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Published by aykyle, 2021-08-10 17:24:01

Critical Hits Table

Critical Hits Table

Critical Hits Revisited Weapon Damage Charts

Presented here are optional rules that expand the Bludgeoning
scope of critical hits in D&D 5e. Introducing a series of d20 Bludgeoning
critical hit charts that vary based on the damage type
of the attack, Critical Hits Revisited can be included in 1 You call that a crit? Roll damage as normal.
a campaign to add an additional element of uncertainty, 2-3 Smashed off balance! Roll damage as normal and
suspense, and surprise to combat. DMs and players
may also be interested in utilizing Critical Hits Revisited the next attack against the creature has advantage.
to increase the consequence of engaging in combat, 4-6 Good hit! Do not roll your damage dice, instead
including the potential for death or dismemberment.
deal the maximum result possible with those dice.
Revisions to Critical Hits 7-8 Sent reeling! Do not roll your damage dice,

Except when noted otherwise below, use the normal instead deal the maximum result possible with
rules for critical hits. those dice and push the creature up to 15 feet in
any direction.
• When you land a critical hit on a creature, instead 9-11 Great hit! Roll your damage dice twice and add
of rolling the attack’s damage dice twice and adding them together.
them together, roll a d20 and use the corresponding 12-13 Take a seat! Roll damage dice twice and add them
result on the critical hit chart determined by the together and the creature is knocked prone.
damage type of your attack. 14-16 Rocked and rolled! Roll damage dice twice and
add them together, push the creature up to 15 feet
• When you score a critical hit with an attack that does away, and the creature is knocked prone.
two or more types of damage, choose one of those 17-18 Grievous injury! Deal the maximum amount of
damage types and roll on that critical chart. damage from your normal damage dice then roll
your damage dice and add the result. Then roll on
• The Half-Orc Savage Attacks trait and the Barbarian the Minor Injury chart. If the creature is wearing
Brutal Critical feature continue to work as written. heavy armor roll on the Major Injury chart instead.
19 Crushed! Deal the twice maximum result of your
Alternate Option: Selective Use of Critical Hits damage dice and roll on the major injury chart.
When you implement the rules presented in Critical Hits 20 Splat! Deal the maximum result of your damage
Revisited the lives of the player characters gets a lot dice twice, the creature is stunned until the end of
harder. Some players will love it, some will hate it, and your next turn, and roll on the major injury chart.
some will be perfectly fine with it until the day they get
one-shot by a kobold.

If you and your players prefer, the normal critical hit
rules can be used for monsters of low significance to
the story or who are not meant to be a life threatening
combat for the player characters. Using this alternative
rules player characters continue to use the critical
hit charts when they deal damage but creatures only
roll on the critical hit charts when they have dramatic
importance to the story and / or are meant to a
potentially lethal encounter for the characters

Injuries & Insanity

Critical hits can cause minor and major injuries. When
a creature suffers a minor injury it can be healed by the
spell lesser restoration or by using the recuperating
downtime activity (Player’s Handbook, pg. 187).

Major injuries will not heal on their own and
require the powerful healing spell, greater restoration.
Insanities, caused by critical hits that deal psychic
damage, must be healed the same way.

The text of certain injuries will specify other ways
this injuries might resolve. For example, the Blow to
the Head! minor injury resolves after the 2d12 hours
time period has elapsed while the Decapitated! major
injury cannot be healed through the use of the greater
restoration spell.

Miscellaneous | Critical Hits Revisited 1
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot

Piercing Magic Damage Charts
d20 Piercing
Acid
1 You call that a crit? Roll damage as normal. d20 Acid
2-3 Lunge and thrust! Roll damage dice twice and use
1 You call that a crit? Roll damage as normal.
the higher result. 2-3 Scalding bile! Roll damage as normal and the
4-6 Good hit! Do not roll your damage dice, instead 4-6 creature is scarred. While scarred the creature
7-8 has disadvantage on all Charisma ability checks
deal the maximum result possible with those dice. except Charisma (Intimidation). Being scarred
7-8 Stabbed! Roll your damage dice twice and add 9-11 can be healed in the same way as a minor injury.
12-13 Good hit! Do not roll your damage dice, instead
them together. deal the maximum result possible with those dice.
9-11 Great hit! Roll your damage dice twice and add 14-16 Melted flesh! Roll your damage as normal and
the creature is disfigured. While disfigured the
them together. 17-18 creature has disadvantage on all Charisma ability
12-13 Swiss cheese! Roll twice as many damage dice as checks except Charisma (Intimidation). Being
19 disfigured can be removed with the spell greater
normal. Then roll twice on the minor injury chart 20 restoration.
and use the lower result. Great hit! Roll your damage dice twice and add
14-16 Punctured! Roll your damage dice twice and add them together.
them together and roll on the minor injury chart. Boiling flesh! Roll twice as many damage dice as
17-18 Cruel prick! Roll your damage dice twice and add normal and if the creature is wearing armor its AC
them together and roll on the major injury chart. modifier is reduced by 1 until it can be repaired
19 Run through! Deal twice the maximum result of (for 1/4th the price of new armor of the same
your damage dice and roll on the major injury type) or cleaned (if the armor is magical). If the
chart. creature is not wearing armor, roll on the minor
20 Pierce! Deal the maximum result of your damage injury chart.
dice twice, roll on the minor injury chart, and roll Horrific mutilation! Roll twice as many damage
on the major injury chart. dice as normal and roll on the minor injury
chart. Additionally, the creature is disfigured.
Slashing While disfigured the creature has disadvantage
d20 Slashing on all Charisma ability checks except Charisma
(Intimidation). Being disfigured can be removed
1 You call that a crit? Roll damage as normal. with the spell greater restoration.
2-3 Sliced and diced! Roll damage as normal and the Caustic trauma! Deal the maximum amount of
damage from your normal damage dice then
creature loses 1d6 hit points at the start of its next roll your damage dice and add that result. If the
turn. creature is wearing armor, roll on the minor injury
4-6 Good hit! Do not roll your damage dice, instead chart and its AC modifier is reduced by 2 until it
deal the maximum result possible with those dice. can be repaired (for half the price of new armor
7-8 Open gash! Roll your damage dice as normal and of the same type) or cleaned (if the armor is
the creature is bleeding. For the next minute the magical). If the creature is not wearing armor, roll
creature loses 1d4 damage at the start of each of on the major injury chart.
its turns until it uses an action to staunch this Vitriolic! Deal twice the maximum result of your
wound. damage dice and roll on the major injury chart.
9-11 Great hit! Roll your damage dice twice and add Acid bath! Deal twice the maximum result of
them together your damage dice. If the creature is wearing
12-13 Deep slice! Roll your damage dice twice and add armor, the armor is destroyed (if non-magical)
them together and the creature is bleeding. For or rendered useless until cleaned during a long
the next minute the creature loses 1d8 hit points rest (if magical) and roll on the major injury chart.
at the start of each of its turns until it uses an If the creature is not wearing armor, roll on the
action to staunch this wound. major injury chart and the creature is disfigured.
14-16 Lacerated! Roll your damage dice twice and add While disfigured the creature has disadvantage
them together and the creature is bleeding. For on all Charisma ability checks except Charisma
the next minute the creature loses 1d12 hit points (Intimidation). Being disfigured can be removed
at the start of each of its turns until it uses an with the spell greater restoration.
action to staunch this wound.
17-18 Severed! Deal the maximum amount of damage
from your normal damage dice then roll your
damage dice and add the result. Then roll on the
Minor Injury chart. If the creature is wearing light
or no armor roll on the Major Injury chart instead.
19 Dissected! Deal twice the maximum result of your
damage dice and roll on the major injury chart.
20 Slash! Deal the maximum result of your damage
dice twice, roll on the major injury chart, and
the creature is bleeding. For the next minute the
creature loses 2d8 hit points at the start of each
of its turns until it uses an action to staunch this
wound.

Miscellaneous | Critical Hits Revisited
2

Cold Cold Fire Fire
d20 d20
1 You call that a crit? Roll damage as normal. 1 You call that a crit? Roll damage as normal.
2-3 Chills! Roll damage as normal and the creature 2-3 Heat wave! Roll damage as normal and attack
may only move half its movement speed on its 4-6 rolls for attacks that deal fire damage have
4-6 next turn. 7-8 advantage when made against the creature until
7-8 Good hit! Do not roll your damage dice, instead the end of its next turn.
deal the maximum result possible with those dice. 9-11 Good hit! Do not roll your damage dice, instead
9-11 Frosty! Roll your damage as normal and the 12-13 deal the maximum result possible with those dice.
12-13 creature’s movement speed is 0 until the end of Hot flash! Roll your damage as normal and the
its next turn. 14-16 creature is on fire. While the creature is on fire
14-16 Great hit! Roll twice as many damage dice as it takes 2d4 fire damage at the start of each of
normal. 17-18 its turns. The creature can end this condition by
17-18 Freezing! Roll twice as many damage dice as dropping prone and using 5 feet of movement to
normal and the creature is paralyzed until the end 19 roll on the ground.
19 of its next turn. 20 Great hit! Roll twice as many damage dice as
20 Frozen! Roll twice as many damage dice as normal.
normal and the creature is paralyzed until the Ablaze! Roll twice as many damage dice as normal
end of its next turn. If the creature takes damage and the creature is on fire. While the creature is
before the end of its next turn, roll on the minor on fire it takes 2d6 fire damage at the start of each
injury chart. of its turns. The creature can end this condition
Ice block! Deal the maximum amount of damage by dropping prone and using 5 feet of movement
from your normal damage dice then roll your to roll on the ground.
damage dice and add that result. The creature is Burnt to a crisp! Roll twice as many damage
paralyzed until the end of its next turn and rolls dice as normal and the creature is charred. If
on the minor injury chart. the creature has resistance to fire, it loses
Glacial! Deal twice the maximum result of your that resistance. If the creature does not have
damage dice and roll on the major injury chart. resistance to fire, it gains vulnerability to fire. Both
Subzero! Deal twice the maximum result of your of these effects can be ended the same as a minor
damage dice, roll on the major injury chart, and injury.
the creature is paralyzed for the next minute. The Hellfire! Deal the maximum amount of damage
creature may attempt a saving throw at the end from your normal damage dice then roll your
of each of its turns (DC 16) to end this effect. If damage dice and add that result then roll on the
it fails this saving throw three times it is frozen minor injury chart. Additionally, the creature is
solid and becomes a petrified but frozen solid in a on fire. While the creature is on fire it takes 2d6
block of ice rather than turned to stone. fire damage at the start of each of its turns. The
creature can end this condition by dropping
prone and using 5 feet of movement to roll on the
ground.
Combustion! Deal twice the maximum result of
your damage dice and roll on the major injury
chart.
Inferno! Deal twice the maximum result of your
damage dice and roll on the major injury chart.
Additionally, the creature is on fire. While the
creature is on fire it takes 2d8 fire damage at the
start of each of its turns. The creature can end this
condition by dropping prone and using 5 feet of
movement to roll on the ground.

Miscellaneous | Critical Hits Revisited 3
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot

Force Force Lightning
d20 d20 Lightning
1 You call that a crit? Roll damage as normal.
2-3 Spellstruck! Roll damage as normal and the 1 You call that a crit? Roll damage as normal.
4-6 creature has disadvantage on saving throws 2-3 Shocking! Roll damage as normal and the
7-8 against spells until the end of its next turn.
9-11 Good hit! Do not roll your damage dice, instead creature cannot use reactions until the end of its
12-13 deal the maximum result possible with those dice. next turn.
Eldritch incandescence! Roll your damage as 4-6 Good hit! Do not roll your damage dice, instead
14-16 normal and spell attack rolls against the creature deal the maximum result possible with those dice.
have advantage until the end of its next turn. 7-8 Sparks fly! Roll your damage as normal and you
17-18 Great hit! Roll twice as many damage dice as may choose one other creature within 15 ft. of the
normal. victim. That creature must succeed on a Dexterity
19 Bewitching blow! Roll twice as many damage dice saving throw (DC 14) or take half as much
20 as normal and the creature is spellbound until the damage.
end of its next turn. While spellbound it makes 9-11 Great hit! Roll twice as many damage dice as
saving throws against spells with disadvantage normal.
and spell attack rolls against it have advantage. 12-13 Electric arc! Roll twice as many damage dice as
Mystic magnet! Roll twice as many damage dice normal and you may choose one other creature
as normal and the creature is spellbound for the within 15 ft. of the victim. That creature must
next minute. While spellbound it makes saving succeed on a Dexterity saving throw (DC 18) or
throws against spells with disadvantage and take half as much damage.
spell attack rolls against it have advantage. At the 14-16 Fulminate! Roll twice as many damage dice as
end of each of the creature’s turns it can make normal and roll on the minor injury chart. If the
an Intelligence saving throw (DC 14) to end this creature is wearing metal armor roll on the major
effect. injury chart instead.
Ensorcelled! Deal the maximum amount of 17-18 Lit up! Deal the maximum amount of damage
damage from your normal damage dice then roll from your normal damage dice then roll your
your damage dice and add that result then roll on damage dice and add that result. The creature
the minor injury chart. Additionally, the creature is and each creature you choose within 15 ft. of it
spellbound for the next minute. While spellbound cannot take reactions until the end of their next
it makes saving throws against spells with turn. Then roll on the minor injury chart.
disadvantage and spell attack rolls against it have 19 Electrocuted! Deal twice the maximum result of
advantage. At the end of each of the creature’s your damage dice and roll on the major injury
turns it can make an Intelligence saving throw chart.
(DC 16) to end this effect. 20 Lightning rod! Deal twice the maximum result of
Arcane injury! Deal twice the maximum result of your damage dice and you may choose one other
your damage dice and roll on the major injury creature within 15 ft. of the victim. That creature
chart. must succeed on a Dexterity saving throw (DC
Magically mauled! Deal twice the maximum result 20) or take half as much damage. Then roll on the
of your damage dice and roll on the major injury major injury chart.
chart. Additionally, the creature is spellbound
for the next minute. While spellbound it makes
saving throws against spells with disadvantage
and spell attack rolls against it have advantage. At
the end of each of the creature’s turns it can make
an Intelligence saving throw (DC 18) to end this
effect.

Miscellaneous | Critical Hits Revisited
4

Necrotic Poison
d20 Necrotic d20 Poison

1 You call that a crit? Roll damage as normal. 1 You call that a crit? Roll damage as normal.
2-3 Spoil! Roll damage as normal and the creature 2-3 Nauseous! Roll damage as normal and the

cannot regain hit points until the end of its next creature has disadvantage on its next ability check,
turn. attack roll, or saving throw.
4-6 Good hit! Do not roll your damage dice, instead 4-6 Good hit! Do not roll your damage dice, instead
deal the maximum result possible with those dice. deal the maximum result possible with those dice.
7-8 Fester! Roll your damage as normal and the 7-8 Sickened! Roll your damage as normal and the
creature’s maximum hit points are reduced by the creature has disadvantage on all ability checks,
same amount. attack rolls, and saving throws until the end of its
9-11 Great hit! Roll twice as many damage dice as next turn.
normal. 9-11 Great hit! Roll twice as many damage dice as
12-13 Decay! Roll twice as many damage dice as normal normal.
and the creature’s maximum hit points are 12-13 Poisoned! Roll twice as many damage dice as
reduced by the same amount. normal and the creature is poisoned for the next
14-16 Rot! Roll twice as many damage dice as normal minute. The creature may attempt a saving throw
and the creature cannot regain hit points for the at the end of each of its turns (DC 12) to end this
next minute. It may make a saving throw (DC 16) effect.
at the end of each of its turns to end this effect. 14-16 Contaminated! Roll twice as many damage dice as
17-18 Blight! Deal the maximum amount of damage normal and the creature is poisoned for the next
from your normal damage dice then roll your minute. The creature may attempt a saving throw
damage dice and add that result. The creature’s at the end of each of its turns (DC 16) to end this
maximum hit points are reduced by the same effect.
amount. Then roll on the minor injury chart. 17-18 Toxic shock! Deal the maximum amount of
19 Atrophy! Deal twice the maximum result of your damage from your normal damage dice then
damage dice and roll on the major injury chart. roll your damage dice and add that result. Then
20 Putrefy! Deal twice the maximum result of roll on the minor injury chart and the creature is
your damage dice, the creature’s maximum hit poisoned for the next minute. The creature may
points are reduced by the same amount, and the attempt a saving throw at the end of each of its
creature cannot regain hit points until the end of turns (DC 12) to end this effect.
its next turn. Then roll on the major injury chart. 19 System failure! Deal twice the maximum result
of your damage dice and roll on the major injury
chart.
20 Biological breakdown! Deal twice the maximum
result of your damage dice, roll on the major
injury chart, and the creature is poisoned for the
next minute. The creature may attempt a saving
throw at the end of each of its turns (DC 16) to
end this effect.

Miscellaneous | Critical Hits Revisited 5
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot

Psychic Radiant
d20 Psychic d20 Radiant

1 You call that a crit? Roll damage as normal. 1 You call that a crit? Roll damage as normal.
2-3 Disoriented! Roll your damage dice as normal and 2-3 Dazzled! Roll damage as normal and the creature

you control the creature’s movement on its next cannot willingly move closer to you until the end
turn. of its next turn.
4-6 Confused! Roll your damage dice as normal and 4-6 Good hit! Do not roll your damage dice, instead
the creature cannot differentiate friend from foe deal the maximum result possible with those dice.
until the end of its next turn. 7-8 Disheartening blast! Roll your damage as normal
7-8 Good hit! Do not roll your damage dice, instead and the creature is frightened until the end of its
deal the maximum result possible with those dice. next turn.
9-11 Great hit! Roll twice as many damage dice as 9-11 Great hit! Roll twice as many damage dice as
normal. normal.
12-13 Dominated! Roll twice as many damage dice as 12-13 Awed! Roll twice as many damage dice as normal
normal and you control the creature’s action on and the creature is frightened until the end of its
its next turn. next turn.
14-16 Psychological fracture! Roll twice as many damage 14-16 Holy terror! Roll twice as many damage dice
dice as normal and roll on the Insanity chart with as normal and roll on the minor injury chart.
disadvantage. Additionally, the creature is frightened for the
17-18 Psychological break! Deal the maximum amount next minute. It can make a Wisdom saving throw
of damage from your normal damage dice then (DC 16) at the end of each of its turns to end this
roll your damage dice and add that result. Then effect.
roll on the Insanity chart. 17-18 Righteous mark! Deal the maximum amount
19 Madness! Deal twice the maximum result of your of damage for your normal damage dice then
damage dice and roll on the Insanity chart. roll your damage dice and add that result, then
20 Mind melt! Deal twice the maximum result of your roll on the minor injury chart. Additionally, the
damage dice and roll on the Insanity chart with creature glows for the next minute. While glowing
advantage. it produces bright light up 10 feet and dim light
up to 30 feet and all successful attacks against the
creature deal an additional 1d4 radiant damage.
19 Wrath of the gods! Deal twice the maximum result
of your damage dice and roll on the major injury
chart.
20 Smote! Deal twice the maximum result of your
damage dice and roll on the major injury chart.
Additionally, the creature glows for the next
minute. While glowing it produces bright light
up 10 feet and dim light up to 30 feet and all
successful attacks against the creature deal an
additional 1d6 radiant damage.

Miscellaneous | Critical Hits Revisited
6

Thunder Minor & Major Injury Charts
d20 Thunder
Minor & Major Injury Charts Major Injury
1 You call that a crit? Roll damage as normal. d20 Minor Injury Crippled leg! The
2-3 Boom! Roll damage as normal and the creature is creature’s movement
1-3 Injured leg! The speed is reduced
deafened until the end of its next turn. creature’s movement by 10 feet and it has
4-6 Good hit! Do not roll your damage dice, instead speed is reduced by disadvantage on
10 ft. Dexterity saving throws.
deal the maximum result possible with those dice. Crippled arm! Randomly
7-8 Ka-boom! Roll your damage as normal and the 4-8 Injured arm! Randomly determine one of
determine one of the creature’s arms.
creature is deafened for one minute. the creature’s arms. That arm cannot be
9-11 Great hit! Roll twice as many damage dice as That arm cannot be used to hold an item
used to hold a shield and any ability check
normal. and the creature has requiring that arm
12-13 Thunder clap! Roll twice as many damage dice as disadvantage on any automatically fails or
rolls involving the use has disadvantage (DM’s
normal and the creature is stunned until the start of that arm. choice).
of its next turn and deafened for one minute. Severely wounded! The
14-16 Burst ear drums! Roll twice as many damage 9-11 Multiple injuries! The creature’s maximum hit
dice as normal and the creature is deafened 12-16 creature’s maximum hit points are reduced by
permanently. Then roll on the minor injury chart. 17-19 points are reduced by an amount equivalent
17-18 Concussive blast! Deal the maximum amount an amount equivalent to the damage dealt by
of damage from your normal damage dice then 20 to half of the damage the attack.
roll your damage dice and add that result. The dealt by the attack. Edge of death!
creature stunned until the end of its next turn and Badly beaten! The creature has
deafened permanently. Then roll on the minor The creature has disadvantage on
injury chart. disadvantage on Constitution and death
19 Wall of sound! Deal twice the maximum result Constitution saving saving throws.
of your damage dice and roll on the major injury throws. My eyes! The creature is
chart. Ringing blow! The blinded.
20 Sonic salvo! Deal twice the maximum result creature is stunned
of your damage dice, the creature is deafened until the end of its next Decapitated! The
permanently, and stunned until the end of its next turn and deafened creature is dead.
round. Then roll on the major injury chart. until it completes a the
recuperate downtime
activity.
Blow to the head! The
creature is unconscious
for 2d12 hours.

Miscellaneous | Critical Hits Revisited 7
PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot

Insanity Chart

Insanity
d20 Insanity
1 Synesthesia. You can hear colors, smell sounds, or taste textures. Regardless of the specific manifestation, you have
disadvantage on all Perception and Investigation skill checks.
2 Kleptomania. Once per day when you are in a personal residence or marketplace, the DM can call on you to succeed on
a Wisdom saving throw (DC 12) or attempt to steal an item of insignificant practical and monetary value.
3 Paranoia. Once per day following an interaction with another creature (including other PCs) the DM can call on you to
succeed on a Wisdom saving throw (DC 12) or you suspect that creature is secretly plotting against you.
4 Obsession. Choose a person or personal interest you are obsessed with. Once per day, when you are presented with an
opportunity to interact with or learn more about the subject of your obsession the DM can call on you to succeed on a
Wisdom saving throw (DC 14) or ignore everything else to obsess over the object of your fascination.
5 Addiction. Choose a behavior or substance you have used. Once per day, when you are presented with an opportunity to
do the behavior or use the substance the DM can call on you to succeed on a Wisdom saving throw (DC 14) or ignore
everything else to indulge in your vice.
6 Odd Thinking. Once per day when you hear a rational explanation for an event or occurrence, your DM may call on you
to succeed on a Wisdom saving throw (DC 12) or you reject the rational explanation for a conspiratorial or fantastical
explanation.
7 Narcissism. When you take an action or series of action that doesn’t directly benefit you, you must pass a Wisdom
saving throw (DC 11) or you can’t take that action / series of actions. If any self-sacrifice on your part would be required
the DC of the saving throw is increased to 16.
8 Delusional. When you gain this insanity the DM will tell you a belief that you have. No matter what evidence is
presented to the contrary so long as you have this insanity you cannot be persuaded that this belief is not true.
9 Pica. Once per day the DM can call on you to pass a Wisdom saving throw (DC 14) or immediately eat one non-food
object (such as dirt, napkins, or a small piece of jewelry) of the DM’s choice.
10 Retrograde amnesia. You forget everything about your personal life prior to the moment you received this insanity.
11 Overwhelmed. If you do not have immunity or resistance to psychic damage, you gain vulnerability to psychic damage.
If you have resistance to psychic damage, you lose it. If you have immunity to psychic damage, you lose it but gain
resistance to psychic damage.
12 Anterograde amnesia. Whenever you try to recall a fact you learned since you received this insanity, make a Wisdom
saving throw (DC 12). If you fail you cannot recall the fact.
13 Dependence. You must pass a Wisdom saving throw (DC 14) to take an action that one or more of your allies
disapprove of.
14 Anxious. You have disadvantage on saving throws against being frightened. Additionally, once per day the DM can call
on you to succeed a Wisdom saving throw (DC 14) or be frightened by a creature of the DM’s choosing for the next
minute.
15 Mute. Whenever you wish to speak allowed (including casting a spell that has verbal components) you must succeed on
a Wisdom saving throw (DC 13) to do so.
16 Narcolepsy. You have disadvantage on saving throws against sleeping or unconsciousness. Once per day the DM may
call on you to succeed on a Constitution saving throw (DC 12) or fall unconscious for one minute or until you take
damage or another creature spends their action trying to rouse you.
17 Insomnia. You cannot take long rests and your short rests take 8 hours to complete.
18 Homicidal. After each long rest you must pass a Wisdom saving throw (DC 14) or be overcome with the urge to end the
life of a humanoid creature and you cannot benefit from another long rest until you do so.
19 Suicidal. After each long rest you must pass a Wisdom saving throw (DC 12) or make an attempt to end your own life.
20 Catatonia. You are unconscious for 10d10 years.

Critical Hits Revisited by
Benjamin Huffman
http://sterlingvermin.com/

Art Credits in Order of Appearance
“Critical dices” by Ners
“Zems - Double Strike” by Tjota
“Ice Magic” by KateMaxPaint
“Force Mage” by 1oshuart
“Fantasy Weapons 1” by Exphrasis
“Drain Life” by JoshCalloway
“Dazzle” by DLeoBlack
“First Aid: Erste Hilfe” by AvisNocturna
“Fantasy Weapons 1” by Exphrasis

Miscellaneous | Critical Hits Revisited
8


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