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Rules for Critical hits and misses

Defense Checks:

On a natural 20 on a defense check, the player can choose either to make an immediate attack with their reaction or to gain Advantage on their next defense check.  

Weapon Crits:

  Weapon crits happen when a player rolls a natural 20 on an attack roll or a natural 1 on a defense check.  

Bludgeoning Weapons:

  • Double dice of damage
  • 2 points of exhaustion
  • -1 to AC to a creature
  • Target makes a Str save, DC= 8+Str mod+proficiency, or be stunned until the start of your next turn.
 

Slashing Weapons:

  • Double dice of damage
  • remove 2 hit die from creatures hit die pool
  • -1 to AC instead
  • Target makes a Con save, DC= 8+Str mod+proficiency, or has its speed halved until it finishes a short rest or receives magical healing.
 

Piercing:

  • Double dice of damage
  • 1d4 rounds of bleeding damage equal to the weapon damage die
  • -1 to AC
  • Target makes a Dex save, DC=8+Dex mod+proficeincy, or it drops any items it is holding.
   

Magic Crits:

  Magic Criticals are triggered when a player rolls a natural 20 on an attack roll, a natural 1 on a defense check, or the target of a spell rolls a natural 20 on their save.  

Spell Attacks:

  • Double dice of damage
  • -1 to AC
  • Alternatively, you can choose to give an effect based on the elemental damage type; any of these can be negated by the target, making a Constitution save equal to your spell save DC.
  • Fire: 1 point of Exhaustion
  • Electricity: Stunned until the end of their next turn.
  • Acid: 1d10 damage for 1d4 rounds
  • Cold: Restrained until the end of their next turn due to shivering.
  • Thunder: Stunned until the end of their next turn.
  • Poison: Poisoned until the end of their next turn.
  • Force: The target grants advantage on the next attack made against it before the end of its next turn.
  • Radiant: Blinded until the end of its next turn.
  • Necrotic: The target is vulnerable to the next type of damage it takes before the end of its next turn.
 

Spell Save Crits:

If a spell allows for a save on the spell's casting, then when the target rolls a natural 20 on the initial save for the spell, the caster rolls on the Magical Mishaps table.  

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