Critical Hit

Any creature that rolls a natural 20 on an Attack roll scores a critical hit.   On a critical hit, that creature’s attack deals maximum Damage, plus an additional damage die roll before adding damage modifiers.   Critical hits also have a chance of leaving a lingering injury -- whenever one is scored, roll a Constitution saving throw with DC equal to the damage taken. On a success, you do not receive a lingering injury. If you fail, roll 3d6 on the Lingering Injury table to see the result.   Special class abilities can lower the threshold to score a critical hit below 20.  

Lingering Injuries


3d6 RollInjury
3Throat injury. You are immediately reduced to zero hit points and have Disadvantage‌ on DeathSaving Throws‌ until stabilized. Wearing Plate mail‌ prevents this injury.
4Lose an eye. You have Disadvantage‌ on Wisdom‌ (Perception‌) checks‌ that rely on sight‌, and on ranged attack‌ rolls. If you have no eyes left, you are Blinded. Wearing a helmet with a visor prevents this injury.
5Lose a limb. The GM picks a limb -- that limb is severed from your body. If it is a leg, your Speed‌ is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall Prone‌ after using the Dash‌ action. You have Disadvantage‌ on Dexterity‌ checks made to balance. If it is an arm, you can no longer hold only anything with two hands‌ , and can only hold a single object‌ at a time.
6Hobbled limb. The GM picks a limb -- that limb has a severe lingering injury. If it is a leg, your Speed‌ is reduced by 5 feet. You must make a DC‌ 10 Dexterity Saving Throw‌ after using the Dash‌ action. If you fail the save, you fall Prone. If it is an arm, you have Disadvantage‌ on Attack‌ rolls made with that hand‌ .
7-8Festering wound. Your Hit Point‌ maximum is reduced by 1 every day that the wound persists. If your hit point maximum drops to 0, you die. A DC 15 Wisdom (Medicine‌) check may be attempted once every 24 hours. When a check succeeds, the wound heals.
9-12Minor scar. The scar doesn't have any adverse effect.
13-14Hideous scar. You lose 1d4 points of Charisma‌, but you have Advantage‌ on Charisma (Intimidation‌) checks. Wearing a helmet with a visor prevents this injury.
15Internal injury. You lose 1d4 points of Constitution‌. Whenever you attempt an Action‌ in Combat‌, you must make a DC 10 Constitution saving throw. On a failed save, you lose your action and can't use Reactions‌ until the start of your next Turn‌.
16Broken bone. You lose 1d4 points of Dexterity‌. Whenever you attempt an action in combat, you must make a DC 10 Dexterity saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn.
17Muscle injury. You lose 1d4 points of Strength‌. Whenever you attempt an action in combat, you must make a DC 10 Strength saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn.
18Head injury. You lose 1d4 points of Intelligence‌ . Whenever you attempt to cast a spell‌, you must make a DC 15 Intelligence saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Wearing a helm prevents this injury.

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