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Criticalrolls

The document provides tables of potential negative effects that can occur when a player or GM rolls a natural 1 on an attack roll. It includes 60 tables of consequences for different attack types (melee, ranged, natural, magic) at varying levels of severity from awkward to disgraceful. The tables are intended to add storytelling opportunities to critical misses in a campaign.

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artlabor1001
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© © All Rights Reserved
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0% found this document useful (0 votes)
164 views49 pages

Criticalrolls

The document provides tables of potential negative effects that can occur when a player or GM rolls a natural 1 on an attack roll. It includes 60 tables of consequences for different attack types (melee, ranged, natural, magic) at varying levels of severity from awkward to disgraceful. The tables are intended to add storytelling opportunities to critical misses in a campaign.

Uploaded by

artlabor1001
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Exciting and consequential outcomes for the dreaded 1s

and epic 20s both in and out of combat.


1 -1-
TABLE OF CONTENTS

CRITICAL FAILS  P. 3

CRITICAL HITS FOR GMS  P. 15

CRITICAL HITS FOR PLAYERS  P. 28

BAD LUCK P. 40

GOOD LUCK  P. 44

LEGAL APPENDIX  P. 48

2 -2-
Critical fail effects for GMs and players

3 -3-
CRITICAL FAILS
When a natural 1 is rolled on an attack by the GM or a player, roll a If a save is allowed to avoid an ongoing effect, the player character or
d6 and d10 to select a table. Each table has four entries for different creature can repeat this save at the end of each of their turns for free.
attack types: melee, ranged, natural (for attacks with limbs, bites, If an effect would not make sense, or does not apply in the specific
and the like), and magic. situation, simply reroll another result, or ignore it for speed of play.
Each result also has a severity level indicated: Awkward, Embarrassing, To avoid the results becoming punishing or frustrating, we suggest
Shameful, or Disgraceful. We would recommend using only Awkward that each player character or creature only roll for an effect for
results at level 1, introducing Embarrassing at level 5, Shameful at level their first critical miss of an encounter (if the effect does not apply,
9, and Disgraceful at level 13. Of course, you can choose to play with they should continue to roll on subsequent critical misses until
everything from level 1; just don’t be too surprised when ‘falling on they roll and effect which does).
your own sword’ takes on a far less honorable meaning…
When using these effects, ‘you’ refers to the player character or
These results are intended to add some extra flavor and storytelling creature who rolled a 1.
to critical misses. Most effects are short-term but, where an end
point is not specified, it is up to the GM how to end the effect, or
even if it can be ended at all. Indeed, setting out to do so could be
the seed of an adventure in itself.

d10 d6 Severity Table Page d10 d6 Severity Table Page


1 Table 1 5 1 Table 31 9
2 Table2 5 2 Table 32 10
3 Table 3 5 3 Table 33 10
1 6
4 Table 4 5 4 Table 34 10
5 Table 5 5 5 Table 35 10
6 Table 6 5 6 Table 36 10

Embarassing
1 Table 7 6 1 Table 37 10
2 Table 8 6 2 Table 38 11
3 Table 9 6 3 Table 39 11
2 7
4 Table 10 6 4 Table 40 11
5 Table 11 6 5 Table 41 11
6 Table 12 6 6 Table 42 11
Awkward

1 Table 13 6 1 Table 43 11
2 Table 14 7 2 Table 44 12
3 Table 15 7 3 Table 45 12
3 8
4 Table 16 7 4 Table 46 12
5 Table 17 7 5 Table 47 12
6 Table 18 7 6 Table 48 12
Shameful

1 Table 19 7 1 Table 49 12
2 Table 20 8 2 Table 50 13
3 Table 21 8 3 Table 51 13
4 9
4 Table 22 8 4 Table 52 13
5 Table 23 8 5 Table 53 13
6 Table 24 8 6 Table 54 13
1 Table 25 8 1 Table 55 13
2 Table 26 9 2 Table 56 14
Disgraceful

3 Table 27 9 3 Table 57 14
5 10
4 Table 28 9 4 Table 58 14
5 Table 29 9 5 Table 59 14
6 Table 30 9 6 Table 60 14

4 -4-
TABLE 1 TABLE 4
Attack Type Effect Attack Type Effect
Melee Who turned out the lights? If you are wearing Melee Left an opening. The target of your attack gains
headgear, it slips over your eyes. You are blinded a 1d4 bonus to its next attack roll.
and must use a bonus action to reposition it.
Ranged Out of dodge. The target of your attack can use
Ranged Whoops! Reroll attack against the closest its reaction to take the Hide action.
creature to the target (other than yourself).
Natural Redistributed weight. The target of your attack
Natural You taste AWFUL. If this attack was a bite, you can use its reaction to attempt to shove you.
are poisoned for 1d4 rounds.
Magic Ashes to ashes. The spellcasting focus you used
Magic Backfire. The effects of the spell are reversed; is destroyed.
any harmful effects are applied to you (and the
target replaces ‘you’ in the spell description, if TABLE 5
applicable) at half the potency. If a beneficial
effect is intended to you or an ally, a random
Attack Type Effect
target in range is affected.
Melee Where’d they go? The target of your attack can
TABLE 2 use its reaction to take the Hide action.
Ranged Broken bow. The weapon you attacked with is
Attack Type Effect destroyed.
Melee Tag team. The target of your attack can use its Natural Left gawping. The target of your attack gains a
reaction to take the Help action. 1d4 bonus to its next attack roll.
Ranged Volley. If the target of your attack has a ranged Magic Butterfingers. You lose your spellcasting focus,
weapon, it can use its reaction to make a ranged and must spend your next action finding it
weapon attack against you. again.
Natural Sprain. Your body is damaged when your strike
goes awry. The weapon takes a cumulative –1 TABLE 6
penalty to damage rolls until you finish a short
rest. If its penalty drops to –5, it requires a long Attack Type Effect
rest instead.
Melee Grim determination. You have advantage on
Magic Hit cover. The target of your attack can use its your next attack against the target.
reaction to move up to half its speed and take
Ranged Did you check the sofa cushions? This
cover.
projectile cannot be recovered.

TABLE 3 Natural Ow, ow, ow! Make a DC 12 Constitution saving


throw. On a failed save, you are unable to attack
with this body part for 1d4 rounds.
Attack Type Effect
Magic Bwaaawk. 2d4 chickens appear within 10 ft. of
Melee Two left feet. The target of your attack can use
you.
its reaction to take the Disengage action.
Ranged I’m reloading! You fumble your ammunition,
and must spend your next action reloading.
Natural Locked down. The target of your attack can use
its reaction to attempt to grapple you.
Magic Now you see me… The target of your spell turns
invisible for 1d4 rounds.

5 -5-
TABLE 7 TABLE 11
Attack Type Effect Attack Type Effect
Melee Is the room spinning? For the next 1d4 rounds, Melee Cramp! You take a 1d4 penalty to your next
make a DC 12 Constitution saving throw at attack roll.
the start of your turn. On a failed save, you are
Ranged Off target. You deal 1/2 damage on your next
blinded for that turn.
attack.
Ranged Grim determination. You have advantage on
Natural Something slipped. Your AC is reduced by 1d4
your next attack against the target.
for 1d4 rounds.
Natural Loose tooth. If this attack was a bite, your
Magic Get this thing off me! If this attack deals cold
damage is reduced by 1d4 for 1 minute.
damage, you are uncomfortably hot for 1d4
Magic This isn’t the one I picked! Your nose grows to hours. You do not gain the benefits of being
three times its original size. proficient with your armor during this time.

TABLE 8 TABLE 12
Attack Type Effect Attack Type Effect
Melee On the rebound. Your weapon bounces off Melee Riiiip. Your pack splits, emptying its contents
the target and strikes you in the face. You have onto the floor.
disadvantage on your next attack.
Ranged Cramp! You take a 1d4 penalty to your next
Ranged I guess this is mine now... The projectile lands in attack roll.
a convenient location for the target to pick it up.
Natural Tender. You deal 1/2 damage on your next
Natural Grim determination. You have advantage on attack.
your next attack against the target.
Magic He who smelt it... If this attack deals fire
Magic Drawing a blank... You are unable to cast this damage, a nauseating stench of sulfur hangs
spell for 1d4 rounds. around you for 1d4 days.

TABLE 9 TABLE 13
Attack Type Effect Attack Type Effect
Melee Swing wide. The target may make an Melee Breathtaking. You cannot speak for 1d4 rounds.
opportunity attack against you.
Ranged Split a seam. A piece of clothing or armor you
Ranged Not so stealthy. If you were hiding, the target are wearing (decided by the GM) is damaged.
sees you. On every subsequent attack roll, there is a 25%
chance that the item will split further.
Natural Step on it! If you have a tail, take 1d4 damage.
Natural Cramp! You take a 1d4 penalty to your next
Magic Off we go! You teleport 10 ft. in a direction
attack roll.
randomly determined by the GM (up is a
direction). Magic Don’t know my own strength... If this attack
deals force damage, for 1d4 days there is a
TABLE 10 10% chance, when you go to touch or hold
something, that you extend your hand at full
force instead.
Attack Type Effect
Melee Pulled muscle. You deal 1/2 damage on your
next attack.
Ranged Something in my eye. Reroll this attack against
a random creature within 10 ft. of the target.
Natural Off form. You have disadvantage on melee
attacks for 1d4 rounds.
Magic I’m melting! If this attack deals acid damage, a
non-magical item in your pack dissolves.

6 -6-
TABLE 14 TABLE 17
Attack Type Effect Attack Type Effect
Melee Shoes are untied. Every time you move, until Melee Cramp! You take a 1d4 penalty to your next two
the end of combat, there is a 50% chance you attacks.
will lose your shoe.
Ranged Off target. You deal 1/2 damage on your next
Ranged Spillage. Your ammunition container is upended two attacks.
and the contents fall to the floor.
Natural Swing for the fences. If this attack was made
Natural Ow, ow, ow! Make a DC 12 Constitution saving with a tail, you miss the target and strike the
throw. On a failed save, you are unable to attack floor or a wall. Take 1/2 of the damage from the
with this body part for 1 minute. attack.
Magic Shocking. If this attack deals lightning damage, Magic Night terrors. If this attack deals psychic
you suffer an unpleasant shock when you touch damage, you must make a DC 12 Wisdom saving
metal objects for 1d4 days. throw when completing the next 1d4 long rests.
On a failed save, you are plagued by nightmares
TABLE 15 and do not receive the benefits of the rest.

Attack Type Effect TABLE 18


Melee Split a seam. A piece of clothing or armor you
Attack Type Effect
are wearing (decided by the GM) is damaged.
On every subsequent attack roll, there is a 25% Melee Off balance. All enemies that attack you before
chance that the item will split further. your next turn add 1d6 to their attack roll.
Ranged Where the arrow falls... The projectile is flung Ranged Cramp! You take a 1d4 penalty to your next two
straight upwards. If you do not move before your attacks.
next turn, you must make a DC 12 Dexterity
Natural Tender. You deal 1/2 damage on your next two
saving throw. On a failed save, take the weapon’s
attacks.
damage.
Magic Darling, you’re radiant. If this attack deals
Natural Took it out of you. Your next attack deals
radiant damage, you emit a bright light for 1d4
minimum damage.
hours.
Magic Everyone’s favorite party member. If this attack
deals necrotic damage, the last enemy you killed TABLE 19
rises as a zombie. It is unable to act in any way,
but mindlessly follows you for 1d4 days, after
Attack Type Effect
which it collapses into a corpse again.
Melee Voided warranty. Your weapon’s damage is
TABLE 16 reduced by 1/4.
Ranged Hesitation. You lose your bonus action on your
Attack Type Effect next turn.
Melee Pulled muscle. You deal 1/2 damage on your Natural Cramp! You take a 1d4 penalty to your next two
next two attacks. attacks.
Ranged Poor footwork. You cannot take the Disengage Magic LOUD NOISES. If this attack deals thunder
action on your next turn. damage, your voice is amplified to three times its
normal volume for 1d4 hours.
Natural Up my sleeve. You become entangled in the
target’s clothing or armor and must make a DC
12 Dexterity or Strength saving throw to free
yourself. While entangled, attacks against you
are made with advantage.
Magic Spoiled. If this attack deals poison damage,
food eaten by others within 20 ft. of you will be
vomited up 2d10 minutes later for 1d4 days.

7 -7-
TABLE 20 TABLE 23
Attack Type Effect Attack Type Effect
Melee Took it out of you. Your next attack deals Melee Unprepared. You cannot make attacks of
minimum damage. opportunity against the target until the end of
your next turn.
Ranged Twang! If this attack was made with a bow or
crossbow, roll a d10. On a 1-9, the weapon’s Ranged Cramp! You take a 1d4 penalty to your next
damage is reduced by 1d4 until repaired. On a attack roll.
10, the string snaps.
Natural Snap out of it! If you are transformed of your
Natural Befuddled. You cannot take reactions until the own free will (e.g. a druid in wild shape), you
start of your next turn. return to your original form.
Magic Oh my! A CR 1/4 creature, chosen randomly by Magic Up, up and away! You begin to float upwards at
the GM, appears within 30 ft. of you. It is hostile a rate of 10 ft. per turn. On each of your turns,
only to you. make a DC 12 saving throw, using your spell
casting ability, to end this effect and fall from
TABLE 21 your current height.

Attack Type Effect TABLE 24


Melee Sidestepped. Swap places with the target, and
Attack Type Effect
make a DC 12 Dexterity saving throw. On a
failed save, fall prone. Melee Two left feet. You cannot take the Disengage
action until the end of your next turn.
Ranged Pinned. A loose piece of clothing is pinned to
the ground by your projectile. You cannot move Ranged Your stance is off. Make a DC 12 Wisdom
until you take a bonus action to free yourself. saving throw. On a failed save, take a 1d6 penalty
to your next ranged attack roll.
Natural This little piggy... If this attack was a kick or
claw, your speed is reduced by 5 ft. for 1d4 Natural Stub your toe. You cannot make an unarmed
rounds. attack on your next turn.
Magic My bad! Reroll the attack against an ally within Magic Oh my! A CR 1/2 creature, chosen randomly by
10 ft. of the target. If the attack hits, it deals 1/2 the GM, appears within 30 ft. of you. It is hostile
damage. to everyone.

TABLE 22 TABLE 25
Attack Type Effect Attack Type Effect
Melee Twisted ankle. Your speed is reduced by 5 ft. Melee Momentary confusion. You do not add your
until you finish a short rest. proficiency bonus to your next attack roll.
Ranged Poor sport. The target taunts you. Make a DC 12 Ranged Overshot. This projectile travels up to twice its
Wisdom saving throw. On a failed save, you have usual range.
disadvantage when attacking this target until you
Natural Ow, ow, ow! Make a DC 12 Constitution saving
successfully hit it.
throw. On a failed save, you are unable to attack
Natural Sidestepped. Swap places with the target, and with this body part on your next turn.
make a DC 12 Dexterity saving throw. On a
Magic Distracting miscast. You are unable to
failed save, fall prone.
concentrate on spells for 1d4 rounds.
Magic Hop to it. You cannot walk or run for 1d4
minutes. You can only jump.

8 -8-
TABLE 26 TABLE 29
Attack Type Effect Attack Type Effect
Melee Feeble. You do not add your damage bonus to Melee Double-edged shield. If you are holding a shield,
your next attack. make a DC 14 Strength saving throw. On a failed
save, take 1d4 damage, and you are unable to
Ranged Momentary confusion. You do not add your
speak properly for 1d4 rounds. Spells with a
proficiency bonus to your next attack roll.
verbal component have a 50% chance of failing.
Natural Cut to the quick. If this attack was made with a
Ranged Overdraw. If this attack was made with a bow, take
claw, your damage is reduced by 1d4 for 1 minute.
1d4 damage and make a DC 14 Dexterity saving
Magic Diminished power. Your spell attack bonus and throw. On a failed save, lose a portion of your ear.
spell save DC are lowered by 1d4 for 1d4 rounds.
Natural Cat got your tongue? If this attack was a bite,
take the attack’s normal damage.
TABLE 27
Magic Backfire. The effects of the spell are reversed;
any harmful effects are applied to you (and the
Attack Type Effect
target replaces ‘you’ in the spell description, if
Melee Stumble. You move 5 ft. back from the target. applicable). If a beneficial effect is intended to you
or an ally, a random target in range is affected.
Ranged Feeble. You do not add your damage bonus to
your next attack.
TABLE 30
Natural Momentary confusion. You do not add your
proficiency bonus to your next attack roll.
Attack Type Effect
Magic Got you worked out. The target has advantage on
Melee Sword in the stone. Your weapon gets stuck in
saving throws against your spells for 1d4 rounds.
a nearby object, and you must spend your next
action freeing it.
TABLE 28
Ranged Target lock. The target of your attack gains a 1d4
bonus to its next attack roll.
Attack Type Effect
Natural Badly bruised. The natural weapon you attacked
Melee Flick of the wrist. You can only attack with one
with cannot be used again until you finish a long
hand on your next turn.
rest.
Ranged Noise-maker. This attack alerts the target to
Magic Arcane abnormality. You cannot cast spells
your presence.
from the same school of magic as the spell you
Natural Delayed recovery. You do not add your damage just cast until you finish a short rest.
bonus to your next attack.
Magic Freaky... You and the target must each make a TABLE 31
DC 12 Charisma saving throw. If both of you
fail, your minds are switched for 1d4 rounds. Attack Type Effect
Melee Shattered confidence. You have disadvantage on
attack rolls until you can successfully hit.
Ranged Ricochet. Make a DC 14 Dexterity saving throw.
On a failed save, take 1/2 the weapon’s damage
and you are blinded for 1d4 rounds.
Natural Ow, ow, ow! Make a DC 14 Constitution saving
throw. On a failed save, you are unable to attack
with this body part for 1 minute.
Magic We all have our demons. Make a DC 14 saving
throw with your spellcasting ability. On a failed
save, you can only speak Abyssal until you finish
a long rest.

9 -9-
TABLE 32 TABLE 35
Attack Type Effect Attack Type Effect
Melee Momentary confusion. You do not add your Melee Took it out of you. Your next two attacks deal
proficiency bonus to your attacks for 1d4 rounds. minimum damage.
Ranged Dust in the eyes. Your weapon’s range is reduced Ranged Wind her up and let her go! If this attack was
by 1/2 for 1d4 rounds. made with a thrown weapon, it travels in the
opposite direction to the one intended. Reroll
Natural Loose tooth. If this attack was a bite, your
this attack with disadvantage against the first
damage is reduced by 2d4 for 1 minute.
object it hits.
Magic So much for subtlety... The spell produces a
Natural Off form. You have disadvantage on melee
loud boom which can be heard 300 ft. in all
attacks for 1d6 rounds.
directions. All creatures within 15 ft. of you must
make a DC 12 Constitution saving throw. On a Magic Oh my! A CR 1/2 creature, chosen randomly by
failed save, they are deafened for 1d4 rounds. the GM, appears within 30 ft. of you. It is hostile
only to you.
TABLE 33
TABLE 36
Attack Type Effect
Attack Type Effect
Melee On the rebound. Your weapon bounces off the
target and strikes you in the face. Take 1/2 of the Melee My back! If this attack was made with a two-
weapon’s damage, and you have disadvantage on handed weapon, you hurt your back, and have
your next attack. disadvantage on Strength (Athletics) checks until
you finish a short rest.
Ranged Momentary confusion. You do not add your
proficiency bonus to your attacks for 1d4 rounds. Ranged Took it out of you. Your next attack deals
minimum damage.
Natural Up my sleeve... You become entangled in the
target’s clothing or armor, and must make a DC Natural Something slipped. Your AC is reduced by 1d6
14 Dexterity or Strength saving throw to free for 1d4 rounds.
yourself. While entangled, attacks against you
Magic My bad! Reroll the attack against an ally within
are made with advantage.
10 ft. of the target.
Magic Drawing a blank... You are unable to cast this
spell for 1 minute. TABLE 37
TABLE 34 Attack Type Effect
Melee Voided warranty. Your weapon’s damage is
Attack Type Effect
reduced by 1/2.
Melee Too much flourish. Drop your weapon and
Ranged Twang! If this attack was made with a bow
make a DC 14 Dexterity saving throw. On a
or crossbow, roll a d8. On a 1-7, the weapon’s
failed save, take the weapon’s normal damage.
damage is reduced by 1d4 until repaired. On an
Ranged Out of the shadows. If you were hiding, the 8, the string snaps.
target sees you. Reroll your Dexterity (Stealth)
Natural Took it out of you. Your next two attacks deal
check with disadvantage against the passive
minimum damage.
Perception of every enemy within 120 ft.
Magic Where did that come from? If this attack deals
Natural Momentary confusion. You do not add your
cold, fire, force, lightning or thunder damage, an
proficiency bonus to your attacks for 1d4 rounds.
elemental (chosen by the GM) appears within 60
Magic Not quite what I meant. The target of your spell ft. of you. It is hostile towards all creatures.
becomes resistant to the damage type of the spell
for 1d4 rounds.

10 -10-
TABLE 38 TABLE 41
Attack Type Effect Attack Type Effect
Melee Sidestepped. Swap places with the target, and Melee Cramp! You deal 1/2 damage for 1d4 + 1
make a DC 14 Dexterity saving throw. On a rounds.
failed save, fall prone.
Ranged Poor sport. The target taunts you. Make a DC 14
Ranged Your stance is off. Make a DC 14 Wisdom Wisdom saving throw. On a failed save, you have
saving throw. On a failed save, take a 1d6 penalty disadvantage when attacking this target until you
to your next ranged attack roll. successfully hit it.
Natural Tender. You take a 1d6 penalty to your next Natural Stance could use work. If this attack was made
attack roll. with a limb, roll a DC 14 Dexterity saving throw.
On a failed save, you fall prone.
Magic Drawing a blank... Make a DC 14 saving throw
with your spellcasting ability. On a failed save, Magic Boom. You are blasted back 1d10 × 5ft. away
you are unable to cast this spell again until you from the target.
finish a short rest.
TABLE 42
TABLE 39
Attack Type Effect
Attack Type Effect
Melee Let me get that... You drop your weapon and
Melee Twisted ankle. Your speed is reduced by 10 ft. must spend a bonus action to pick it up again.
until you finish a short rest.
Ranged Maybe move your finger next time... If this
Ranged Cramp! You take a 1d6 penalty to your next attack was made with a bow, take the weapon’s
attack roll. normal damage.
Natural Tender. You deal 1/2 damage for 1d4 + 1 rounds. Natural Broke a nail... If this attack was made with
a claw, you are unable to use it again for 1d4
Magic Off we go! You teleport 30 ft. in a direction
rounds (if you have multiple sets of claws, this
randomly determined by the GM (up is a
only affects one of them).
direction).
Magic Oh my! A CR 1 creature, chosen randomly by
TABLE 40 the GM, appears within 30 ft. of you. It is hostile
to everyone.
Attack Type Effect
TABLE 43
Melee Pulled muscle. You take a 1d6 penalty to your
next attack roll.
Attack Type Effect
Ranged Off target. You deal 1/2 damage for 1d4 + 1
Melee Butterfingers. You lose your grip mid-swing,
rounds.
and your weapon goes flying 1d4 + 1 × 5ft. away
Natural Swing for the fences. If this attack was made in the direction of the target.
with a tail, you miss the target and strike the
Ranged Wrist strain. If this attack was made with a
floor or a wall. Take the damage from the attack.
thrown weapon, take 1d6 damage.
Magic They’ve gone haywire! You lose control of your
Natural Cut to the quick. If this attack was made with
legs, which run in a random direction at full
a claw, your damage is reduced by 2d4 for 1
speed for 1d4 rounds.
minute.
Magic Detonation. All creatures within 10 ft. of you,
including yourself, must make a DC 16 saving
throw appropriate to the spell. Each creature that
fails takes 1d8 damage of the type caused by this
attack.

11 -11-
TABLE 44 TABLE 47
Attack Type Effect Attack Type Effect
Melee What are you wearing?! Your swing misses its Melee On the rebound. Your weapon bounces off
mark and your arm/hand hits the target instead the target and strikes you in the face. Take the
of your weapon. If the target is wearing heavy weapon’s damage, and you have disadvantage on
armor, take 1d6 bludgeoning damage. your next attack.
Ranged Noise-maker. This attack misses and alerts the Ranged Shattered confidence. You have disadvantage on
target to your presence and general location. attack rolls until you can successfully hit.
Natural Momentary confusion. You do not add your Natural Cat got your tongue? Take the attack’s normal
proficiency bonus to your attacks for 1d4 + 1 damage, if this attack was a bite, you are unable
rounds. to speak until healed.
Magic Hoisted by your own petard. You become Magic Now you see me... You are transported to the
vulnerable to the damage type of the spell you ethereal plane. Make a DC 16 saving throw at the
attempted to cast until you finish a short rest. end of each of your turns. On a successful save,
you reappear in the material plane.
TABLE 45
TABLE 48
Attack Type Effect
Attack Type Effect
Melee My stick’s stuck. Your weapon becomes lodged
in a non-damaging part of the enemy or a Melee My bad! Reroll this attack against an ally within
nearby object. 5ft. of both you and the original target.
Ranged Bad form. If this attack was made with a bow, Ranged Not so stealthy. If you were hiding, the target
the bow string strikes you in the forearm. Take a sees you. Reroll your Dexterity (Stealth) check
1d6 penalty to your next two attack rolls. with disadvantage. Every enemy within 120 ft.
may make a Wisdom (Perception) check with
Natural Delayed recovery. You do not add your damage
advantage to detect you.
bonus to attacks for 1d4 + 1 rounds.
Natural Sword beats fist. If the target of this attack is
Magic Quite the opposite. The target of your attack is
wielding a melee weapon, take half that weapon’s
infused with the damage type of this spell for the
damage.
next 1d4 rounds. Each time the target makes a
melee attack, it adds 1d4 of that damage type. Magic Detonation. All creatures within 15 ft. of you,
including yourself, must make a saving throw
TABLE 46 appropriate to the spell, equal to your spell save
DC. Each creature that fails takes 1d8 damage of
the type caused by this attack.
Attack Type Effect
Melee Double-edged shield. If you are holding a TABLE 49
shield, make a DC 16 Strength saving throw.
On a failed save, take 1d6 damage, and you are
Attack Type Effect
unable to speak properly for 1d4 rounds. Spells
with a verbal component have a 75% chance of Melee Butterfingers. You lose your grip mid-swing,
failing. and your weapon goes flying 1d4 + 1 × 5ft. away
in the direction of the target. Make a ranged
Ranged Ricochet. Make a DC 16 Dexterity saving throw.
attack roll against the nearest creature (other
On a failed save, take the weapon’s damage and
than the target) in that direction.
you are blinded for 1d4 rounds.
Ranged Twang! If this attack was made with a bow
Natural Ow, ow, ow! Make a DC 16 Constitution saving
or crossbow, roll a d6. On a 1-5, the weapon’s
throw. On a failed save, you are unable to attack
damage is reduced by 1d4 until repaired. On a 6,
with this body part until you finish a short rest.
the string snaps.
Magic Backfire. The effects of the spell are reversed;
Natural Off form. You have disadvantage on melee
any harmful effects are applied to you (and the
attacks for 1d8 rounds.
target replaces ‘you’ in the spell description, if
applicable) at double the potency. If a beneficial Magic How’d that get there? If this attack deals cold,
effect is intended to you or an ally, a random fire, force, lightning, or thunder damage, an
enemy in range is affected. elemental (chosen by the GM) appears within 60

12 -12- ft. of you. It is hostile towards you and your allies.


TABLE 50 TABLE 53
Attack Type Effect Attack Type Effect
Melee Twisted ankle. Your speed is reduced by 15 ft. Melee Snap. Your weapon breaks.
until you finish a short rest.
Ranged Bad form. If this attack was made with a bow,
Ranged My bad! Reroll this attack against an ally within the bow string strikes you in the forearm. Take a
10 ft. of the original target. 1d8 penalty to your next two attacks.
Natural Something slipped. Your AC is reduced by 1d8 Natural Frightening recovery. The target may make an
for 1d4 rounds. opportunity attack against you. If the attack hits,
roll a DC 16 Wisdom saving throw. On a failed
Magic Drawing a blank... Make a DC 16 saving throw
save, you are frightened of it until the end of
with your spellcasting ability. On a failed save,
your next turn.
you are unable to cast this spell again until you
finish a long rest. Magic Avoid traveling circuses. Make a DC 16 saving
throw with your spellcasting ability. On a failed
TABLE 51 save, natural beasts with Intelligence 4 or lower
are unhappy in your presence, reacting to you as
fits their nature for 1d6 days.
Attack Type Effect
Melee Sidestepped. Swap places with the target, and TABLE 54
make a DC 16 Dexterity saving throw. On a
failed save, fall prone.
Attack Type Effect
Ranged Your stance is off. Make a DC 16 Wisdom
Melee Disarm. The target of your attack can use its
saving throw. On a failed save, take a 1d6 penalty
reaction to attempt to disarm you.
to your next ranged attack roll.
Ranged Overbalanced. The force of your ranged attack
Natural Sack of bricks. You fall prone. 1d4 enemies
leaves you unbalanced, and you fall prone.
within 5 ft. of you may make an opportunity
attack. Natural Bumped noggin. You bash your head badly, and
are stunned until the start of your next turn.
Magic Off we go! You teleport 50 ft. in a direction
randomly determined by the GM (up is a Magic Exploded focus. Your spellcasting focus is
direction). damaged when your spell goes awry. The focus
imposes a permanent and cumulative –1 penalty
TABLE 52 to spell damage rolls. If its penalty drops to –5,
the focus is destroyed.
Attack Type Effect
TABLE 55
Melee Yoink! Make a contested Dexterity or Strength
check with the target. If the target wins, it takes
Attack Type Effect
your weapon from you.
Melee Shattered spear. The weapon you attacked with
Ranged Wrist strain. If this attack was made with a
is destroyed.
thrown weapon, take 1d6 damage and make a
DC 16 Constitution saving throw each time you Ranged Warning shot. The target of your attack can use
make a thrown weapon attack until you finish a its reaction to move up to half its speed and take
short rest. On a failed save, take 1d6 damage. cover.
Natural My bad! Reroll this attack against an ally within Natural Pop and lock. Something pops out of a joint.
5 ft. of both you and the original target. You must spend your next action putting it back.
Magic Sans everything. Make a DC 16 saving throw Magic Stumped spell. The target of your attack gains a
with your spellcasting ability. On a failed save, 1d4 bonus to its next attack roll.
you age 5d10 years.

13 -13-
TABLE 56 TABLE 59
Attack Type Effect Attack Type Effect
Melee Quite the riposte... Make a DC 18 Strength or Melee Give an inch... Up to 1d4 + 1 enemies within
Dexterity saving throw. On a failed save, take the 5 ft. of you may make an opportunity attack
weapon’s normal damage, and the target of this against you. Any who hit may make an
attack may make an opportunity attack against additional opportunity attack.
you with advantage.
Ranged Twang! If this attack was made with a bow or
Ranged Ricochet. Make a DC 18 Dexterity saving crossbow, the string snaps.
throw. On a failed save, take double the weapon’s
damage and you are blinded for 1d4 rounds. Natural Ow, ow, ow! Make a DC 18 Constitution saving
throw. On a failed save, you are unable to attack
Natural Sword beats fist. If the target of this attack is with this body part until you finish a long rest.
wielding a melee weapon, take that weapon’s
damage. Magic The beast within. Make a DC 18 Wisdom
Saving throw. On a failed save, you are subject
Magic I’ve never felt this way before... Make a DC 18 to the polymorph spell for 1d8 rounds. The GM
Wisdom saving throw. On a failed save, you fall decides which form you take, or you may choose
deeply in love with the target of the attack. the first animal you can think of whose name
begins with the first letter of your character’s
TABLE 57 name.

Attack Type Effect TABLE 60


Melee My bad! Reroll this attack with advantage
against an ally within 5ft. of both you and the Attack Type Effect
original target.
Melee Defensive stance. The target of your attack can
Ranged Never saw it coming. If there is an ally within use its reaction to make one melee attack against
10 ft. of the target, they must make a DC 18 you, then take the Disengage action.
Dexterity saving throw. On a failed save, they are
Ranged Quick reflexes. If using a non-ammunition
hit with this attack. If their back was turned, this
ranged weapon, the target can use its reaction to
is considered a critical hit.
attempt a DC 10 Dexterity check, catching your
Natural So that’s what that feels like. Make a DC 18 weapon on a success.
Constitution saving throw. On a failed save, you
take this attack’s normal damage. Natural Draw on ki. The target of your attack can channel
the power within it to recover hit points equal to
Magic How’d that get there? If this attack deals cold, its challenge rating squared (minimum 1).
fire, force, lightning, or thunder damage, an
elemental (chosen by the GM) appears within 60 Magic Magical retribution. If the target of your attack
ft. of you. It is hostile only towards you. is a spellcaster, it can use its reaction to cast a
spell. The spell it casts must only target you.
TABLE 58
Attack Type Effect
Melee Footsie. Your wild swing causes your weapon to
strike you in the foot, dealing maximum damage.
If the weapon you are wielding deals bludgeoning
damage, your speed is also reduced by 10ft.
Ranged An adventurer like you... If there is an ally
within 10 ft. of the target, they must make a DC
18 Dexterity saving throw. On a failed save, they
are hit in the knee with this attack and their
speed is reduced by 10 ft. for 1d4 rounds.
Natural Wide open. All creatures within 5 ft. of you may
make an opportunity attack against you.
Magic Drawing a blank... Make a DC 18 saving throw
with your spellcasting ability. On a failed save,
you are unable to cast this spell again until you
can relearn it.
14 -14-
Critical hit effects for GMs

15 -15-
CRITICAL HITS FOR GMS
When a creature fighting the party rolls a natural 20 on an attack If a save is allowed to avoid an ongoing effect, the player can repeat
roll against them, roll a d6 and d10 to select a table. Each table this save at the end of each of their turns for free.
has four rows for different damage types: slashing, piercing, If an effect would not make sense in the specific situation, simply
bludgeoning, and magic. ignore the result and reroll another, or default to double damage as
Each result also has a severity level indicated: Setback, Dangerous, the effect for speed of play.
Life-Threatening, or Deadly. Unless you are running a high- For characters that would normally roll extra dice on a critical hit
mortality game, we would recommend using only Setback results (such as half-orcs and barbarians), roll the same number of extra
at level 1, introducing Dangerous at level 5, Life-Threatening at results, and choose one to play.
level 9, and Deadly at level 13. Of course, you can choose to play
with everything from level 1; just don’t say we didn’t warn you... When using these effects, ‘you’ refers to the player character
affected by the hit.
These effects are intended to enhance the characters’ stories, and
some carry long term - or even permanent - effects. Where an end
point is not specified for an effect, it is up to the GM how to end
the effect, or even if it can be ended at all. Indeed, setting out to do
so could be the seed of an adventure in itself.

d10 d6 Severity Table Page d10 d6 Severity Table Page


1 Table 1 17 1 Table 31 22
2 Table2 17 2 Table 32 22

Dangerous
3 Table 3 17 3 Table 33 22
1 6
4 Table 4 17 4 Table 34 22
5 Table 5 17 5 Table 35 22
6 Table 6 17 6 Table 36 22
1 Table 7 18 1 Table 37 23
2 Table 8 18 2 Table 38 23
Setback

3 Table 9 18 3 Table 39 23
2 7
4 Table 10 18 4 Table 40 23
5 Table 11 18 5 Table 41 23
6 Table 12 18 6 Table 42 23
1 Table 13 19 1 Table 43 24
2 Table 14 19 2 Table 44 24
Life-Threatening

3 Table 15 19 3 Table 45 24
3 8
4 Table 16 19 4 Table 46 24
5 Table 17 19 5 Table 47 24
6 Table 18 19 6 Table 48 25
1 Table 19 20 1 Table 49 25
2 Table 20 20 2 Table 50 25
3 Table 21 20 3 Table 51 25
4 9
4 Table 22 20 4 Table 52 25
5 Table 23 20 5 Table 53 26
Dangerous

6 Table 24 20 6 Table 54 26
1 Table 25 21 1 Table 55 26
2 Table 26 21 2 Table 56 26
3 Table 27 21 3 Table 57 27
5
Deadly

10
4 Table 28 21 4 Table 58 27
5 Table 29 21 5 Table 59 27
6 Table 30 21 6 Table 60 27

16 -16-
TABLE 1 TABLE 4
Damage Type Effect Damage Type Effect
Slashing Wanna know how I got these? Double Slashing Bleeder. Make a DC 12 Constitution saving
damage, and you receive a permanent scar on throw. On a failed save, you take 1d4 damage
your face. at the start of your turn for 1d4 rounds.
Piercing All fun and games... Roll a d100. On a 2 or Piercing Extreme ear piercing. Make a DC 12
less, you are blinded in one eye. Constitution saving throw. On a failed save, a
large section of one of your ears is severed.
Bludgeoning Stunning blow. Make a DC 12 Constitution
saving throw. On a failed save, you are Bludgeoning Right in the kisser. Double damage, and you
stunned until the end of your next turn. cannot speak properly for 1d4 rounds. Spells
with a verbal component have a 50% chance
Magic Say what? You are deafened for 1 minute.
of failing.

TABLE 2 Magic Jumbled memories. Your Intelligence


modifier is reduced by 1 until you finish a long
rest.
Damage Type Effect
Slashing Nasty infection. You must succeed on a DC TABLE 5
12 Constitution saving throw, or become
poisoned in 1d4 hours.
Damage Type Effect
Piercing Punctured lung. You can take either an action
Slashing Blood in the eyes. You are blinded until the
or a bonus action on your next turn, but not
end of your next turn.
both.
Piercing Not the face! You receive a permanent scar on
Bludgeoning Shieldbreaker. If you are wielding a shield, it
your face.
is destroyed.
Bludgeoning Bell-ringer. You are deafened until the end of
Magic Searing burst. You are blinded. You
your next turn.
automatically fail Wisdom (Perception) checks
that rely on sight, and have disadvantage on Magic Distracting visions. Your Wisdom modifier is
ability checks, attack rolls, and saving throws reduced by 1 until you finish a long rest.
that use sight.
TABLE 6
TABLE 3
Damage Type Effect
Damage Type Effect
Slashing Split lip. Make a DC 12 Constitution saving
Slashing Dire disease. You must succeed on a DC throw. On a failed save, you are unable
12 Constitution saving throw, or contract to speak properly. Spells with a verbal
a disease. While diseased, your hit point component have a 25% chance of failing.
maximum is reduced by 1d10 each dawn.
Piercing Skewered. You take 1d4 damage at the start of
Piercing Blood loss. Your attacks deal 1d4 less damage your turn for 1d4 rounds.
until you receive magical healing.
Bludgeoning Blunt force amnesia. You forget the past 1d12
Bludgeoning Lost teeth. You have disadvantage on hours.
Charisma (Persuasion) checks. If you cast
Magic Wrath of the elements. If this attack deals
a spell with a verbal component, you must
acid, cold, fire, lighting, or poison damage, it
succeed on a DC 12 Intelligence (Arcana)
deals double damage; other damage types deal
check or the spell does not work.
normal damage.
Magic Frozen. You take 1d4 cold damage and are
chilled. While chilled, you take 1d4 cold
damage at the start of each of your turns. The
ice can be melted as an action.

17 -17-
TABLE 7 TABLE 10
Damage Type Effect Damage Type Effect
Slashing That’s a lot of blood... Double damage. If the Slashing Brutal slash. Attacker rerolls any damage dice
damage is equal to, or greater than, 1/4 of your with a face value of 1 or 2 for this attack.
maximum hit points, make a DC 12 Wisdom
Piercing Target practice. Double damage, and 1
saving throw. On a failed save, you become
opponent within 60 ft. may make an attack of
frightened of your attacker.
opportunity against you.
Piercing Deep wound. Make a DC 12 Constitution
Bludgeoning Plain and simple. This attack deals maximum
saving throw. On a failed save, take an
damage.
additional 1d4 piercing damage.
Magic Life drinker. Double damage and, if this
Bludgeoning Winded. You suffer one level of exhaustion.
attack deals acid, poison, or necrotic damage,
Magic Wrath of the elements. If this attack deals your Constitution modifier is reduced by 2
acid, cold, fire, lighting, or poison damage, it until you finish a long rest.
deals double damage; other damage types deal
normal damage. TABLE 11
TABLE 8 Damage Type Effect
Slashing Enraging attack. Double damage, and you
Damage Type Effect
may make an attack of opportunity against
Slashing Bleeder. Make a DC 12 Constitution saving your attacker.
throw. On a failed save, you take 1d4 damage
Piercing Muscle piercer. Your next attack using a melee
at the start of your turn for 1d4 rounds.
weapon deals 1d4 less damage.
Piercing Find the joints. This attack deals maximum
Bludgeoning You’re not going anywhere. You cannot take
damage. Make a DC 12 Constitution saving
the Disengage action for 1d4 rounds.
throw. On a failed save, you lose your next
attack action. Magic Life drinker. If this attack deals acid, poison,
or necrotic damage, your Constitution
Bludgeoning Knocked off balance. Double damage, and
modifier is reduced by 2 until you finish a long
lose 1 attack on your next turn.
rest.
Magic Leech life. Your Constitution modifier is
reduced by 1 until you finish a long rest. TABLE 12
TABLE 9 Damage Type Effect
Slashing Rend armor. Make a DC 12 Dexterity saving
Damage Type Effect
throw. On a failed save, if you are wearing
Slashing Set up. One enemy within 5 ft. of you may leather or cloth armor, its effectiveness is
make an attack of opportunity against you. reduced by 1.
Piercing Skewered. You take 1d4 damage at the Piercing Open target. One enemy within 5 ft. of you
beginning of your turn for the next 1d4 turns. may make an attack of opportunity against
you.
Bludgeoning Gut punch. You cannot take any bonus
actions for 1d4 rounds. Bludgeoning Get down! Double damage and, if the
resulting damage is equal to or greater than
Magic Wrath of the mage. If this attack deals force,
1/2 of your maximum hit points, you are
necrotic, psychic, radiant, or thunder damage,
knocked prone.
it deals double damage; other damage types
deal normal damage. Magic Magical barrage. An additional target within
range is affected at 1/2 potency, or the spell’s
area of effect is increased by 5 ft.

18 -18-
TABLE 13 TABLE 16
Damage Type Effect Damage Type Effect
Slashing Something slipped. Your AC is reduced by Slashing Opened defenses. The next attack made
1d4 for 1d4 rounds. against you has advantage.
Piercing Distracting strike. Double damage, and you Piercing You missed a spot. You are vulnerable to
cannot take reactions or bonus actions until piercing damage for 1d4 rounds.
the end of your next turn.
Bludgeoning Staggered. Double damage, and all attacks
Bludgeoning Crushing blow. Make a DC 12 Dexterity against you have advantage until the start of
saving throw. On a failed save, if you are your next turn.
wearing plate armor, its effectiveness is
Magic Spirit drain. The hit points lost from this
reduced by 1.
attack cannot be healed, except by magic.
Magic Lingering energy. Make a DC 12 Constitution
saving throw. On a failed save, take 1d4 TABLE 17
damage (of the same type as dealt by this
attack) at the beginning of your turn for the
Damage Type Effect
next 1d4 rounds.
Slashing Wild swing. Any creature within 5 ft. of you
TABLE 14 and your attacker takes 1/2 the damage you
took.
Damage Type Effect Piercing Flurry. Double damage, and your attacker
may make another attack against you with
Slashing Plain and simple. This attack deals maximum
disadvantage.
damage.
Bludgeoning Softening blow. You are vulnerable to
Piercing Armor piercing strike. Make a DC 12
bludgeoning damage for 1d4 rounds.
Dexterity saving throw. On a failed save,
if you are wearing chain or ring armor, its Magic Lingering energy. Maximum damage, and
effectiveness is reduced by 1. you take 1d4 damage (of the same type as
dealt by this attack) at the beginning of your
Bludgeoning ...And stay down. You are pushed back 5 ft.
turn for the next 1d4 rounds.
and must make a DC 12 Dexterity saving
throw. On a failed save, you are knocked
prone and take 1d4 damage. TABLE 18
Magic Boom. Double damage and, if this attack deals
Damage Type Effect
force or thunder damage, you are pushed back
1d4 × 5 ft. Slashing This is going to hurt. You are vulnerable to
slashing damage for 1d4 rounds.
TABLE 15 Piercing Stabbing pains. You deal minimum damage
on all attacks for 1d4 rounds.
Damage Type Effect
Bludgeoning Dominoes. You and another creature within
Slashing Terrifying slash. Double damage, and make a 5 ft. of you and your attacker must make
DC 12 Wisdom saving throw. On a failed save, opposed Strength (Athletics) checks. The loser
you become frightened of your attacker. is knocked prone.
Piercing Internal bleeding. Make a DC 12 Magic Dispersal. Double damage, and the spell deals
Constitution saving throw. On a failed save, normal damage to a target within 5 ft. of you.
take 1d4 damage at the beginning of your turn
for the next 1d4 rounds.
Bludgeoning Knocked off balance. An adjacent enemy can
make an attack of opportunity against you.
Magic Lingering weakness. You are vulnerable to
the damage type taken from this attack for 1d4
rounds.

19 -19-
TABLE 19 TABLE 22
Damage Type Effect Damage Type Effect
Slashing Bleeder. Make a DC 12 Constitution saving Slashing Off form. You have disadvantage on your next
throw. On a failed save, you take 1d4 damage melee attack.
at the start of your turn for 1d4 rounds.
Piercing The thighs have it. Your speed is reduced by 5
Piercing Pinned. The attack pins your foot to the ft. until you finish a short rest.
ground. Make a DC 12 Strength check to free
Bludgeoning Right on the shins. You cannot take the Dash
yourself, taking an additional 1d4 damage
action for 1d4 rounds.
with each failed attempt.
Magic Ka-boom! Double damage and, if this attack
Bludgeoning Hit the dirt. You are knocked prone.
deals force or thunder damage, you are
Magic Crackling energy. Your Dexterity modifier is knocked prone.
reduced by 1 until you finish a long rest.
TABLE 23
TABLE 20
Damage Type Effect
Damage Type Effect
Slashing Disarmed. Double damage, and make a DC
Slashing Sliced tendon. Your speed is reduced by 1/2 12 Dexterity saving throw. On a failed save,
for 1d4 rounds. drop your weapon.
Piercing Whose heel? For the next 1d4 rounds, you Piercing Pinned. The attack pins your arm to a wall,
must make a DC 12 Constitution saving throw another target, or your own body. Make a DC
when attempting to move 5 ft. or more. On a 12 Strength check to free your arm, taking 1d4
failed save, you fall prone. damage with each failed attempt.
Bludgeoning Kneecapped. Double damage, and you have Bludgeoning Crushed hand. You have disadvantage on skill
disadvantage on skill checks that rely on your checks that rely on your hands or arms until
legs until you finish a short rest. you finish a short rest.
Magic Sap strength. If this attack deals acid, poison, Magic Crackling energy. Your Dexterity modifier is
or necrotic damage, your Strength modifier is reduced by 1 until you finish a short rest.
reduced by 2 until you finish a long rest.
TABLE 24
TABLE 21
Damage Type Effect
Damage Type Effect
Slashing Weakening slash. You deal 1/2 damage on
Slashing Sweep the legs. Make a DC 12 Dexterity your next melee attack.
saving throw. On a failed save, you are
Piercing Drop it! Drop what you are holding (the GM
knocked prone.
decides which hand, or determines randomly).
Piercing A shot in the arm. Double damage, and you
Bludgeoning Rap on the knuckles. Double damage, and
have disadvantage on Strength-based attacks
you have disadvantage on Dexterity-based
for 1d4 rounds.
attacks for 1d4 rounds.
Bludgeoning This little piggy. Your speed is reduced by 1/2
Magic I feel it in my fingers... If this attack deals
for 1d4 rounds.
acid, poison, or necrotic damage, your
Magic Erode. Your AC is reduced by 1d4 for 1d4 Dexterity modifier is reduced by 2 until you
rounds. finish a long rest.

20 -20-
TABLE 25 TABLE 28
Damage Type Effect Damage Type Effect
Slashing Off form. You have disadvantage on your next Slashing Blood loss. Your attacks deal 1d4 less damage
melee attack. until you receive magical healing.
Piercing Palm piercer. Double damage, and you Piercing Internal injury. Whenever you attempt an
are unable to cast spells with a somatic action in combat, you must succeed on a DC
component for 1d4 rounds. 14 Constitution saving throw, or lose your
action.
Bludgeoning Drop it! Drop what you are holding (the GM
decides which hand, or determines randomly). Bludgeoning Winded. You begin suffocating. This effect
ends if another creature succeeds on a DC 14
Magic Brain fog. You cannot take reactions for 1d4
Wisdom (Medicine) check to help you, or you
rounds.
receive magical healing.

TABLE 26 Magic Corrosive. You take 1d4 acid damage and


are coated. While coated, you take 1d4 acid
damage at the start of each of your turns. The
Damage Type Effect
acid can be neutralized as an action.
Slashing Follow-up. Your attacker may make 1
additional attack against you. TABLE 29
Piercing Funny bone. You have disadvantage on
Dexterity-based attacks for 1d4 rounds. Damage Type Effect
Bludgeoning That’ll buff out. If you are holding a shield, its Slashing Speechless. You take a nasty throat wound
effectiveness is reduced by 1. that prevents you from speaking. Spells that
have a verbal component automatically fail.
Magic Whispers of doom. Double damage, and you
take a 1d4 penalty to your attack rolls for 1d4 Piercing Dire disease. You must succeed on a DC
rounds. 14 Constitution saving throw, or contract
a disease. While diseased, your hit point
TABLE 27 maximum is reduced by 1d10 each dawn.
Bludgeoning Fractured skull. You cannot take reactions.
Damage Type Effect
Magic Necrotized. You take 1d4 necrotic damage
Slashing You got off lightly. More or less. Triple and are necrotized. While necrotized, you take
damage, that’s all... Hope you don’t die… 1d4 fire damage at the start of each of your
turns. A successful DC 12 Wisdom (Medicine)
Piercing All fun and games... Roll a d100. On a 5 or
check removes the necrotized condition.
less, you are blinded in one eye.
Bludgeoning Stunning blow. Make a DC 14 Constitution TABLE 30
saving throw. On a failed save, you are
stunned until the end of your next turn.
Damage Type Effect
Magic Say what? You are deafened until you take a
Slashing Bleeder. Make a DC 14 Constitution saving
short rest.
throw. On a failed save, take 1d6 damage at
the beginning of your turn for the next 1d6
rounds.
Piercing Split lip. Spells with a verbal component have
a 50% chance of failing until you are healed.
Bludgeoning Lle quena i’lambe tel’ Eldalie? Triple damage,
and make a DC 14 Constitution saving throw.
On a failed save, lose one of your known
languages at random.
Magic Cor blimey, guv’nor. You develop an accent
completely different to the one you had before.

21 -21-
TABLE 31 TABLE 34
Damage Type Effect Damage Type Effect
Slashing Not them! Make a DC 14 Wisdom saving Slashing Rend armor. Make a DC 14 Dexterity saving
throw. On a failed save, you become throw. On a failed save, if you are wearing
frightened of creatures of your attacker’s type. leather armor, its effectiveness is reduced by 2.
Repeat this save each time you face creatures
Piercing Internal bleeding. You take 1d6 damage at the
of this type until you have defeated 2d12 of
beginning of your turn for the next 1d6 turns.
them.
Bludgeoning Strike! Triple damage, and you are knocked
Piercing Staunch the bleeding. Triple damage, and you
into another creature within 5 ft. of you. Both
have disadvantage on Strength, Dexterity and
of you must make a DC 14 Dexterity saving
Constitution-based rolls for 1d6 rounds.
throw. On a failed save, take 1d6 bludgeoning
Bludgeoning Bonk on the noggin. Make a DC 14 damage.
Constitution saving throw. On a failed
Magic Lingering energy. Make a DC 14 Constitution
save, permanently lose 1 point from your
saving throw. On a failed save, take 1d4
Intelligence ability.
damage (of the same type as dealt by this
Magic QUIET! Until 2d12 days have passed, any attack) at the beginning of your turn for the
time you attempt to speak, you shout at full next 1d6 rounds.
volume.
TABLE 35
TABLE 32
Damage Type Effect
Damage Type Effect
Slashing Something slipped. Your AC is reduced by
Slashing Ragged scar. You receive a permanent scar on 1d6 for 1d6 rounds.
your face, and gain proficiency in Charisma
Piercing Shish kebab. Triple damage and, if this was
(Intimidation), but lose proficiency in
a melee attack, the weapon is lodged in your
Charisma (Persuasion), if you had it.
body.
Piercing Internal bleeding. Make a DC 14
Bludgeoning Crushing blow. Make a DC 14 Dexterity
Constitution saving throw. On a failed save,
saving throw. On a failed save, if you are
take 1d6 damage at the beginning of your turn
wearing plate armor, its effectiveness is
for the next 1d6 rounds.
reduced by 2.
Bludgeoning How’d I get here? You forget the last 1d12 days.
Magic Spirit drain. Double damage, and the hit
Magic You are feeling sleepy... Triple damage and, points lost from this attack cannot be healed,
if this attack deals psychic damage, you are except by magic.
knocked unconscious.
TABLE 36
TABLE 33
Damage Type Effect
Damage Type Effect
Slashing Wild swing. Any creature within 5 ft. of you and
Slashing Make them pay. Triple damage, and you have your attacker takes the same damage you took.
advantage on your next attack against the
Piercing Armor-piercing strike. Make a DC 14
attacker.
Dexterity saving throw. On a failed save,
Piercing Deep wound. Make a DC 14 Constitution if you are wearing chain or ring armor, its
saving throw. On a failed save, take an effectiveness is reduced by 2.
additional 1d6 piercing damage.
Bludgeoning Staggered. Double damage, and all attacks
Bludgeoning ...And stay down. You are pushed back 10 ft. against you have advantage for 1d6 rounds.
Make a DC 14 Dexterity saving throw. On a
Magic Crucible. Triple damage and roll a d6. 1-3:
failed save, you are knocked prone and take
You are vulnerable to this damage type for 1
1d6 damage.
minute, 4: No effect, 5-6: You become resistant
Magic Magical barrage. An additional target within to this damage type for 1 minute.
range is affected, or the spell’s area of effect is
increased by 10 ft.

22 -22-
TABLE 37 TABLE 40
Damage Type Effect Damage Type Effect
Slashing Slashed ankles. Triple damage, and you are Slashing Sliced tendon. Your speed is reduced by 1/2
knocked prone. Make a DC 14 Constitution for 1d6 rounds.
saving throw when attempting to get back up.
Piercing Whose heel? For the next 1d6 rounds, you
On a failed save, you are unable to do so.
must make a DC 14 Constitution saving throw
Piercing Pinned. The attack pins your foot to the when attempting to move 5 ft. or more. On a
ground. Make a DC 14 Strength check to free failed save, you fall prone.
yourself, taking an additional 1d6 damage
Bludgeoning Staggered. All attacks against you have
with each failed attempt.
advantage for 1d6 rounds.
Bludgeoning Right on the shins. You cannot take the Dash
Magic Boom. Triple damage and, if this attack deals
action for 1d6 rounds.
force or thunder damage, you are pushed back
Magic Erode. Your AC is reduced by 1d6 for 1d6 2d4 × 5 ft.
rounds.
TABLE 41
TABLE 38
Damage Type Effect
Damage Type Effect
Slashing Disarmed. Triple damage, and make a DC 14
Slashing Off form. You have disadvantage on melee Dexterity saving throw. On a failed save, drop
attacks for 1d6 rounds. your weapon.
Piercing Something slipped. Triple damage, and your Piercing Pinned. The attack pins your arm to a wall,
AC is reduced by 1d6 for 1d6 rounds. another target, or your own body. Make a DC
14 Strength check to free your arm, taking 1d6
Bludgeoning Right on the shins. You cannot take the Dash
damage with each failed attempt.
action for 1d6 rounds.
Bludgeoning Crushed hand. You have disadvantage on skill
Magic Erode. Your AC is reduced by 1d6 for 1d6
checks that rely on your hands or arms until
rounds.
you finish a long rest.

TABLE 39 Magic Crackling energy. Your Dexterity modifier is


reduced by 2 until you finish a short rest.
Damage Type Effect
TABLE 42
Slashing Sweep the legs. Make a DC 14 Dexterity
saving throw. On a failed save, you are
Damage Type Effect
knocked prone.
Slashing Weakening slash. You deal 1/2 damage on
Piercing The thighs have it. Your speed is reduced by
melee attacks for the next 1d6 rounds.
10 ft. until you finish a short rest.
Piercing Drop it! Drop what you are holding (the GM
Bludgeoning This little piggy... Triple damage, and your
decides which hand, or determines randomly).
speed is reduced by 1/2 until you finish a short
rest. Bludgeoning Rap on the knuckles. Triple damage, and you
have disadvantage on Dexterity-based attacks
Magic Big boom. If this attack deals force or thunder
for 1d6 rounds.
damage, you are knocked back 1d6 × 5 ft.,
taking 1d4 bludgeoning damage for each 5 ft. Magic Sap strength. If this attack deals acid, poison,
traveled, and you are knocked prone. or necrotic damage, your Strength modifier is
reduced by 4 until you finish a long rest.

23 -23-
TABLE 43 TABLE 46
Damage Type Effect Damage Type Effect
Slashing Off form. You have disadvantage on melee Slashing Double trouble. Reroll twice on the table and
attacks for the next 1d6 rounds. apply both effects.
Piercing Palm piercer. Triple damage, and you Piercing Double trouble. Reroll twice on the table and
are unable to cast spells with a somatic apply both effects.
component for 1d6 rounds.
Bludgeoning Double trouble. Reroll twice on the table and
Bludgeoning Drop it! Drop what you are holding (the GM apply both effects.
decides which hand, or determines randomly).
Magic Double trouble. Reroll twice on the table and
Magic Brain fog. You cannot take reactions for 1d6 apply both effects.
rounds.
TABLE 47
TABLE 44
Damage Type Effect
Damage Type Effect
Slashing Hideous scar. You receive a permanent scar
Slashing Follow-up. Your attacker may make 1 on your face, giving you advantage
additional attack against you. on Charisma (Intimidation) checks, and
Piercing Funny bone. You have disadvantage on disadvantage on Charisma (Persuasion)
Dexterity-based attacks for 1d6 rounds. checks.
Bludgeoning That’ll buff out... If you are holding a shield, Piercing Feeling faint... You have disadvantage on
its effectiveness is reduced by 2. Strength, Dexterity and Constitution-based
rolls for 1d8 rounds. Additionally, you must
Magic Whispers of doom. Double damage, and you
make a DC 16 Constitution saving throw at
take a 1d6 penalty to your attack rolls for 1d6
the beginning of each of your turns. On a
rounds.
failed save, you fall prone.
Bludgeoning Out for the count. Quadruple damage, and
TABLE 45 make a DC 16 Constitution saving throw. On
a failed save, you are knocked unconscious.
Damage Type Effect
Magic We’re all mad here... Quadruple damage
Slashing Not them! Quadruple damage, and make a and, if this attack deals psychic damage, you
DC 16 Wisdom saving throw. On a failed save, develop a form of short term madness (see
you become frightened of creatures of your Game Master’s Guide).
attacker’s type. Repeat this save each time
you face creatures of this type until you have
defeated 3d12 of them.
Piercing Split lip. Quadruple damage, and spells with
a verbal component have a 75% chance of
failing until you are healed.
Bludgeoning Stunning blow. Make a DC 16 Constitution
saving throw. On a failed save, you are
stunned until the end of your next turn.
Magic ... Until 2d12 days have passed, you are unable
to speak.

24 -24-
TABLE 48 TABLE 51
Damage Type Effect Damage Type Effect
Slashing Something slipped. Quadruple damage, and Slashing Open wound. For the next 1d8 rounds, you
your AC is reduced by 1d8 for 1d8 rounds. must make a DC 16 Constitution saving throw
when attempting to move 5 ft. or more. On a
Piercing Skewered. Quadruple damage, and you take
failed save, you take 1d8 damage.
1d8 damage at the beginning of your turn for
the next 1d8 turns. Piercing Pinned. The attack pins your foot to the
ground. Make a DC 16 Strength check to free
Bludgeoning ...And stay down. You are pushed back 15 ft.
yourself, taking an additional 1d8 damage
Make a DC 16 Dexterity saving throw. On a
with each failed attempt.
failed save, you are knocked prone and take
1d6 damage. Bludgeoning Kneecapped. Quadruple damage, and you
have disadvantage on skill checks that rely on
Magic Magical barrage. Two additional targets
your legs until you finish a long rest.
within range are affected, or the spell’s area of
effect is increased by 15 ft. Magic Big boom. Quadruple damage and, if this
attack deals force or thunder damage, you
TABLE 49 are knocked back 1d8 × 5 ft., taking 1d6
bludgeoning damage for each 5 ft. traveled,
and you are knocked prone.
Damage Type Effect
Slashing Really took it out of you. The hit points lost TABLE 52
from this attack cannot be recovered until you
finish a long rest.
Damage Type Effect
Piercing Internal bleeding. Make a DC 16
Slashing This little piggy… You lose a finger, giving
Constitution saving throw. On a failed save,
you disadvantage on Dexterity (Sleight of
take an additional 1d8 piercing damage at
Hand) checks, and other checks that require
the beginning of your turn for the next 1d8
fine motor skills.
rounds.
Piercing Nasty infection. You must succeed on a DC
Bludgeoning Staggered. Quadruple damage, and all attacks
16 Constitution saving throw, or become
against you have advantage for 1d8 rounds.
poisoned in 1d4 hours.
Magic Lingering energy. Quadruple damage, and
Bludgeoning Broken ribs. Whenever you attempt an action
make a DC 16 Constitution saving throw. On
in combat, you must succeed on a DC 16
a failed save, take 1d8 damage (of the same
Constitution saving throw, or lose your action.
type as dealt by this attack) at the beginning of
your turn for the next 1d8 rounds. Magic Ignition. You take 1d4 fire damage and are
ignited. While ignited, you take 1d4 fire
TABLE 50 damage at the start of each of your turns. The
fire can be put out as an action.
Damage Type Effect
Slashing Off form. Quadruple damage, and you have
disadvantage on melee attacks for the next 1d8
rounds.
Piercing Something slipped. Quadruple damage, and
your AC is reduced by 1d8 for 1d8 rounds.
Bludgeoning This little piggy. Your speed is reduced by 1/2
until you finish a short rest.
Magic Spirit drain. Triple damage, and the hit points
lost from this attack cannot be healed, except
by magic.

25 -25-
TABLE 53 TABLE 55
Damage Type Effect Damage Type Effect
Slashing Off form. Quadruple damage, and you have Slashing Don’t lose your head! Quadruple damage
disadvantage on melee attacks for the next 1d8 and, if the damage you take is equal to or
rounds. greater than 1/2 of your maximum hit points,
you are decapitated.
Piercing Palm piercer. Quadruple damage, and you
are unable to cast spells that rely on somatic Piercing Feeling faint... You have disadvantage on
elements, or to hold anything in one of your Strength, Dexterity and Constitution-based
hands (GM decides which hand, or determines rolls for 1d10 rounds. Additionally, you must
randomly), until you finish a short rest. make a DC 18 Constitution saving throw at
the beginning of each of your turns. On a
Bludgeoning Mangler. Make a DC 16 Constitution saving
failed save, you fall prone.
throw. On a failed save, your Dexterity score is
permanently reduced by 1. Bludgeoning Who am I?! Make a DC 18 Constitution
saving throw. On a failed save, you forget who
Magic Lingering energy. Make a DC 16 Constitution
you are and everything about yourself. You
saving throw. On a failed save, take 1d8 damage
lose all of the benefits of your class, including
(of the same type as dealt by this attack) at the
abilities and spells.
beginning of your turn for the next 1d8 rounds.
Magic Mind wipe. Make a DC 18 Wisdom saving
TABLE 54 throw. On a failed save, roll a d6, and you
are permanently unable to see or hear… 1-2:
Dwarves, 3-4: Elves, or 5-6: Halflings.
Damage Type Effect
Slashing Weakening slash. You deal 1/2 damage on TABLE 56
melee attacks for the next 1d8 rounds.
Piercing Pinned. The attack pins your arm to a wall, Damage Type Effect
another target, or your own body. Make a DC
Slashing Heroic end. Maximum quadruple damage.
16 Strength check to free your arm, taking 1d8
If this attack kills you, all allies who can see
damage with each failed attempt.
you have advantage on their attacks for 1d10
Bludgeoning Bad break. Quadruple damage, and you are rounds.
unable to use your arm for 1d6 + 6 weeks (GM
Piercing Shot through the heart. Make a DC 18
decides which arm, or determines randomly).
Constitution saving throw. On a failed save,
Magic Sap strength. Quadruple damage and, if this lose 1/4 of your maximum hit points at the
attack deals acid, poison, or necrotic damage, end of your turn for 3 rounds.
your Strength score is permanently reduced by 1.
Bludgeoning Goodnight! Quadruple damage, and you are
knocked unconscious.
Magic Magical barrage. This attack deals maximum
damage, and an additional target within
range is affected, or the spell’s area of effect is
increased by 15 ft.

26 -26-
TABLE 57 TABLE 59
Damage Type Effect Damage Type Effect
Slashing Nicked artery. Make a DC 18 Constitution Slashing Unhand me! You lose a hand. You can no
saving throw. On a failed save, take 1d10 longer hold anything with two hands, and can
damage at the start of your turn for 1d10 only hold a single object at a time.
rounds. If maximum damage is rolled, this
Piercing Eye opener. You lose an eye, giving you
effect continues for an additional 1d8 rounds
disadvantage on Wisdom (Perception) checks
(then 1d6, etc.)
that rely on sight, and ranged attack rolls.
Piercing Damn this leg! Permanently, when entering
Bludgeoning Dead leg. Your leg is smashed, and becomes
combat, make a DC 12 Constitution saving
broken beyond use. Your speed is halved, and
throw. On a failed save, you have disadvantage
you have disadvantage on ability checks and
on Strength and Dexterity-based attacks for
saving throws that use Strength and Dexterity.
1d4 rounds.
Magic Auditory annihilation. You are deafened. You
Bludgeoning Wide open. All enemies within range may
automatically fail Wisdom (Perception) checks
make an attack of opportunity against you.
that rely on hearing.
Magic Epicenter. All creatures within 15 ft. of you
are affected by the spell, or are affected again TABLE 60
in the case of area effect spells.
Damage Type Effect
TABLE 58
Slashing Vorpal strike. You must succeed on a DC 20
Dexterity saving throw, or be beheaded, and
Damage Type Effect
die.
Slashing Disarmed. Make a DC 18 Dexterity saving
Piercing Heart piercer. You must succeed on a DC 20
throw. On a successful save, drop what you
Dexterity saving throw, or have your heart
are holding (the GM decides which hand, or
stabbed, and die.
determines randomly). On a failed save, take
quadruple damage and lose the hand. Bludgeoning Brain crusher. You must succeed on a DC
20 Dexterity saving throw, or have your head
Piercing Something slipped. Quadruple damage, and
crushed, and die.
your AC is reduced by 1d10 for 1d10 rounds.
Magic Arcane casualty. You must succeed on a DC
Bludgeoning Smashed hand. Make a DC 18 Strength
20 Dexterity saving throw, or be turned to
saving throw. On a failed save, you are
dust, and die.
permanently unable to grasp with one of
your hands (the GM decides which hand, or
determines randomly).
Magic Midas touch. Quadruple damage, and your
hands are permanently imbued with magical
energy. Every non-living thing you touch is
affected as if by the damage type taken.

27 -27-
Critical hit effects for players

28 -28-
CRITICAL HITS FOR PLAYERS
When a member of the party rolls a natural 20 on an attack roll If a save is allowed to avoid an ongoing effect, the creature can
against an enemy, roll a d6 and d10 to select a table. Each table repeat this save at the end of each of their turns for free.
has four rows for different damage types: slashing, piercing, If an effect would not make sense in the specific situation, simply
bludgeoning, and magic. ignore the result and reroll another, or default to double damage as
Each result also has a severity level indicated: Setback, Dangerous, the effect for speed of play.
Life-Threatening, or Deadly. We would recommend using only For characters that would normally roll extra dice on a critical hit
Setback results at level 1, introducing Dangerous at level 5, Life- (such as half-orcs and barbarians), roll the same number of extra
Threatening at level 9, and Deadly at level 13. Of course, you can results, and choose one to play.
choose to play with everything from level 1; just don’t be surprised
if the GM has to add a few extra monsters to compensate... When using these effects, ‘you’ refers to the player character who
scored the hit.
These effects are intended to increase the power and excitement
of critical hits for the players, without adding too much extra
complication. Most effects are short-term but, where an end point
is not specified, it is up to the GM how and when to end the effect,
or even if it can be ended at all.

d10 d6 Severity Table Page d10 d6 Severity Table Page


1 Table 1 30 1 Table 31 34
2 Table2 30 2 Table 32 34
3 Table 3 30 3 Table 33 35
1 6
4 Table 4 30 4 Table 34 35
5 Table 5 30 5 Table 35 35
6 Table 6 30 6 Table 36 35
1 Table 7 30 1 Table 37 35

Dangerous
2 Table 8 31 2 Table 38 35
3 Table 9 31 3 Table 39 36
2 7
4 Table 10 31 4 Table 40 36
5 Table 11 31 5 Table 41 36
6 Table 12 31 6 Table 42 36
1 Table 13 31 1 Table 43 36
Setback

2 Table 14 31 2 Table 44 36
3 Table 15 32 3 Table 45 37
3 8
4 Table 16 32 4 Table 46 37
5 Table 17 32 5 Table 47 37
6 Table 18 32 6 Table 48 37
Life-Threatening

1 Table 19 32 1 Table 49 37
2 Table 20 32 2 Table 50 37
3 Table 21 33 3 Table 51 37
4 9
4 Table 22 33 4 Table 52 38
5 Table 23 33 5 Table 53 38
6 Table 24 33 6 Table 54 38
1 Table 25 33 1 Table 55 38
2 Table 26 33 2 Table 56 38
3 Table 27 34
Deadly

3 Table 57 39
5 10
4 Table 28 34 4 Table 58 39
5 Table 29 34 5 Table 59 39
6 Table 30 34 6 Table 60 39

29 -29-
TABLE 1 TABLE 5
Damage Type Effect Damage Type Effect
Slashing Brow slash. Double damage, and the target is Slashing Bloodied nose. Maximum damage.
blinded until the end of its next turn.
Piercing Neck wound. Double damage.
Piercing Pierced ear. Maximum damage.
Bludgeoning Stunning blow. Maximum damage, and the
Bludgeoning Bashed nose. Double damage. target must make a DC 12 Constitution saving
throw. On a failed save, it is stunned.
Magic Magical barrage. Maximum damage, and
an additional target within range is affected Magic Spell drain. Double damage, and the target
at half potency, or the spell’s area of effect is must make a DC 12 saving throw, using its
increased by 5 ft. spellcasting ability. On a failed save, it is
unable to cast spells on its next turn.
TABLE 2
TABLE 6
Damage Type Effect
Damage Type Effect
Slashing Hit and hide. Maximum damage, and you can
use your reaction to take the Hide action. Slashing Vexing cut. Double damage, and the target
must make a DC 12 Constitution saving
Piercing Speed strike. Maximum damage, and you can
throw. On a failed save, it cannot take
use your reaction to make another attack.
reactions until the end of your next turn.
Bludgeoning Terrifying blow. Maximum damage, and one
Piercing Between the shoulders. Maximum damage.
enemy within 30 feet of you is frightened of
you until the end of its next turn. Bludgeoning Gut punch. Double damage.
Magic Arcane advantage. Maximum damage, and you Magic Guiding attack. Maximum damage, and the
have advantage on your next spell attack roll. target has disadvantage on saving throws
against your spells for 1d4 rounds.
TABLE 3
TABLE 7
Damage Type Effect
Damage Type Effect
Slashing Terrifying slash. Maximum damage, and the
target must make a DC 12 Wisdom saving Slashing Follow-up. Maximum damage, and you may
throw. On a failed save, it is frightened of you make another attack against the same target.
until the end of its next turn.
Piercing Press the advantage. Double damage and, if
Piercing With a sharp stick. Double damage, and the this was a melee attack, you can make a DC 16
target must make a DC 12 Dexterity saving Strength (Athletics) check to increase this to
throw. On a failed save, it loses an eye (GM triple damage.
decides which one).
Bludgeoning Winded. Maximum damage.
Bludgeoning Bonk on the noggin. Maximum damage.
Magic Bombardment. Double damage.
Magic Spell storm. Double damage.

TABLE 4
Damage Type Effect
Slashing Slice to the cheek. Double damage.
Piercing Right in the kisser. Maximum damage, and
the target cannot speak for 1d4 rounds.
Bludgeoning Nighty night! Double damage, and the target
must make a DC 12 Constitution saving throw.
On a failed save, it is knocked unconscious.
Magic Impact. Maximum damage.

30 -30-
TABLE 8 TABLE 11
Damage Type Effect Damage Type Effect
Slashing Nave to chops. Double damage. Slashing Sliced tendon. Double damage, and the
target’s speed is reduced by 1/2 until the end
Piercing Follow-up. Maximum damage, and you may
of its next turn.
make another attack with disadvantage against
the same target. Piercing In the knee. Maximum damage.
Bludgeoning Soften ‘em up. Double damage, and the target Bludgeoning Low blow. Double damage.
must make a DC 12 Constitution saving
Magic Surge of power. Maximum damage, and you
throw. On a failed save, it has disadvantage on
can immediately cast the same spell against the
saving throws until the end of its next turn.
same target, expending a spell slot as normal.
Magic Precise magic. Maximum damage.
TABLE 12
TABLE 9
Damage Type Effect
Damage Type Effect
Slashing Sweep the legs. Maximum damage, and the
Slashing Slash to the ribs. Maximum damage. target must make a DC 12 Dexterity saving
throw. On a failed save, it is knocked prone.
Piercing Poke in the belly. Double damage.
Piercing Pinned. Double damage, and the target is
Bludgeoning Get back! Maximum damage, and the target
must make a DC 12 Constitution saving pinned to the ground and becomes restrained.
throw. On a failed save, it is pushed back 5 ft. Bludgeoning Shin bash. Maximum damage.
Magic Terrifying display. Double damage, and all Magic Blast of power. Double damage.
enemies that can see you must make a DC 12
Wisdom saving throw. On a failed save, they are
frightened of you until the end of your next turn.
TABLE 13
Damage Type Effect
TABLE 10
Slashing Calf slash. Double damage.
Damage Type Effect Piercing Target practice. Maximum damage, and any
Slashing Outmaneuver. Maximum damage, and you can enemy of the target within range may make
use your reaction to take the Disengage action. an attack of opportunity with disadvantage
against it.
Piercing Pinned. Maximum damage, and the target’s
speed is reduced to 0 until the end of its next Bludgeoning ...And stay down. Double damage, and the
turn. target must make a DC 12 Constitution saving
throw. On a failed save, it is knocked prone.
Bludgeoning Butterfingers. Maximum damage and, if the
target is wielding a weapon, it drops it. Magic Targeted spell. Maximum damage.
Magic Discombobulated. Maximum damage, and
the target cannot take reactions until the end TABLE 14
of its next turn.
Damage Type Effect
Slashing Low slash. Maximum damage.
Piercing Pierced thigh. Double damage.
Bludgeoning Something slipped. Maximum damage, and
the target’s AC is reduced by 1d4 until the end
of its next turn.
Magic Big boom. Double damage. If this attack deals
force or thunder damage, and if the target is
Large or smaller, it is pushed back 1d4 × 5 ft.,
taking 1d6 bludgeoning damage for every 5 ft.
traveled.

31 -31-
TABLE 15 TABLE 18
Damage Type Effect Damage Type Effect
Slashing Slow recovery. Double damage, and the target Slashing Slashed shoulder. Maximum damage.
must make a DC 12 Constitution saving
Piercing Pierced hand. Double damage.
throw. On a failed save, it can make one less
attack on its next turn. Bludgeoning Bruised joints. Maximum damage, and the
target must make a DC 12 Constitution saving
Piercing Shoulder jab. Maximum damage.
throw. On a failed save, it has disadvantage on
Bludgeoning Rap on the knuckles. Double damage. its next melee attack.
Magic Resistance is futile. Maximum damage and, Magic Didn’t want it anyway... Double damage, and
if the target is resistant to this damage type, it a non-magical item the target is holding or
loses that resistance for 1 minute. wearing is also affected by the damage type of
the spell.
TABLE 16
TABLE 19
Damage Type Effect
Damage Type Effect
Slashing You get what you pay for. Maximum damage,
and you and the target must make a contested Slashing Brow slash. Triple damage, and the target is
Strength check. If the target loses, its weapon blinded for 1d4 + 1 rounds.
is partially broken and deals 1/2 damage until
Piercing Pierced ear. Maximum damage, and roll the
it is repaired.
damage dice again.
Piercing Distracting jab. Double damage, and the
Bludgeoning Bashed nose. Triple damage.
target must make a DC 12 Constitution saving
throw. On a failed save, it has disadvantage on Magic Magical barrage. Maximum damage, and two
its next attack. additional targets within range are affected
at half potency, or the spell’s area of effect is
Bludgeoning Battered shoulder. Maximum damage.
increased by 10 ft.
Magic Eruption. Double damage.
TABLE 20
TABLE 17
Damage Type Effect
Damage Type Effect
Slashing Bob and weave. Maximum damage, and
Slashing Forearm blow. Double damage. you can use your reaction to take the Dodge
action.
Piercing Find an opening. Maximum damage, and you
have advantage on your next attack against the Piercing Internal Injury. Maximum damage, and the
target. target of your attack cannot take a bonus
action on its next turn.
Bludgeoning Drop it! Double damage, and the target
must make a DC 12 Strength or Dexterity Bludgeoning Shield breaker. Maximum damage and, if the
saving throw. On a failed save, it drops what target is wielding a shield, it is destroyed.
it is holding (GM decides which hand, or
Magic Siphon life. Maximum damage, and you
determines randomly).
regain hit points equal to half the damage
Magic Onslaught. Maximum damage. dealt.

32 -32-
TABLE 21 TABLE 24
Damage Type Effect Damage Type Effect
Slashing Terrifying slash. Maximum damage, and the Slashing Bloodied nose. Maximum damage, and roll
target must make a DC 14 Wisdom saving the damage dice again.
throw. On a failed save, it is frightened of you
Piercing Neck wound. Triple damage.
for 2d4 rounds.
Bludgeoning Stunning blow. Maximum damage, and the
Piercing With a sharp stick. Triple damage, and the
target must make a DC 14 Constitution saving
target must make a DC 14 Dexterity saving
throw. On a failed save, it is stunned.
throw. On a failed save, it loses an eye (GM
decides which one). Magic Spell drain. Triple damage, and the target
must make a DC 14 saving throw, using its
Bludgeoning Bonk on the noggin. Maximum damage, and
spellcasting ability. On a failed save, it is
roll the damage dice again.
unable to cast spells for 1d4 + 1 rounds.
Magic Spell storm. Triple damage.
TABLE 25
TABLE 22
Damage Type Effect
Damage Type Effect
Slashing Vexing cut. Triple damage, and the target
Slashing Helping hand. Maximum damage, and you must make a DC 14 Constitution saving
can use your reaction to take the Help action. throw. On a failed save, it cannot take
reactions for 2d4 rounds.
Piercing Set up. Maximum damage, and your next
attack against the target has advantage. Piercing Between the shoulders. Maximum damage,
and roll the damage dice again.
Bludgeoning Weak spot. Maximum damage, and your next
attack against the target deals an additional Bludgeoning Gut punch. Triple damage.
3d6 damage.
Magic Guiding attack. Maximum damage, and the
Magic Arcane recovery. Maximum damage, and you target has disadvantage on saving throws
regain a spell slot the level of which is half or against your spells for 2d4 rounds.
less of the spell you cast, minimum 1st.
TABLE 26
TABLE 23
Damage Type Effect
Damage Type Effect
Slashing Follow-up. Maximum damage, and you may
Slashing Slice to the cheek. Triple damage. make another attack with advantage against
the same target.
Piercing Right in the kisser. Maximum damage, and
the target cannot speak for 2d4 rounds. Piercing Press the advantage. Triple damage and, if
this was a melee attack, you can make a DC 14
Bludgeoning Nighty night! Triple damage, and the
Strength (Athletics) check to increase this to
target must make a DC 14 Constitution
quadruple damage.
saving throw. On a failed save, it is knocked
unconscious. Bludgeoning Winded. Maximum damage, and roll the
damage dice again.
Magic Impact. Maximum damage, and roll the
damage dice again. Magic Bombardment. Triple damage.

33 -33-
TABLE 27 TABLE 30
Damage Type Effect Damage Type Effect
Slashing Nave to chops. Triple damage. Slashing Sweep the legs. Maximum damage, and the
target must make a DC 14 Dexterity saving
Piercing Follow-up. Maximum damage, and you may
throw. On a failed save, it is knocked prone.
make another attack against the same target.
Piercing Pinned. Triple damage, and the target is
Bludgeoning Soften ‘em up. Triple damage, and the target
pinned to the ground and becomes restrained.
must make a DC 14 Constitution saving
throw. On a failed save, it has disadvantage on Bludgeoning Shin bash. Maximum damage, and roll the
saving throws for 1d4 + 1 rounds. damage dice again.
Magic Precise magic. Maximum damage, and roll Magic Blast of power. Triple damage.
the damage dice again.
TABLE 31
TABLE 28
Damage Type Effect
Damage Type Effect
Slashing Calf slash. Triple damage.
Slashing Slash to the ribs. Maximum damage, and roll
Piercing Target practice. Maximum damage, and any
the damage dice again.
enemy of the target within range may make an
Piercing Poke in the belly. Triple damage. attack of opportunity against it.
Bludgeoning Get back! Maximum damage, and the target Bludgeoning ...And stay down. Triple damage, and the
must make a DC 14 Constitution saving target must make a DC 14 Constitution saving
throw. On a failed save, it is pushed back 10 ft. throw. On a failed save, it is knocked prone.
Magic Terrifying display. Triple damage, and all Magic Targeted spell. Maximum damage, and roll
enemies that can see you must make a DC 14 the damage dice again.
Wisdom saving throw. On a failed save, they
are frightened of you for 1d4 + 1 rounds. TABLE 32
TABLE 29 Damage Type Effect
Slashing Low slash. Maximum damage, and roll the
Damage Type Effect
damage dice again.
Slashing Sliced tendon. Triple damage, and the target’s
Piercing Pierced thigh. Triple damage.
speed is reduced to 5 ft. until the end of its
next turn. Bludgeoning Something slipped. Maximum damage, and
the target’s AC is reduced by 2d4 until the end
Piercing In the knee. Maximum damage, and roll the
of its next turn.
damage dice again.
Magic Big boom. Triple damage. If this attack deals
Bludgeoning Low blow. Triple damage.
force or thunder damage, and the target is
Magic Surge of power. Maximum damage, and you Large or smaller, it is pushed back 2d4 × 5 ft.,
can immediately cast the same spell against taking 1d6 bludgeoning damage for every 5 ft.
any target within range, expending a spell slot traveled.
as normal.

34 -34-
TABLE 33 TABLE 36
Damage Type Effect Damage Type Effect
Slashing Slow recovery. Triple damage, and the target Slashing Forearm blow. Triple damage.
must make a DC 14 Constitution saving
Piercing Find an opening. Maximum damage, and you
throw. On a failed save, it can make two fewer
have advantage on attacks against the target
attacks on its next turn.
for 1d4 + 1 rounds.
Piercing Shoulder jab. Maximum damage, and roll the
Bludgeoning Drop it! Triple damage, and the target
damage dice again.
must make a DC 14 Strength or Dexterity
Bludgeoning Rap on the knuckles. Triple damage. saving throw. On a failed save, it drops what
it is holding (GM decides which hand, or
Magic Resistance is futile. Maximum damage and,
determines randomly).
if the target is resistant to this damage type, it
loses that resistance for 1 minute. If the target Magic Onslaught. Maximum damage, and roll the
is not resistant, it becomes vulnerable to this damage dice again.
damage type for 1 minute.
TABLE 37
TABLE 34
Damage Type Effect
Damage Type Effect
Slashing Brow slash. Quadruple damage, and the target
Slashing You get what you pay for. Maximum damage, is blinded for 3d4 + 2 rounds.
and you and the target must make a contested
Piercing Pierced ear. Maximum double damage.
Strength check. If the target loses, its weapon
is partially broken and deals 1/4 damage until Bludgeoning Bashed nose. Quadruple damage.
it is repaired.
Magic Magical barrage. Maximum damage, and 3
Piercing Distracting jab. Triple damage, and the target additional targets within range are affected
must make a DC 14 Constitution saving at half potency, or the spell’s area of effect is
throw. On a failed save, it has disadvantage on increased by 15 ft.
attacks for 1d4 + 1 rounds.
Bludgeoning Battered shoulder. Maximum damage, and TABLE 38
roll the damage dice again.
Damage Type Effect
Magic Eruption. Triple damage.
Slashing Terrifying slash. Maximum damage, and the
TABLE 35 target must make a DC 16 Wisdom saving
throw. On a failed save, it is frightened of you
for 3d4 rounds.
Damage Type Effect
Piercing With a sharp stick. Quadruple damage,
Slashing Slashed shoulder. Maximum damage, and roll
and the target must make a DC 16 Dexterity
the damage dice again.
saving throw. On a failed save, it loses an eye
Piercing Pierced hand. Triple damage. (GM decides which one).
Bludgeoning Bruised joints. Maximum damage, and the Bludgeoning Bonk on the noggin. Maximum double
target must make a DC 14 Constitution saving damage.
throw. On a failed save, it has disadvantage on
Magic Spell storm. Quadruple damage.
attacks for 1d4 + 1 rounds.
Magic Didn’t want it anyway... Triple damage, and
two non-magical items the target is holding or
wearing are also affected by the damage type
of the spell.

35 -35-
TABLE 39 TABLE 42
Damage Type Effect Damage Type Effect
Slashing Slice to the cheek. Quadruple damage. Slashing Follow-up. Maximum damage, and you may
make another attack.
Piercing Right in the kisser. Maximum damage, and
the target cannot speak for 3d4 rounds. Piercing Press the advantage. Quadruple damage and,
if this was a melee attack, you can make a DC
Bludgeoning Nighty night! Quadruple damage, and the
16 Strength (Athletics) check to increase this
target must make a DC 16 Constitution
to quintuple damage.
saving throw. On a failed save, it is knocked
unconscious. Bludgeoning Winded. Maximum double damage.
Magic Impact. Maximum double damage. Magic Bombardment. Quadruple damage.

TABLE 40 TABLE 43
Damage Type Effect Damage Type Effect
Slashing Bloodied nose. Maximum double damage. Slashing Nave to chops. Quadruple damage.
Piercing Neck wound. Quadruple damage. Piercing Follow-up. Maximum damage, and you may
make another attack with advantage against
Bludgeoning Stunning blow. Maximum damage, and the
the same target.
target must make a DC 16 Constitution saving
throw. On a failed save, it is stunned. Bludgeoning Soften ‘em up. Quadruple damage, and the
target must make a DC 16 Constitution saving
Magic Spell drain. Quadruple damage, and the
throw. On a failed save, it has disadvantage on
target must make a DC 16 saving throw using
saving throws for 2d4 + 2 rounds.
its spellcasting ability. On a failed save, it is
unable to cast spells for 3d4 rounds. Magic Precise magic. Maximum double damage.

TABLE 41 TABLE 44
Damage Type Effect Damage Type Effect
Slashing Vexing cut. Quadruple damage, and the Slashing Slash to the ribs. Maximum double damage.
target must make a DC 16 Constitution
Piercing Poke in the belly. Quadruple damage.
saving throw. On a failed save, it cannot take
reactions for 3d4 rounds. Bludgeoning Get back! Maximum damage, and the target
must make a DC 16 Constitution saving
Piercing Between the shoulders. Maximum double
throw. On a failed save, it is pushed back 15 ft.
damage.
Magic Terrifying display. Quadruple damage, and all
Bludgeoning Gut punch. Quadruple damage.
enemies that can see you must make a DC 16
Magic Guiding attack. Maximum damage, and the Wisdom saving throw. On a failed save, they
target has disadvantage on saving throws are frightened of you for 2d4 + 2 rounds.
against your spells for 3d4 rounds.

36 -36-
TABLE 45 TABLE 49
Damage Type Effect Damage Type Effect
Slashing Sliced tendon. Quadruple damage, and the Slashing Slow recovery. Quadruple damage, and the
target’s speed is reduced to 0 ft. until the end target must make a DC 16 Constitution saving
of its next turn. throw. On a failed save, it can make three
fewer attacks on its next turn.
Piercing In the knee. Maximum double damage.
Piercing Shoulder jab. Maximum double damage.
Bludgeoning Low blow. Quadruple damage.
Bludgeoning Rap on the knuckles. Quadruple damage.
Magic Surge of power. Maximum damage, and you
can immediately cast the same spell against Magic Resistance is futile. Maximum damage, and
any target within range. This second attack the target becomes vulnerable to this damage
does not expend a spell slot. type for 1 minute.

TABLE 46 TABLE 50
Damage Type Effect Damage Type Effect
Slashing Sweep the legs. Maximum damage, and the Slashing You get what you pay for. Maximum damage,
target must make a DC 16 Dexterity saving and you and the target must make a contested
throw. On a failed save, it is knocked prone. Strength check. If the target loses, its weapon
is broken.
Piercing Pinned. Quadruple damage, and the target is
pinned to the ground and becomes restrained. Piercing Distracting jab. Quadruple damage, and the
target must make a DC 16 Constitution saving
Bludgeoning Shin bash. Maximum double damage.
throw. On a failed save, it has disadvantage on
Magic Blast of power. Quadruple damage. attacks for 2d4 + 2 rounds.
Bludgeoning Battered shoulder. Maximum double damage.
TABLE 47
Magic Eruption. Quadruple damage.
Damage Type Effect
TABLE 51
Slashing Calf slash. Quadruple damage.
Piercing Target practice. Maximum damage, and any Damage Type Effect
enemy of the target within range may make an
Slashing Forearm blow. Quadruple damage.
attack of opportunity with advantage against
it. Piercing Find an opening. Maximum damage, and you
have advantage on attacks against the target
Bludgeoning ...And stay down. Quadruple damage, and the
for 2d4 + 2 rounds.
target must make a DC 16 Constitution saving
throw. On a failed save, it is knocked prone. Bludgeoning Drop it! Quadruple damage, and the target
must make a DC 16 Strength or Dexterity
Magic Targeted spell. Maximum double damage.
saving throw. On a failed save, it drops what
it is holding (GM decides which hand, or
TABLE 48 determines randomly).
Magic Onslaught. Maximum double damage.
Damage Type Effect
Slashing Low slash. Maximum double damage.
Piercing Pierced thigh. Quadruple damage.
Bludgeoning Something slipped. Maximum damage, and
the target’s AC is reduced by 3d4 until the end
of its next turn.
Magic Big boom. Quadruple damage. If this attack
deals force or thunder damage, and the target
is Large or smaller, it is pushed back 3d4 × 5
ft., taking 1d6 bludgeoning damage for every
5 ft. traveled.

37 -37-
TABLE 52 TABLE 54
Damage Type Effect Damage Type Effect
Slashing Commanding presence. Maximum damage, Slashing Slashed shoulder. Maximum double damage.
and you can use your reaction to inspire one
Piercing Pierced hand. Quadruple damage.
ally within 30 feet who can hear you. The ally
can use their reaction to make one weapon Bludgeoning Bruised joints. Maximum damage, and the
attack. target must make a DC 16 Constitution saving
throw. On a failed save, it has disadvantage on
Piercing Join the fray. Maximum damage, and you can
attacks for 2d4 + 2 rounds.
use your reaction to encourage an ally within
30 feet who can hear you. The ally can use Magic Didn’t want it anyway... Quadruple damage,
their reaction to move up to its speed toward and three items the target is holding or
you. wearing are also affected by the damage type
of the spell.
Bludgeoning Get out of dodge. Maximum damage, and
you can use your reaction to prompt an ally
within 30 feet who can hear you. The ally can TABLE 55
use their reaction to take the Disengage action
and move up to half their speed. Damage Type Effect
Magic Complimentary casting. Maximum damage, Slashing Cleave. Maximum damage and, if the damage
and you can use your reaction to empower kills the target, any damage that would reduce
one ally within 30 feet who can hear you. The the target below 0 hit points is applied to
ally can use their reaction to cast a spell. another target of your choice within range.
Piercing Grievous wound. Maximum damage, and the
TABLE 53 target cannot take an action on its next turn.
Bludgeoning Seeing stars. Maximum damage, and the
Damage Type Effect
target is stunned until the end of its next turn.
Slashing Momentum. Maximum damage, and your
Magic Replenished arcana. Maximum damage, and
speed is increased by 10 feet for 1d6 turns.
you regain the spell slot you used to cast this
Piercing Armor piercing. Maximum damage and, if spell.
the target is wearing armor, the AC that armor
provides is reduced by 2. TABLE 56
Bludgeoning Blade breaker. Maximum damage and, if the
target is wielding a weapon, that weapon is Damage Type Effect
destroyed.
Slashing Don’t lose your head! Quadruple damage
Magic Unpredictable invisibility. Maximum and, if the damage the target takes is equal to
damage, and you turn invisible until the end or greater than 1/2 of its maximum hit points,
of your next turn. it is decapitated.
Piercing Pressure point. Quadruple damage, and the
target must make a DC 18 Constitution saving
throw. On a failed save, it is paralyzed.
Bludgeoning Nighty night! Quadruple damage and, if the
damage the target takes is equal to or greater
than 1/4 of its maximum hit points, it is
knocked unconscious.
Magic Rejuvenation. Quadruple damage, and you
regain a spell slot. Roll a d6 to determine the
level of the spell slot.

38 -38-
TABLE 57 TABLE 59
Damage Type Effect Damage Type Effect
Slashing Gutted. Quadruple damage and, if the damage Slashing Disarmed. Quadruple damage and, if the
the target takes is equal to or greater than 1/2 damage the target takes is equal to or greater
of its maximum hit points, it is disemboweled. than 1/2 of its maximum hit points, it loses an
arm/hand.
Piercing Shot through the heart. Quadruple damage,
and the target loses 1/4 of its maximum Piercing Distracting jab. Quadruple damage, and the
hit points at the beginning of its turn for 3 target has disadvantage on attacks until the
rounds. end of the encounter.
Bludgeoning Tenderizer. Quadruple damage, and the target Bludgeoning Crushed hand. Quadruple damage, and the
becomes vulnerable to bludgeoning damage target loses use of one of its arms or hands.
for 1 minute.
Magic Terrifying display. Quadruple damage, and all
Magic Detonation. Quadruple damage, and all enemies that can see you must make a DC 18
creatures within 15 ft. of the target are also Wisdom saving throw. On a failed save, they
affected. are frightened of you. An enemy can repeat
this saving throw at the end of its turn to stop
TABLE 58 being frightened.

Damage Type Effect TABLE 60


Slashing I never touched a drop! Quadruple damage
Damage Type Effect
and, if the damage the target takes is equal to
or greater than 1/4 of its maximum hit points, Slashing Hit and run. Quadruple damage, and you can
it loses a leg. use your reaction to take the Dash action.
Piercing Chink in the armor. Quadruple damage, and Piercing Hit and hurt. Quadruple damage, and the
the target becomes vulnerable to piercing target of your attack bleeds out, losing 1d4 hit
damage for 1 minute. points at the start of its turn for 1d6 turns.
Bludgeoning Shattered knee. Quadruple damage, and the Bludgeoning Hit and hold. Quadruple damage, and you
target’s speed is reduced by 1/2. Additionally, can use your reaction to attempt to grapple the
for every 5 ft. the target moves, it takes 1d6 target.
damage.
Magic Hit and harm. Quadruple damage, and the
Magic Blink and you’ll miss it. Quadruple damage, target of your attack takes an additional 3d4
and the target must make a DC 18 Wisdom force damage.
saving throw. On a failed save, it is unable to
see you for 1 minute.

39 -39-
Bad luck effects

40
BAD LUCK
When a player rolls a 1 on any d20 roll, roll a d6 and d10 to select a
bad luck effect. The player can either make a note of it where it can
be seen by the GM and other players, for the GM to use against them
at any time, or have the GM note the result, to be used as a surprise
future complication, depending on the preference of the table.
Players can only have one bad luck effect in play at any time.
If your group routinely suffers from bad luck with their dice rolls,
you could instead allow good luck effects on d20 results of a 1 to
balance out their poor fortune.

d10 d6 Effect d10 d6 Effect


1 1 Miss on an attack roll. 2 1 −1d10 to an attack roll.
or or
-1d20 to a Persuasion check. A fire starts nearby.
2 Reroll an attack roll. 2 −1d12 to an attack roll.
or or
An overlooked detail forces you to redo a task. You lose or drop a key piece of equipment.
3 Disadvantage on an attack roll. 3 A missed attack against you now hits.
or or
You fail to see or hear something significant. A risk you have taken does not pay off.
4 −1d4 to an attack roll. 4 Fail an ability check.
or or
You gain the attention of a more powerful You embarrass yourself at an inopportune
creature nearby. moment.
5 −1d6 to an attack roll. 5 Act last in the initiative order.
or or
You gain no benefit from your next short rest. You lose your footing or take a tumble.
6 −1d8 to an attack roll. 6 Deal minimum damage on an attack.
or or
Something valuable in your possession is You accidentally reveal a flaw or vice to one that
damaged. might take advantage.

41 -41-
d10 d6 Effect d10 d6 Effect
3 1 Fail a saving throw. 5 1 An attack that hits you stuns you until the end
or of your next turn.
You trigger a trap that you did not notice. or
A person you interact with takes an irrational
2 Disadvantage on a saving throw.
dislike to you.
or
2 An enemy you fight chooses to attack you over
You mistake somebody for someone else. other targets, wherever possible.
3 −1d4 to a saving throw. or
or A chosen creature always knows where you are.
You drop your coin purse, spilling its contents.
3 Reroll an ability check.
4 −1d6 to a saving throw. or
or
You do not add your proficiency bonus to an
A magical ability or spell goes awry. ability check.
5 −1d8 to a saving throw. 4 Reroll a saving throw.
or or
You are reminded of a traumatic memory that You mistake a hazard for something harmless.
makes you hesitate.
5 Your attacks are made with disadvantage for
6 −1d10 to a saving throw. 1d2 rounds.
or or
Your action has the opposite effect to what was
You gain no benefit from your next long rest.
intended.
6 –1d4 to an ability check.
4 1 −1d12 to a saving throw.
or
or
You accidentally harm yourself with a weapon Your tools break or become damaged while in
or spell effect. use.

2 Your speed is halved for 1d2 rounds. 6 1 –1d6 to an ability check.


or or
You are spotted by someone you are trying to avoid. You mistake one potion for another and drink it.

3 Until the end of your turn, opportunity attacks 2 –1d8 to an ability check.
against you are made with advantage. or
or You accidentally injure yourself.
Receive the minimum amount of healing from
3 –1d10 to an ability check.
a single source.
or
4 Your blow glances off and strikes a nearby
creature. A mistake you make harms another creature.
or 4 –1d12 to an ability check.
Your sleep is interrupted, perhaps by vivid or
nightmares or a disturbance.
You are convinced that an ability check has
5 You take ongoing bleeding damage from an succeeded.
attack that hits you.
5 –1d20 to an ability check.
or
or
A small item on your person goes missing.
You lose the use of one skill for 24 hours.
6 You discover your weapon is in disrepair; it
deals half damage until you can take the time 6 Disadvantage on an ability check.
required to tend to it. or
or −1d6 to a Wisdom (Perception) or Intelligence
Something unsanitary infects you with a disease. (Investigation) check.

42 -42-
d10 d6 Effect d10 d6 Effect
7 1 Fail to spot an ambush. 9 1 Gold pieces you find are, instead, copper pieces.
or or
-1d20 to an Intelligence-based ability check. 2d20 gold pieces are stolen from you.
2 –1d20 to a saving throw. 2 An unlocked door or chest you find is, instead,
or locked.

You are blinded for 1d2 rounds. or


When you attempt to pick a lock, your lockpick
3 Take maximum damage from a single source.
breaks.
or
3 You take double damage when surprised.
-1d20 to a Strength-based ability check.
or
4 Turn an attack roll against you into a critical hit.
An additional hostile creature appears.
or
4 You cannot find a place to rest.
One of your limbs becomes unusable for 1d2
rounds. or
You are attacked and surprised by a creature
5 A weapon attack made against you is poisoned.
while sleeping.
or
5 An attack that hits you disarms you.
A substance you consume poisons you.
or
6 You take an extra 1d4 damage from a single source.
You knock an item out of someone’s hand.
or
6 An attack that hits you knocks you prone.
You do not add your proficiency bonus to an
ability check that requires tools. or
-1d20 to a Wisdom-based ability check.
8 1 You take an extra 1d6 damage from a single source.
or 10 1 You can take an action, move OR take a bonus
action this turn.
You have disadvantage on a check to maintain
Concentration. or
You are deafened for 1d2 rounds.
2 You take an extra 1d8 damage from a single source.
or 2 An attack that hits you grapples you.

You vomit up a potion you just consumed, or


rendering it useless. -1d20 to a Charisma-based ability check.
3 You take an extra 1d10 damage from a single 3 You become frightened by something you can
source. see.
or or
-1d20 to a Dexterity-based ability check. You are paralyzed by fear.
4 You take an extra 1d12 damage from a single 4 An enemy makes an additional attack against you.
source. or
or One of your NPC allies is imperiled.
You lose your voice and are unable to speak for
5 An attack that hits you incapacitates you until
1d2 rounds.
the end of your next turn.
5 You take an extra 1d20 damage from a single or
source.
An NPC ally tries to save themself instead of
or you.
You cannot take a move action this round.
6 You fail to draw your weapon or implement.
6 −1d20 to an attack roll. or
or You accidentally damage an item that does not
A substance you give someone else to consume belong to you.
poisons them.
43 -43-
Good luck effects

44
GOOD LUCK
When a player rolls a 20 on any d20 roll, roll a d6 and d10 to select it may be acceptable that, as chance would have it, the door to a
a good luck effect. They can then make a note of this effect until commoner’s home is left unlocked (the owner simply forgot), but
they wish to use it, either publicly, privately, or secret from the GM, not the door of a palace (where it is someone’s job to lock up). Each
depending on the preference of the table. group will have their own right answer to this question.
Players can only have one good luck effect in play at any time. An alternative use of the good luck effects would be to hand them
Some of the good luck effects are fortuitous circumstances, which out in place of inspiration points.
allow the player to affect the game world in a minor way to their If your group routinely suffers from bad luck with their dice rolls,
benefit. It is a good idea to discuss beforehand what sort of thing you could instead allow good luck effects on d20 results of a 1 to
would be an acceptable use of these effects to avoid slowing down balance out their poor fortune.
the game with discussion at the point the effect is used. For example,

d10 d6 Benefit d10 d6 Benefit


1 Succeed on an attack roll. 1 +1d10 on an attack roll.
or or
Find a shortcut or concealed door. Successfully disarm a trap.
2 Reroll an attack roll. 2 +1d12 on an attack roll.
or or
You succeed on a death saving throw. A creature of your choice falls prone.
3 Advantage on an attack roll. 3 Turn a hit against you into a miss.
or or
You discover a creature’s flaw, weakness, Automatically unlock a mundane lock.
vulnerability, or resistance.
1 2 4 Succeed an ability check.
4 +1d4 on an attack roll. or
or You impress someone you are trying to get on
An old contact helps you out. your side.
5 +1d6 on an attack roll. 5 Choose your place in initiative order.
or or
You remember pertinent information that is A creature of your choice is momentarily
helpful in your current situation. distracted.
6 +1d8 on an attack roll. 6 Deal maximum damage on an attack.
or or
A creature breaks or loses a piece of equipment. +1d20 to a Charisma-based ability check.

45 -45-
d10 d6 Benefit d10 d6 Benefit
1 Succeed on a saving throw. 1 You move through an enemy’s space without
or provoking an opportunity attack.

You manage to avoid detection by one creature. or


Successfully break down a mundane door.
2 Advantage on a saving throw.
2 A creature becomes stunned after attacking you.
or
or
Give an ally advantage on a saving throw.
A person you interact with instantly takes a
3 +1d4 to a saving throw. liking to you.
or
3 Reroll an ability check.
You are able to improvise a tool or piece of
or
equipment for your purpose.
3 The GM gives you a hint or clue for how to
4 +1d6 to a saving throw. approach a problem.
5
or 4 Reroll a saving throw.
You see through a trick, lie, or illusion. or
5 +1d8 to a saving throw. Recover materials or ingredients that would
or otherwise be consumed.
You are unaffected by a poison or harmful 5 You gain the benefits of a long rest after a short rest.
substance you ingest. or
6 +1d10 to a saving throw. You recover a level of exhaustion after a short rest.
or 6 +1d4 to an ability check.
You keep your footing or avoid a fall. or
1 +1d12 to a saving throw. You gain insight into how a spell, trap, or
or device works.

You win a game or contest of skill, wits, or logic. 1 +1d6 to an ability check.
or
2 Until the end of your turn, you do not provoke
opportunity attacks. You convince a creature that you are an expert
in a skill of your choice.
or
You manage to navigate hazardous terrain 2 +1d8 to an ability check.
without harm. or
3 Receive the maximum amount of healing from Deal double damage on an attack.
a single source. 3 +1d10 to an ability check.
or or
You find someone or something that can treat a You may take an additional non-attack action
4 disease afflicting you. on your turn.
4 Force an attacker to reroll an attack. 6 4 +1d12 to an ability check.
or or
You narrowly avoid activating a trap. You are able to accomplish a task without a tool
that would normally be required.
5 You find twice as much treasure as you
otherwise would. 5 Add double your proficiency bonus to an ability
or check, whether or not you are proficient.
You get the best possible price when you or
sell an item. +1d20 to an ability check.
6 Your attack stuns your target. 6 Your attack strikes both your target and an
adjacent creature.
or
or
Avoid triggering an alarm.
Advantage on an ability check.

46 -46-
d10 d6 Benefit d10 d6 Benefit
1 You avoid being surprised. 1 Reduce damage from a single source by 1d6.
or or
Automatically spot a trap or ambush. You avoid hazardous environmental effects
for one turn.
2 +1d20 to a saving throw.
or 2 Reduce damage from a single source by 1d8.
A creature surrenders, or gives up information or
willingly, without a fight. You gain temporary hit points equal to twice
your proficiency bonus.
3 Take minimum damage from a single source.
or 3 Reduce damage from a single source by 1d10.
Reduce the damage taken by an adjacent or
7 ally by half. You succeed on a check to maintain
9 Concentration.
4 Turn a critical hit against you into a normal hit.
or 4 Reduce damage from a single source by 1d12.
You gain advantage on a contested ability check. or
+1d20 to an Intelligence-based ability check.
5 An adjacent ally may make an attack against a
chosen target. 5 Reduce damage from a single source by 1d20.
or or
Obtain a clue, or become privy to a secret. +1d20 to a Wisdom-based ability check.
6 Your attack deals an additional 1d4 damage. 6 Instead of being reduced to 0 hit points, you are
or instead reduced to 1 hit point.
A creature gives you advice on a problem. or
Be cured of poison or disease.
1 Your attack deals an additional 1d6 damage.
or 1 +1d20 to an attack roll.
+1d20 to a Dexterity-based ability check. or
An object thrown to draw attention,
2 Your attack deals an additional 1d8 damage.
knock something down, or similar, has the
or desired effect.
+1d20 to a Strength-based ability check. 2 You avoid being stunned.
3 Your attack deals an additional 1d10 damage. or
or Reduce the number of hostile creatures by one.
You succeed on a Performance check. 3 Automatically find a safe place to rest.
8 4 Your attack deals an additional 1d12 damage. or
or Automatically discover a safe source of
You succeed on an Intimidation check. 10 food or water.
5 Your attack deals an additional 1d20 damage. 4 You stand up from prone without expending
any movement.
or
or
A creature flees instead of engaging with you.
Automatically overcome one condition.
6 Reduce damage from a single source by 1d4.
5 Your attack blinds your target.
or
or
Interrupt a creature before they do something
they (or you) might regret. Learn the location of a secret or hidden place.
6 Your attack damages your target’s armor and
reduces their AC by 1.
or
A merchant has the item you need.

47 -47-
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required to be Open Game Content under the terms of the Open Game License, 11. Use of Contributor Credits: You may not market or advertise the Open Game
and public domain material anywhere in the text. Content using the name of any Contributor unless You have written permission
from the Contributor to do so.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners
who have contributed Open Game Content; (b)”Derivative Material” means 12. Inability to Comply: If it is impossible for You to comply with any of the
copyrighted material including derivative works and translations (including terms of this License with respect to some or all of the Open Game Content due
into other computer languages), potation, modification, correction, addition, to statute, judicial order, or governmental regulation then You may not Use any
extension, upgrade, improvement, compilation, abridgment or other form in Open Game Material so affected.
which an existing work may be recast, transformed or adapted; (c) “Distribute” 13. Termination: This License will terminate automatically if You fail to comply
means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit with all terms herein and fail to cure such breach within 30 days of becoming
or otherwise distribute;(d)”Open Game Content” means the game mechanic aware of the breach. All sublicenses shall survive the termination of this License.
and includes the methods, procedures, processes and routines to the extent such
content does not embody the Product Identity and is an enhancement over the 14. Reformation: If any provision of this License is held to be unenforceable, such
prior art and any additional content clearly identified as Open Game Content provision shall be reformed only to the extent necessary to make it enforceable.
by the Contributor, and means any work covered by this License, including 15. COPYRIGHT NOTICE
translations and derivative works under copyright law, but specifically excludes Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Product Identity. (e) “Product Identity” means product and product line names,
logos and identifying marks including trade dress; artifacts; creatures characters; System Reference Document, 5.0 Copyright 2016, Wizards of the Coast, Inc.;
stories, storylines, plots, thematic elements, dialogue, incidents, language, Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter
artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
and graphic, photographic and other visual or audio representations; names and Townshend, based on original material by E. Gary Gygax and Dave Arneson.
descriptions of characters, spells, enchantments, personalities, teams, personas, Game Master’s Toolbox: Critical Rolls, Copyright 2016, Chris Haskins, Nord
likenesses and special abilities; places, locations, environments, creatures, Games LLC.
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic
designs; and any other trademark or registered trademark clearly identified as END OF LICENSE
Product identity by the owner of the Product Identity, and which specifically
excludes the Open Game Content; (f) “Trademark” means the logos, names,
mark, sign, motto, designs that are used by a Contributor to identify itself or its
products or the associated products contributed to the Open Game License by
the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit,
format, modify, translate and otherwise create Derivative Material of Open Game
Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a
notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from this License except
as described by the License itself. No other terms or conditions may be applied to
any Open Game Content distributed using this License.

48 -48-
Credits
Authors Lou Fryer, Chris Haskins, Chris Mahon, JVC Parry, Ralph Stickley
Proofing and Editing: Lou Fryer
Art Director: Ralph Stickley
Layout and Typesetting: Ralph Stickley, Chris van der Linden
Illustrator: Justin Russell
Project Management: Chris Haskins
Brand and Marketing: Chris Haskins, Laura Mohler

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