Players can choose to roll the Critical Hits tables OR take the standard critical hit damage.
Result (d10) | Mechanic... |
|---|---|
1 Precision strike | Attacker deals double dice damage to their opponent |
2 Chink in defenses | Opponent's AC is halved for all of the attacker's strikes until they are damaged by the attacker. |
3 Followup | Attacker immediately gains an attack of opportunity on their opponent |
4 Tactical positions | Attacker can move themselves and/or their opponent a total of two steps. If both are used to step away from each other, then that is treated as a disengage. This can also |
5 Wide open | Opponent has no dex AC bonus and any attacks on the opponent are at advantage. This lasts until the opponent has a full action/attack. |
6 Setup | The next attack by the opponent on any target is at a dissadvantage and the attacker gets an attack of opportunity on their opponent immediately after that attack. |
7 Faint | The next attack by the opponent on the attacker is at dissadvantage. If this blow hits, the attacker makes a DEX save to avoid all damage and only takes half damage if |
8 Savage advance | The next strike at the opponent by the attacker is at an advantage and the opponent's next strike at the attacker is at a dissadvantage. |
9 Wound | Opponent takes D4 bleeding damage every subsequent turn of combat after this strike. |
10 Dissarm | Opponent must make a STR saving throw to keep hold of item in one hand. Opponent cannot use this item until their next full action/attack |
Result (d10) | Mechanic... |
|---|---|
1 Precision strike | Opponent takes double the rolled dice damage for this blow |
2 Chink in defenses | Opponent's AC is halved for all of the attacker's blows until the target take damage from the attacker. |
3 Followup | Attacker immediately gains an attack of opportunity on their opponent |
4 Tactical positioning | Attacker can move themselves and/or their opponent a total of two steps. If both are used to move away from each other, then that is treated as a disengage. (No attack |
5 Wide open | Opponent looses any dex AC bonus and any attacks on the target have advantage. This lasts until target has a full action/attack. |
6 Setup | The next attack by the opponent is at a dissadvantage and the attacker gets an attack of opportunity on them immediately after that attack |
7 Faint | The next attack by the target on the attacker is at dissadvantage. If the opponent hits with this attack, the attacker makes a DEX save to avoid all damage, takes half on a fail. |
8 Savage advance | The next attack on this opponent by the attacker is at an advantage and this opponent's next attack on the attacker is at a dissadvantage. |
9 Bleed | Opponent takes 1pt of bleeding damage every subsequent turn of combat after this blow. |
10 Stunned | Opponent must make a CON saving throw with the attacker's STR bonus subtracted from the roll or be unable to act for the remainder of this round and the next full |
Result (d10) | Mechanic... |
|---|---|
1 Precision strike | Attacker deals double the rolled dice damage to the target |
2 Chink in defenses | Target's AC is halved for all of the attacker's subsequent shots until the target takes damage from the attacker. |
3 Followup | Attacker immediately gains an attack of opportunity on the target |
4 Misdirection | Trajectory of missile is imposible to guage by target |
5 Perfect shot | Shot does the maximum damage (no roll needed) |
6 Marked | All further attacks by the attacker on the target are at advantage until line of sight is broken or new target is taken |
7 Marksman | The next attack made by the attacker in this combat with the same weapon is at advantage |
8 Cripple | The target falls prone |
9 Cut | Target takes 1d4 bleeding damage every subsequent turn of combat after this strike. |
10 Disarm | Target makes STR saving throw to keep hold of item in one hand. Target cannot use this item until their next full action/attack. |
Result (d10) | Mechanic... |
|---|---|
1 Empowered | The spell is cast at one level higher while still using the same spell slot as intended. |
2 Dominating | Any saving throws induced by the spell are at dissadvantage |
3 Quickened | The caster's bonus action can be used to cast any single action spell that they know. |
4 Cloaked | The spell is cast in such a way that the caster's location is impossible to determine |
5 Supercharged | Any damage dice rolls count as maxed (no need to roll) or the duration of the spell is doubled if there are no dice |
6 Instant recall | The casting of the spell does not use that spell slot (not applicable for spells cast through an object or magic item) |
7 Inspired | The next spell that the caster performs is at advantage |
8 Forked | An attack of opportunity can be taken to any adjacent target within range with an off-shoot of the origional spell. This does half damage or has half duration and does |
9 Intimidating | Any physical attacks against the caster made by any foes witnessing the spell are at disadvantage. This lasts until the caster takes damage |
10 Rout | Target must make a CHA saving throw or flee the battlefield. Success and the target is frightened of the caster |