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Dreadfully Delightful Criticals

d100Stress HealedEffect
01 - Still Technically Critical. No additional effect. It's still a critical hit though,m and perhaps damaging to the target's ego!
02-05 - Feeling Good. You feel particularly good about this attack, heal 1d4 stress damage.
06-09 - Lucky Strike. Whenever you roll a 1 or 2 on a damage die as part of this attack, you can reroll the die and must use the new roll, even if it is a 1 or 2.
10-13 - Disarm. You knock away one object that is being held or worn by the target. The object lands in your empty hand or up to 10 ft away.
14-17 - Impending Strike. The target's speed is halved until the end of its next turn.
18-21 - Terrible Scar. You inflict a wound on the target that will become a terrible and obvious scar. The creature as disadvantage on Charisma(Persuasion) checks and advantage on Charisma(Intimidation) checks.**
22-23 1 Sharpened Mind. You have advantage on Sanity and Wisdom saving throws for the next hour.
24-25 1 Surge of Confidence. You have advantage on Charisma ability checks and saving throws for the next hour.
26-27 1 Shatter Defences. The target suffers a penalty to its AC equal to your proficency bonus until the end of its next turn.
28-29 1 Drive Back. You shove the target, either knocking it prone or pushing it up to 10 feet in any direction.
30-31 1 Intimidating Blow. The target is frightened of you for the next minute. At the end of each of its turns, it can make a Wisdom saving throw (DC = 8 + your attack modifier), ending the effect on a success.
32-33 1 Shockwave. Your attack hits with such force that each creature within 5 feet of the target, excluding yourself, takes force damage equal to your character level.
34-35 1 Break Morale. Hostile creatures taht can see the target must succeed on a Wisdom saving throw (DC = 8 + your attack modifier) or be frightened of you for the next minute.
36-37 1 Multi-Strike. If this attack reduces the target to 0 hit points, you can choose one other creature within range of your attack and apply any excess damage to that creature. You can repeat this process each time this attack reduces a creature to 0 hit points, carrying over the excess damage remaining from that creature.***
38-39 1 Deny Offense. The target can't take the attack action or cast spells (Your choice) until the end of its next turn.
40-41 1 Terrify. The target is overcome with terror. On its next turn, it must move as far away from you as it can, and it can only take the dash action. it can take the dodge action if it can't move any further away from you.
42-43 1 Physically shaken. The target has disadvantage on all strength, dexterity, and constitution ability checks and saving throws until the end of their next turn.
44-45 1 Mentally Shaken. The target has disadvantage on all intelligence, wisdon, and charisma ability checks and saving throws until the end of their next turn.
46-47 1 Cheap Shot. The target is either blinded, deafened, or silenced (Your choice) until the end of its next turn. A silenced creature can't use its voice in any way, such as speaking or providing the verbal component of a spell.
48-49 1 Strike and Evade. You immediately gain the benefits of the disengage or dodge action. (Your Choice)
50-51 1d4 Internal Damage. Whenever the target takes an action, it must succeed on a DC 10 Constitution saving throw or the action fails. This injury lasts until the creature receives magical healing or spends 10 days resting.
52-53 1d4 Hindering Hit. The target suffers the effects of the slow spell until the end of its next turn.
54-55 1d4 Halting Blow. The target is incapacitated until the end of its next turn.
56-57 1d4 Befuddling Blow. The target suffers the effects of the confusion spell until the end of its next turn.
58-59 1d4 Reposition. You or a friendly creature within 60 feet of you can move up to their speed without provoking opportunity attacks.
60-61 1d4 Inspiring Figure. Choose a creature you can see within 60 feet of you. Once in the next minute, that creature can roll a d10 and add the result to any roll it makes.
62-63 1d4 Get Moving. You and friendly creatures within 60 feet of you can immediately move up to 10 feet without provoking opportunity attacks.
64-65 1d4 Vicious Strike. Whenever you roll the maximum result on any damage die as part of this attack, you can roll an additional die of the same kind and add the results to the damage dealt. These additional dice can also result in further rolls.
66-67 1d4 Insightful Attacks. For the next minute, whenever you deal damage to a creature of the same type as this attack's target, you can add your proficiency bonus to the damage rolls.
68-69 1d4 Press Advantage. Until the end of your next turn, you have advantage on saving throws against your spells and abilities.
70-71 1d6 Piercing Agony. Whenever the target makes an attack or casts a spell, it takes 1d4 magical piercing damage. This effect lasts for 1 minute or until the creature receives magical healing. A creature can suffer this effect multiple times at once, and the effects stack.
72-73 1d6 Grievous Wound. At the start of each of its turns, the target takes 1d6 damage of this attack's base damage type. This lasts for 1 minute or until the creature receives magical healing. A creature can suffer this effect multiple times at once, and the effects stack.
74-75 1d6 Almost Unstoppable. You gain resistance to all damage until the end of your next turn.
76-77 1d6 Break Resistance. The target automatically fails its next saving throw.
78-79 1d6 Stunning Strike. The target is stunned until the end of its next turn.
80-81 1d6 Penetrating Strike. All damage dealt by this attack ignores the target's resistances. If the target doesn't have any resistances, your attack deals 2d10 additional damage.
82-83 1d6 Prepared Counter. The first time in the next minute when you would be hit by an attack or fail a saving throw, that attack fails or you succeed on the saving throw instead.
84-85 1d6 Ruin Senses. You destroy one of the target's sensory organs, such as an eye, ear, or nose. The creature has disadvantage on Wisdom (Perception) checks that rely on that sense. If they lose all sensory organs for a sense, they can no longer use that sense and automatically fail rolls that require its use. A creature whose visual organs are all destroyed is blinded, while one whose auditory organs are destroyed is deafened.**
86-87 1d6 Ruin Arm. You destroy one of the target's hands, arms, or other grabbing appendages, rendering it unusable without a prosthetic.
88-89 1d6 Ruin Leg. You destroy one of the target’s feet, legs, or other appendage used for movement. The appendage is rendered unusable and the creature’s speed (except flying) is halved. A cane or other such aid reduces this penalty to 10 feet instead.**
90 1d8 Unhindered. You gain the effects of the freedom of movement spell until the end of your next turn.
91 1d8 System Shock. The target is paralyzed until the end of its next turn.
92 1d8 Rapid Follow Up. You or a friendly creature within 60 feet of you can take one action or bonus action after the current action is resolved.
93 1d8 Sap Fortitude. You regain hit points or gain temporary hit points*** (your choice) equal to half the damage the target takes from this attack.
94 1d8 Inner Reserves. Choose one of the following: regain a number of expended hit dice up to your proficiency bonus, or regain one expended spell slot of a level up to your proficiency bonus. If neither has been expended, you gain 1d10 temporary hit points instead.****
95 1d8 Adrenaline Rush. You gain the benefits of the haste spell until the end of your next turn.
96 1d8 Tactical Shift. You can move yourself or the target to any position in the initiative order. If the moved creature has already taken a turn this round, this change takes effect from the start of the next round.
97 1d8 Perfect Strike. This attack deals maximum damage. If you had already rolled maximum damage, the damage doubles.
98 1d8 Blackout. The target is knocked unconscious until the end of its next turn.
99 1d8 Legendary Strike. The target has vulnerability to all of this attack’s damage. Immunities still apply. The target gains a permanent vulnerability to the weapon or spell used in this attack. Additionally, if the weapon or spellcasting focus used for this attack is nonmagical, it immediately becomes a magical +1 item (before dealing damage) and gains a dramatic name of your choice, such as Trollbane or Agony of Tiamat. If the weapon or focus is already magical it instead gains a trait to deal an extra 1d6 damage to all creatures of the same type as the target (beasts, aberrations, etc), or to the target’s race if they are humanoid (elves, dwarves, etc).
100 2d8 Glorious Victory. The target instantly dies. Friendly creatures within 60 feet of you heal 2d8 stress damage. Additionally, if the weapon or spellcasting focus used for this attack is nonmagical, it immediately becomes a magical +1 item (before dealing damage) and gains a dramatic name of your choice, such as Trollbane or Agony of Tiamat. If the weapon or focus is already magical it instead gains a trait to deal an extra 1d6 damage to all creatures of the same type as the target (beasts, aberrations, etc), or to the target’s race if they are humanoid (elves, dwarves, etc).
**This may be cured via magic such as regeneration. A prosthetic struck by this attack is destroyed if it is non magical. ***If you are already implementing cleaving rules, this may be altered to roll an additional damage die and add to the total damage applied.
****Temporary hit points gained in this way may stack with pre-existing temporary hit points.
Note: This article is not of my own creation but that of the minds of Fool and Scholar Productions. Credit for this segment goes to Kai Linder, Travis Vengroff, and those of Fool and Scholar productions and Dark Dice.

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