5e Critical Hit and Fumble Charts

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  • 7/25/2019 5e Critical Hit and Fumble Charts

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    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.

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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

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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.

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    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.