. 54 – 55 Grievous hurt. Roll twice on this chart and apply both effects to the target. 56 – 57 Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 Calamitous blow. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61 – 63 Heinous punishment. The target’s allies all suffer disadvantage for their next attack. 64 – 66 Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack 67 – 69 Ruinous harm. The 5 th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com

Transcript of Web viewWicked. mutilation. The target suffers a permanent -1 loss to its CHA due to horrible...

Page 1: Web viewWicked. mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Calamitous. blow. The target must make a successful

Slashing D100

01 – 03 • Gruesome slash. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack. 04 – 06 • Debilitating cut. Roll one extra die of the weapon’s damage to the target. 07 – 09 • Vicious laceration. The target must make a successful DC 10 CON Save or suffer an additional 1d8 damage. 10 • Horrific gash. The target loses its next attack as it staggers in shock from its wound. 11 – 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter. 14 – 16 • Nasty slice. Reroll all 1s and 2s on the damage roll for this attack. 17 – 19 • Savage chop. The target is also knocked prone. 20 • Inspiring stroke. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21 – 23 • Ruthless assault. As a free action you may immediately make one melee attack vs. the same target. 24 – 26 • Nicked an artery. The target must make a successful DC 12 CON Save or suffer and additional 1d8 damage every rd. until it saves. 27 – 29 • Bloody trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save. 30 • Cleaving hack. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage. 31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter. 34 – 36 • Nauseating injury. The target is stunned for 1 rd. 37 – 39 • Flesh-rending strike. The target is now vulnerable to slashing damage for the remainder of the encounter. 40 • Monstrous damage. The target suffers triple damage. 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd. 44 – 46 • Shocking violence. You receive advantage for all melee attacks vs. this opponent for the remainder of the encounter. 47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50 • Severing strike. The target’s off-hand is cut off. The target has disadvantage for the remainder of the encounter and 1d10 damage every rd. until healed. 51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter. 54 – 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target. 56 – 57 • Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Calamitous blow. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack. 64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack 67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 damage. 70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 damage every rd. until it saves. 71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn. 74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack. 77 – 79 • Vexing anguish. You receive advantage for all melee attacks vs. the target and the target has disadvantage for the remainder of the encounter. 80 • Maimed. The target’s arm is severed. It suffers disadvantage for the remainder of the encounter and suffers 2d10 damage every rd. until healed. 81 – 83 • Gutted. The target suffers triple damage and is incapacitated for 1 rd. 84 – 86 • Gaping wound. The target suffers the damage rolled for the attack each round until healed. 5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com

Page 2: Web viewWicked. mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Calamitous. blow. The target must make a successful

87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 • Severed limb. The target’s arm is severed. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed. 91 – 93 • Rent armor. The target’s AC is reduced by 2 for the remainder of the encounter. 94 – 96 • Disemboweled. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed. 97 – 99 • Devastating cost. As a free action you may immediately make one melee attack with advantage vs. the same target. 100 • Decapitated. The target is slain.

Bludgeoning D100

01 – 03 • Crushing blow. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack. 04 – 06 • Debilitating smash. Roll one extra die of the weapon’s damage to the target. 07 – 09 • Shattering wallop. The target must make a successful DC 10 CON Save or suffer an additional 1d8 damage. 10 • Bone-crushing force. The target loses its next attack as it staggers in shock from its wound. 11 – 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter. 14 – 16 • Devastating strike. Reroll all 1s and 2s on the damage roll for this attack. 17 – 19 • Savage pounding. The target is also knocked prone. 20 • Inspiring stroke. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21 – 23 • Ruthless assault. As a free action you may immediately make one melee attack vs. the same target. 24 – 26 • Smashed. The target must make a successful DC 12 CON Save or suffer and additional 1d8 damage every rd. until it saves. 27 – 29 • Bruising trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save. 30 • Pulverizing crunch. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage. 31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter. 34 – 36 • Nauseating injury. The target is stunned for 1 rd. 37 – 39 • Pummeled. The target is now vulnerable to bludgeoning damage for the remainder of the encounter. 40 • Monstrous damage. The target suffers triple damage. 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd. 44 – 46 • Shocking violence. You receive advantage for all melee attacks vs. this opponent for the remainder of the encounter. 47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50 • Severing strike. The target’s off-hand is cut off. The target has disadvantage for the remainder of the encounter and 1d10 damage every rd. until healed. 51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter. 54 – 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target. 56 – 57 • Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Calamitous blow. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack. 64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com

Page 3: Web viewWicked. mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Calamitous. blow. The target must make a successful

next attack 67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 damage. 70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 damage every rd. until it saves. 71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn. 74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack. 77 – 79 • Vexing anguish. You receive advantage for all melee attacks vs. the target and the target has disadvantage for the remainder of the encounter. 80 • Broken bones. The target’s arm is broken. It suffers disadvantage for the remainder of the encounter and suffers 2d10 damage every rd. until healed. 81 – 83 • Fracturing bash. The target suffers triple damage and is incapacitated for 1 rd. 84 – 86 • Crushed. The target suffers the damage rolled for the attack each round until healed. 87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 • Ruined limb. The target’s arm is crushed. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed. 91 – 93 • Crumpled armor. The target’s AC is reduced by 2 for the remainder of the encounter. 94 – 96 • Massive thrashing. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed. 97 – 99 • Devastating cost. As a free action you may immediately make one melee attack with advantage vs. the same target. 100 • Blown apart. The target is slain.

Piercing D100

01 – 03 • Piercing lunge. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack. 04 – 06 • Debilitating stab. Roll one extra die of the weapon’s damage to the target. 07 – 09 • Shattering thrust. The target must make a successful DC 10 CON Save or suffer an additional 1d8 damage. 10 • Perforated. The target loses its next attack as it staggers in shock from its wound. 11 – 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter. 14 – 16 • Devastating strike. Reroll all 1s and 2s on the damage roll for this attack. 17 – 19 • Ventilated. The target is also knocked prone. 20 • Inspiring stroke. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21 – 23 • Ruthless assault. As a free action you may immediately make one melee attack vs. the same target. 24 – 26 • Skewered. The target must make a successful DC 12 CON Save or suffer and additional 1d8 damage every rd. until it saves. 27 – 29 • Ghastly trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save. 30 • Run through. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage. 31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter. 34 – 36 • Nauseating injury. The target is stunned for 1 rd. 37 – 39 • Punctured. The target is now vulnerable to piercing damage for the remainder of the encounter. 40 • Monstrous damage. The target suffers triple damage. 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd.

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com

Page 4: Web viewWicked. mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Calamitous. blow. The target must make a successful

44 – 46 • Shocking violence. You receive advantage for all melee attacks vs. this opponent for the remainder of the encounter. 47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50 • Penetrating strike. The target has disadvantage for the remainder of the encounter and suffers 1d10 damage every rd. until healed. 51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter. 54 – 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target. 56 – 57 • Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Stinging blow. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack. 64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack 67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 damage. 70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 damage every rd. until it saves. 71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn. 74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack. 77 – 79 • Vexing anguish. You receive advantage for all melee attacks vs. the target and the target has disadvantage for the remainder of the encounter. 80 • Speared. The target’s arm is rendered useless. It suffers disadvantage for the remainder of the encounter and suffers 2d10 damage every rd. until healed. 81 – 83 • Impaled. The target suffers triple damage and is incapacitated for 1 rd. 84 – 86 • Pierced artery. The target suffers the damage rolled for the attack each round until healed. 87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 • Blinded. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed. 91 – 93 • Punctured armor. The target’s AC is reduced by 2 for the remainder of the encounter. 94 – 96 • Bullseye. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed. 97 – 99 • Devastating cost. As a free action you may immediately make one melee attack with advantage vs. the same target. 100 • Killing blow. The target is slain.

Fire D100

01 – 03 • Burning pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack. 04 – 06 • Flickering flames. Roll one extra die of the attack’s damage to the target. 07 – 09 • Withering heat. The target must make a successful DC 10 CON Save or suffer an additional 1d8 fire damage. 10 • Smoldering. The target loses its next attack as it staggers in shock from its wound. 11 – 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter. 14 – 16 • Devastating inferno. Reroll all 1s and 2s on the damage roll for this attack. 17 – 19 • Smoking ruin. The target is also knocked prone. 20 • Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter.

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com

Page 5: Web viewWicked. mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Calamitous. blow. The target must make a successful

21 – 23 • Blistering assault. As a free action you may immediately make one attack vs. the same target. 24 – 26 • Roasted. The target must make a successful DC 12 CON Save or suffer and additional 1d8 fire damage every rd. until it saves. 27 – 29 • Ghastly trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save. 30 • Fuming conflagration. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage. 31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter. 34 – 36 • Smoldering injury. The target is stunned for 1 rd. 37 – 39 • Seared. The target is now vulnerable to fire damage for the remainder of the encounter. 40 • Monstrous damage. The target suffers triple damage. 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd. 44 – 46 • Scalding violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter. 47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50 • Fiery doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 fire damage every rd. until healed. 51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter. 54 – 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target. 56 – 57 • Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Catastrophic burning. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack. 64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack 67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 fire damage. 70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 fire damage every rd. until it saves. 71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn. 74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack. 77 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encounter. 80 • Consumed. The target’s arm is burnt to ash. It suffers disadvantage for the remainder of the encounter and 2d10 fire damage every rd. until healed. 81 – 83 • Scorching devastation. The target suffers triple damage and is incapacitated for 1 rd. 84 – 86 • Burnt to ash. The target suffers the damage rolled for the attack each round until healed. 87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 • Cauterized. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed. 91 – 93 • Melted armor. The target’s AC is reduced by 2 for the remainder of the encounter. 94 – 96 • All-consuming flame. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed. 97 – 99 • Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target. 100 • Vaporized. The target is slain.

Cold D100

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com

Page 6: Web viewWicked. mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Calamitous. blow. The target must make a successful

01 – 03 • Freezing pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack. 04 – 06 • Iced over. Roll one extra die of the attack’s damage to the target. 07 – 09 • Shivering cold. The target must make a successful DC 10 CON Save or suffer an additional 1d8 cold damage. 10 • Numbing effect. The target loses its next attack as it staggers in shock from its wound. 11 – 13 • Crystallize. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter. 14 – 16 • Winter’s wrath. Reroll all 1s and 2s on the damage roll for this attack. 17 – 19 • Steaming ruin. The target is also knocked prone. 20 • Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21 – 23 • Frigid assault. As a free action you may immediately make one attack vs. the same target. 24 – 26 • Roasted. The target must make a successful DC 12 CON Save or suffer and additional 1d8 cold damage every rd. until it saves. 27 – 29 • Ghastly trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save. 30 • Chilling spasm. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage. 31 – 33 • Blood-congealing attack. The target becomes frightened for the remainder of the encounter. 34 – 36 • Tundra’s fist. The target is stunned for 1 rd. 37 – 39 • Chilled. The target is now vulnerable to cold damage for the remainder of the encounter. 40 • Monstrous damage. The target suffers triple damage. 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd. 44 – 46 • Snowblind. You receive advantage for all attacks vs. this opponent for the remainder of the encounter. 47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50 • Killing frost. The target has disadvantage for the remainder of the encounter and suffers 1d10 cold damage every rd. until healed. 51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter. 54 – 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target. 56 – 57 • Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Deep freeze. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack. 64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack 67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 cold damage. 70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 cold damage every rd. until it saves. 71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn. 74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack. 77 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encounter. 80 • Icy grip. The target’s arm shatters. It suffers disadvantage for the remainder of the encounter and 2d10 cold damage every rd. until healed. 81 – 83 • Wintry devastation. The target suffers triple damage and is incapacitated for 1 rd. 84 – 86 • Snowstruck. The target suffers the damage rolled for the attack each round until healed. 87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 • Frostbitten. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed.

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com

Page 7: Web viewWicked. mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Calamitous. blow. The target must make a successful

91 – 93 • Shattered armor. The target’s AC is reduced by 2 for the remainder of the encounter. 94 – 96 • Cold as the grave. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed. 97 – 99 • Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target. 100 • Frozen solid. The target is slain.

Lightning D100

01 – 03 • Shocking pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack. 04 – 06 • Crackling flashes. Roll one extra die of the attack’s damage to the target. 07 – 09 • Lingering sparks. The target must make a successful DC 10 CON Save or suffer an additional 1d8 lightning damage. 10 • Electrified. The target loses its next attack as it staggers in shock from its wound. 11 – 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter. 14 – 16 • Devastating bolt. Reroll all 1s and 2s on the damage roll for this attack. 17 – 19 • Sparking ruin. The target is also knocked prone. 20 • Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21 – 23 • Jarring assault. As a free action you may immediately make one attack vs. the same target. 24 – 26 • Zapped. The target must make a successful DC 12 CON Save or suffer and additional 1d8 lightning damage every rd. until it saves. 27 – 29 • Frazzling trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save. 30 • Electrifying agony. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage. 31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter. 34 – 36 • Convulsing injury. The target is stunned for 1 rd. 37 – 39 • Jolted. The target is now vulnerable to lightning damage for the remainder of the encounter. 40 • Monstrous damage. The target suffers triple damage. 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd. 44 – 46 • Stunning violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter. 47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50 • Twitching doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 lightning damage every rd. until healed. 51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter. 54 – 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target. 56 – 57 • Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Shocked. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack. 64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack 67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 lightning damage. 70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 lightning damage every rd. until it saves. 71 – 73 • Dire consequences. Your allies receive advantage on all 5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com

Page 8: Web viewWicked. mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Calamitous. blow. The target must make a successful

attacks vs. the target until the start of your next turn. 74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack. 77 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encounter. 80 • Consumed. The target’s arm is burnt to ash. It suffers disadvantage for the remainder of the encounter and 2d10 fire damage every rd. until healed. 81 – 83 • Staggering charge. The target suffers triple damage and is incapacitated for 1 rd. 84 – 86 • Lingering static. The target suffers the damage rolled for the attack each round until healed. 87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 • Cauterized. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed. 91 – 93 • Fused armor. The target’s AC is reduced by 2 for the remainder of the encounter. 94 – 96 • Sizzled. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed. 97 – 99 • Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target. 100 • Electrocuted. The target is slain.

Force D100

01 – 03 • Supernatural shock. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack. 04 – 06 • Flickering chaos. Roll one extra die of the attack’s damage to the target. 07 – 09 • Withering arcana. The target must make a successful DC 10 CON Save or suffer an additional 1d8 force damage. 10 • Seething wreck. The target loses its next attack as it staggers in shock from its wound. 11 – 13 • Brutal magicks. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter. 14 – 16 • Devastating wizardry. Reroll all 1s and 2s on the damage roll for this attack. 17 – 19 • Blasted ruin. The target is also knocked prone. 20 • Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21 – 23 • Preternatural assault. As a free action you may immediately make one attack vs. the same target. 24 – 26 • Ensorcelled. The target must make a successful DC 12 CON Save or suffer and additional 1d8 force damage every rd. until it saves. 27 – 29 • Ghastly trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save. 30 • Arcane conflagration. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage. 31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter. 34 – 36 • Dweomer-struck injury. The target is stunned for 1 rd. 37 – 39 • Wracked. The target is now vulnerable to force damage for the remainder of the encounter. 40 • Monstrous damage. The target suffers triple damage. 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd. 44 – 46 • Supranatural violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter. 47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50 • Eldritch doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 force damage every rd. until healed.

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com

Page 9: Web viewWicked. mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Calamitous. blow. The target must make a successful

51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter. 54 – 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target. 56 – 57 • Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Catastrophic effect. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack. 64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack 67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 force damage. 70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 force damage every rd. until it saves. 71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn. 74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack. 77 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encounter. 80 • Consumed. The target’s arm is burnt to ash. It suffers disadvantage for the remainder of the encounter and 2d10 force damage every rd. until healed. 81 – 83 • Sorcerous devastation. The target suffers triple damage and is incapacitated for 1 rd. 84 – 86 • Burnt to ash. The target suffers the damage rolled for the attack each round until healed. 87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 • Cauterized. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed. 91 – 93 • Chaos-touched armor. The target’s AC is reduced by 2 for the remainder of the encounter. 94 – 96 • All-consuming power. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed. 97 – 99 • Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target. 100 • Disintegrated. The target is slain.

Necrotic D100

01 – 03 • Rotting pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack. 04 – 06 • Rattle of bones. Roll one extra die of the attack’s damage to the target. 07 – 09 • Withering necromancy. The target must make a successful DC 10 CON Save or suffer an additional 1d8 necrotic damage. 10 • Condemned. The target loses its next attack as it staggers in shock from its wound. 11 – 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter. 14 – 16 • Devastation. Reroll all 1s and 2s on the damage roll for this attack. 17 – 19 • Morbid ruin. The target is also knocked prone. 20 • Intimidating blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21 – 23 • Grim assault. As a free action you may immediately make one attack vs. the same target. 24 – 26 • Final judgment. The target must make a successful DC 12 CON Save or suffer and additional 1d8 necrotic damage every rd. until it saves. 27 – 29 • Ghastly trauma. The target’s melee attacks only deal half damage

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com

Page 10: Web viewWicked. mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Calamitous. blow. The target must make a successful

for the remainder of the encounter unless it makes a DC 10 CON Save. 30 • Doomed. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage. 31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter. 34 – 36 • Grave injury. The target is stunned for 1 rd. 37 – 39 • Calamitous loss . The target is now vulnerable to necrotic damage for the remainder of the encounter. 40 • Monstrous damage. The target suffers triple damage. 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd. 44 – 46 • Necromantic violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter. 47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50 • Necrotic doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 necrotic damage every rd. until healed. 51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter. 54 – 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target. 56 – 57 • Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Terrifying effect. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack. 64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack 67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 necrotic damage. 70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 necrotic damage every rd. until it saves. 71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn. 74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack. 77 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encounter. 80 • Withered. The target’s arm is rotted away. It suffers disadvantage for the remainder of the encounter and 2d10 necrotic damage every rd. until healed. 81 – 83 • Dark finality. The target suffers triple damage and is incapacitated for 1 rd. 84 – 86 • Lost cause. The target suffers the damage rolled for the attack each round until healed. 87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 • Abyssal decay. The target is made blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed. 91 – 93 • Decayed armor. The target’s AC is reduced by 2 for the remainder of the encounter. 94 – 96 • Hungry death. The target has disadvantage for the rest of the encounter and the damage rolled for the attack each round until healed. 97 – 99 • Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target. 100 • Termination. The target is slain.

Radiant D100

01 – 03 • Glorious pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack. 04 – 06 • Purifying flames. Roll one extra die of the attack’s damage

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com

Page 11: Web viewWicked. mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Calamitous. blow. The target must make a successful

to the target. 07 – 09 • Virtuous glory. The target must make a successful DC 10 CON Save or suffer an additional 1d8 radiant damage. 10 • Cleansed. The target loses its next attack as it staggers in shock from its wound. 11 – 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter. 14 – 16 • Devastating righteousness. Reroll all 1s and 2s on the damage roll for this attack. 17 – 19 • Luminous ruin. The target is also knocked prone. 20 • Inspiring aura. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21 – 23 • Exalted assault. As a free action you may immediately make one attack vs. the same target. 24 – 26 • Scintillating glow. The target must make a successful DC 12 CON Save or suffer and additional 1d8 radiant damage every rd. until it saves. 27 – 29 • Cleansing trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save. 30 • Shining splendor. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage. 31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter. 34 – 36 • Smoldering injury. The target is stunned for 1 rd. 37 – 39 • Dazzled. The target is now vulnerable to radiant damage for the remainder of the encounter. 40 • Monstrous damage. The target suffers triple damage. 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd. 44 – 46 • Magisterial violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter. 47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50 • Heaven’s wrath. The target has disadvantage for the remainder of the encounter and suffers 1d10 radiant damage every rd. until healed. 51 – 53 • Angelic vengeance. The target suffers the effects of a bane spell for the remainder of the encounter. 54 – 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target. 56 – 57 • Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Divine wrath. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61 – 63 • Celestial punishment. The target’s allies all suffer disadvantage for their next attack. 64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack 67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 radiant damage. 70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 radiant damage every rd. until it saves. 71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn. 74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack. 77 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encounter. 80 • Hallowed. The target’s arm is burnt to ash. It suffers disadvantage for the remainder of the encounter and 2d10 radiant damage every rd. until healed. 81 – 83 • Scorching devastation. The target suffers triple damage and is incapacitated for 1 rd. 84 – 86 • Everlasting shame. The target suffers the damage rolled for the attack each round until healed. 87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 • Judged. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed. 91 –

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com

Page 12: Web viewWicked. mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Calamitous. blow. The target must make a successful

93 • Shriven armor. The target’s AC is reduced by 2 for the remainder of the encounter. 94 – 96 • All-consuming radiance. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed. 97 – 99 • Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target. 100 • Purified. The target is slain.

Acid D100

01 – 03 • Burning acid. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack. 04 – 06 • Choking fumes. Roll one extra die of the attack’s damage to the target. 07 – 09 • Acrid bile. The target must make a successful DC 10 CON Save or suffer an additional 1d8 acid damage. 10 • Bitter pungency. The target loses its next attack as it staggers in shock from its wound. 11 – 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter. 14 – 16 • Bubbling grief. Reroll all 1s and 2s on the damage roll for this attack. 17 – 19 • Deteriorating ruin. The target is also knocked prone. 20 • Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21 – 23 • Decomposing assault. As a free action you may immediately make one attack vs. the same target. 24 – 26 • Scoured. The target must make a successful DC 12 CON Save or suffer and additional 1d8 acid damage every rd. until it saves. 27 – 29 • Corroding trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save. 30 • Fuming disruption. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage. 31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter. 34 – 36 • Biting injury. The target is stunned for 1 rd. 37 – 39 • Corroded. The target is now vulnerable to acid damage for the remainder of the encounter. 40 • Monstrous damage. The target suffers triple damage. 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd. 44 – 46 • Liquefying violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter. 47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50 • Caustic doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 acid damage every rd. until healed. 51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter. 54 – 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target. 56 – 57 • Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Catastrophic misery. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack. 64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack 67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 acid damage. 70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 acid damage every rd. until it saves. 71 – 73 • 5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com

Page 13: Web viewWicked. mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Calamitous. blow. The target must make a successful

Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn. 74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack. 77 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encounter. 80 • Consumed. The target’s arm is dissolved. It suffers disadvantage for the remainder of the encounter and 2d10 acid damage every rd. until healed. 81 – 83 • Acidic devastation. The target suffers triple damage and is incapacitated for 1 rd. 84 – 86 • Eaten away. The target suffers the damage rolled for the attack each round until healed. 87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 • Cauterized. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed. 91 – 93 • Dissolving armor. The target’s AC is reduced by 2 for the remainder of the encounter. 94 – 96 • All-consuming flame. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed. 97 – 99 • Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target. 100 • Dissolved. The target is slain.

Psychic D100

01 – 03 • Psychic pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack. 04 – 06 • Nightmarish visions Roll one extra die of the attack’s damage to the target. 07 – 09 • Broken will. The target must make a successful DC 10 CON Save or suffer an additional 1d8 psychic damage. 10 • Mind-blasted. The target loses its next attack as it staggers in shock from its wound. 11 – 13 • Brutal effect. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter. 14 – 16 • Devastating psychosis. Reroll all 1s and 2s on the damage roll for this attack. 17 – 19 • Wasted. The target is also knocked prone. 20 • Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21 – 23 • Mental assault. As a free action you may immediately make one attack vs. the same target. 24 – 26 • Unhinged. The target must make a successful DC 12 CON Save or suffer and additional 1d8 psychic damage every rd. until it saves. 27 – 29 • Subliminal trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save. 30 • Paranoid delusions. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage. 31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter. 34 – 36 • Lingering injury. The target is stunned for 1 rd. 37 – 39 • Touched. The target is now vulnerable to psychic damage for the remainder of the encounter. 40 • Monstrous damage. The target suffers triple damage. 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd. 44 – 46 • Psionic violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter. 47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50 • Psychotic doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 psychic damage every rd. until healed.

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com

Page 14: Web viewWicked. mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Calamitous. blow. The target must make a successful

51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter. 54 – 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target. 56 – 57 • Unnerved. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Catastrophic raving. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack. 64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack 67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 psychic damage. 70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 psychic damage every rd. until it saves. 71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn. 74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack. 77 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encounter. 80 • Catatonic. The target suffers disadvantage for the remainder of the encounter and 2d10 psychic damage every rd. until healed. 81 – 83 • Rational devastation. The target suffers triple damage and is incapacitated for 1 rd. 84 – 86 • Cognitive disruption. The target suffers the damage rolled for the attack each round until healed. 87 – 89 • Harrowing ordeal. The target suffers a permanent -2 loss to its CHA due to stress-related injuries. 90 • Dumbstruck. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed. 91 – 93 • Rendered defenseless. The target’s AC is reduced by 2 for the remainder of the encounter. 94 – 96 • Shattered mind. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed. 97 – 99 • Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target. 100 • Lobotomized. The target is slain.

Thunder D100

01 – 03 • Deafening pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack. 04 – 06 • Thundering roar. Roll one extra die of the attack’s damage to the target. 07 – 09 • Earsplitting crash. The target must make a successful DC 10 CON Save or suffer an additional 1d8 thunder damage. 10 • Reverberating agony. The target loses its next attack as it staggers in shock from its wound. 11 – 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter. 14 – 16 • Devastating barrage. Reroll all 1s and 2s on the damage roll for this attack. 17 – 19 • Wave of sound. The target is also knocked prone. 20 • Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21 – 23 • Booming assault. As a free action you may immediately make one attack vs. the same target. 24 – 26 • Detonated. The target must make a successful DC 12 CON Save or suffer and additional 1d8 thunder damage every rd. until it saves. 27 – 29 • Ghastly trauma. The target’s melee attacks only deals half damage for the remainder of the encounter unless it succeeds on a DC 10 CON Save.

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com

Page 15: Web viewWicked. mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Calamitous. blow. The target must make a successful

30 • Cacaphony. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage. 31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter. 34 – 36 • Thunderous injury. The target is stunned for 1 rd. 37 – 39 • Inescapable fury. The target is now vulnerable to thunder damage for the remainder of the encounter. 40 • Monstrous damage. The target suffers triple damage. 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd. 44 – 46 • Explosive violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter. 47 – 49 • Traumatizing effect. The target becomes exhausted to level 4 of that condition. 50 • Noisy doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 thunder damage every rd. until healed. 51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter. 54 – 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target. 56 – 57 • Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 • Sonic wave. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack. 64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack 67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 thunder damage. 70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 thunder damage every rd. until it saves. 71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn. 74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack. 77 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encounter. 80 • Blown to pieces. The target suffers disadvantage for the remainder of the encounter and 2d10 thunder damage every rd. until healed. 81 – 83 • Rumbling devastation. The target suffers triple damage and is incapacitated for 1 rd. 84 – 86 • Thunderstruck. The target suffers the damage rolled for the attack each round until healed. 87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 • Cannonade. The target is rendered deaf. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed. 91 – 93 • Broken armor. The target’s AC is reduced by 2 for the remainder of the encounter. 94 – 96 • All-consuming clamor. The target has disadvantage for the rest of the encounter and the damage rolled for the attack each round until healed. 97 – 99 • Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target. 100 • Imploded. The target is slain.

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com