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7/25/2019 5e Critical Hit and Fumble Charts
1/4
THE VULTURE GMSCRITICAL HIT AND
FUMBLE CHARTS
Add more threat to combat
Critical hit and fumble chartsadd another layer of
variability to combat encounters. A natural 1 or 20goes
from being merely a miss or double damage to an exciting
escalation of danger.These universalchartsmaintain an
inherentbalance between playability and overarching
threat, so don't be afraid to add them to your 5e game.
7/25/2019 5e Critical Hit and Fumble Charts
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Critical Hit Table
Roll Description
01-05 Ludicrous Maneuver. All allies with Passive Perception 12 get +2 on next roll.
06-09 Late Timing.As an immediate action attack the same opponent at disadvantage.
10-15 Wide Open.Target incapacitated 1 round. No 1's or 2's on damage die.
16-19 Guarded Strike.+2AC for 1 round. No 1's or 2's on damage die.
20-25 Savage Chop.Ignore damage resistance. No 1's or 2's on damage die.
26-29 Retaliation.As an immediate action attack the same opponent. No 1's or 2's on
damage die.
30-35 Ruthless Assault.Extra damage die.36-39 Defensive Strike.+4 AC for 1 round. Extra damage die.
40-45 Traumatic Injury.Ignore damage resistance. Extra damage die.
46-49 Victimized.Opponent provokes attacks of opportunity. Extra damage die.
50-53 Calamitous Fall.DC 13 DEX save or prone. Extra damage die.
54-56 Disoriented.DC 13 CON save or stunned for 1 round. Extra damage die.
57-59 Dirt in Eye.DC 13 WIS save or blinded for 1 round. Extra damage die.
60-63 Bleeder. 1d6 bleeding damage per round. Extra damage die.
64-65 Rout.Attacker has melee advantage and the target has disadvantage for 1 round.Extra damage die.
66 The Gods Have Spoken. Roll twice and take the better result.
67-69 Momentum.As an immediate action attack the same opponent. Extra damage die.
70-73 Great Hit.Ignore damage resistance. Double Damage.
74-76 Inspirational Display.All allies receive advantage on next roll. Double Damage.
77-79 Vertigo.Drop all items in hand. Knocked back 1d3 squares. DC 15 DEX save or
prone. Double Damage.
80-83 Perplexed Reaction.Target incapacitated 1 round, provokes attacks of
opportunity. Double Damage.
84-86 and Stay Down.Prone and stunned 1 round. DC 15 CON save or move halved until
7/25/2019 5e Critical Hit and Fumble Charts
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Fumble Table
Roll Description
01 Seppuku.Knocked prone. Disarmed 1d3 squares away. Stunned 2 rounds. Critical
hit on self.
02-03 Total Failure. Knocked prone. Disarmed 1d3 squares away. Stunned 1 round.
Critical hit on self.
04-06 Predictable Parry.Knocked prone. Disarmed. Stunned 1 round. Damage to ally
(self).
07-09 Bloody Mess.Bleeding 1d6 per round. Disarmed. Stunned 1 round. Damage to self.
10-13 Gut Check.Damage to ally (self). Incapacitated for 1 round.14-16 In Your Face.Damage to self. Incapacitated for 1 round.
17-19 Tipping the Scales.Opponent has advantage and attacker has disadvantage for 1
round.
20-23 Mighty Disarm.Disarmed 1d6 squares away. Disadvantage 1 round.
24-26 Terrible Maneuver.Nearest opponent gets a free attack with advantage as an
immediate action.
27-29 The Bigger They Are... Knocked back 1d3 squares before falling prone.
30-33 Butterfingers.Disarmed. Disadvantage on next attack roll.34-36 Dropped Guard.Nearest opponent gets a free attack as an immediate action, if
possible
37-39 Vision Impairment.Blinded 1 round.
40-45 Loss of Resolve.The next saving throw in combat automatically fails.
46-49 Partial Blow. Half damage to self.
50-55 Wide Open.Provoke attack of opportunity from closest melee opponent, if possible.
56-60 Poor Karma.The next saving throw in combat is at disadvantage.
61-67 Slow to Respond.No bonus action or reaction next round.
68-80 Tough Recovery.Go last in initiative next round.
81-100 Nothing unusual happens.
7/25/2019 5e Critical Hit and Fumble Charts
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Not for resale. Permission granted to print or photocopy this document for personal use only.
THE VULTURES CRITICAL HIT AND FUMBLE CHARTS4
Critical Hit Table
Roll Description
01-05 Ludicrous Maneuver. All allies with Passive Perception 12 get +2 on next
roll.06-09 Late Timing. As an immediate action attack the same opponent at
disadvantage.
10-15 Wide Open. Target incapacitated 1 round. No 1's or 2's on damage die.
16-19 Guarded Strike. +2AC for 1 round. No 1's or 2's on damage die.
20-25
Savage Chop. Ignore damage resistance. No 1's or 2's on damage die.26-29 Retaliation. As an immediate action attack the same opponent. No
1's or 2's on damage die. 30-35 Ruthless Assault. Extra damage die.
36-39 Defensive Strike. +4 AC for 1 round. Extra damage die.
40-45 Traumatic Injury. Ignore damage resistance. Extra damage die.
46-49 Victimized. Opponent provokes attacks of opportunity. Extra damage die.
50-53 Calamitous Fall. DC 13 DEX save or prone. Extra damage die.
54-56 Disoriented. DC 13 CON save or stunned for 1 round. Extra damage die.57-59 Dirt in Eye. DC 13 WIS save or blinded for 1 round. Extra damage die.
60-63 Bleeder. 1d6 bleeding damage per round. Extra damage die.
64-65 Rout. Attacker has melee advantage and the target has disadvantagefor 1 round. Extra damage die.
66 The Gods Have Spoken. Roll twice and take the better result.
67-69 Momentum. As an immediate action attack the same opponent. Extra
damage die.70-73 Great Hit. Ignore damage resistance. Double Damage.
74-76 Inspirational Display. All allies receive advantage on next roll. Double
Damage.77-79
Vertigo. Drop all items in hand. Knocked back 1d3 squares. DC 15
DEX save or prone. Double Damage.
80-83 Perplexed Reaction. Target incapacitated 1 round,
provokes attacks of opportunity. Double Damage.
84-86 and Stay Down. Prone and stunned 1 round. DC 15 CON save or move
halved until rest. Double Damage.
87-89 Astute Counter. As an immediate action attack the same opponent withadvantage. Double Damage.
90-93 Impaled. 1d10 bleeding damage per round. Stunned 1 round. Triple
Damage.94-96 Conspiracy. The next hit landed on the foe is an automatic critical
hit. Blinded 1 round. Triple Damage.
97-98 Demoralized.Prone. Stunned 2 rounds. Triple Damage.99 Knockout. DC 16 CON save or unconscious. Prone. Stunned 2
rounds. Triple Damage.
100 Final Strike. DC 18 CON save or die. Prone 1d4 squares back.
Stunned 3 rounds. Quadruple Damage.
Fumble Table
Roll Description
01 Seppuku.Knocked prone. Disarmed 1d3 squares away. Stunned
2 rounds. Critical hit on self.
02-03 Total Failure. Knocked prone. Disarmed 1d3 squares away.Stunned 1 round. Critical hit on self.
04-06 Predictable Parry.Knocked prone. Disarmed. Stunned 1 round.
Damage to ally (self).
07-09 Bloody Mess.Bleeding 1d6 per round. Disarmed. Stunned 1round. Damage to self.
10-13 Gut Check.Damage to ally (self). Incapacitated for 1 round.
14-16 In Your Face.Damage to self. Incapacitated for 1 round.17-19 Tipping the Scales.Opponent has advantage and attacker has
disadvantage for 1 round.
20-23 Mighty Disarm.Disarmed 1d6 squares away. Disadvantage 1
round.24-26 Terrible Maneuver.Nearest opponent gets a free attack with
advantage as an immediate action.
27-29 The Bigger They Are.. . Knocked back 1d3 squares before
falling prone.
30-33 Butterfingers.Disarmed. Disadvantage on next attack roll.34-36 Dropped Guard.Nearest opponent gets a free attack as an
immediate action, if possible
37-39 Vision Impairment.Blinded 1 round.
40-45 Loss of Resolve.The next saving throw in combat automatically
fails.46-49 Partial Blow. Half damage to self.
50-55 Wide Open.Provoke attack of opportunity from closest melee
opponent, if possible.56-60 Poor Karma.The next saving throw in combat is at
disadvantage.
61-67 Slow to Respond.No bonus action or reaction next round.
68-80 Tough Recovery.Go last in initiative next round.81-100 Nothing unusual happens.