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THE VULTURE GMS

CRITICAL HIT AND


FUMBLE CHARTS
Add more threat to combat!

Critical hit and fumble charts add another layer of


variability to combat encounters. A natural 1 or 20 goes
from being merely a miss or double damage to an exciting
escalation of danger. These universal charts maintain an
inherent balance between playability and overarching
threat, so don't be afraid to add them to your 5e game.

by The Vulture GM

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Players Handbook, Monster Manual, Dungeon Masters Guide, D&D Adventurers League, all other
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of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.
2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Bochat 31, 2800 Delmont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.

Not for resale. Permission granted to print or photocopy this document for personal use only.
THE VULTURES CRITICAL HIT AND FUMBLE CHARTS

Critical Hit Table


Roll
01-05
06-09
10-15
16-19
20-25
26-29
30-35
36-39
40-45
46-49
50-53
54-56
57-59
60-63
64-65
66
67-69
70-73
74-76
77-79
80-83
84-86
87-89
90-93
94-96
97-98
99
100

Description
Ludicrous Maneuver. All allies with Passive Perception 12 get +2 on next roll.
Late Timing. As an immediate action attack the same opponent at disadvantage.
Wide Open. Target incapacitated 1 round. No 1's or 2's on damage die.
Guarded Strike. +2AC for 1 round. No 1's or 2's on damage die.
Savage Chop. Ignore damage resistance. No 1's or 2's on damage die.
Retaliation. As an immediate action attack the same opponent. No 1's or 2's on
damage die.
Ruthless Assault. Extra damage die.
Defensive Strike. +4 AC for 1 round. Extra damage die.
Traumatic Injury. Ignore damage resistance. Extra damage die.
Victimized. Opponent provokes attacks of opportunity. Extra damage die.
Calamitous Fall. DC 13 DEX save or prone. Extra damage die.
Disoriented. DC 13 CON save or stunned for 1 round. Extra damage die.
Dirt in Eye. DC 13 WIS save or blinded for 1 round. Extra damage die.
Bleeder. 1d6 bleeding damage per round. Extra damage die.
Rout. Attacker has melee advantage and the target has disadvantage for 1 round.
Extra damage die.
The Gods Have Spoken. Roll twice and take the better result.
Momentum. As an immediate action attack the same opponent. Extra damage die.
Great Hit. Ignore damage resistance. Double Damage.
Inspirational Display. All allies receive advantage on next roll. Double Damage.
Vertigo. Drop all items in hand. Knocked back 1d3 squares. DC 15 DEX save or
prone. Double Damage.
Perplexed Reaction. Target incapacitated 1 round, provokes attacks of
opportunity. Double Damage.
and Stay Down. Prone and stunned 1 round. DC 15 CON save or move halved until
rest. Double Damage.
Astute Counter. As an immediate action attack the same opponent with advantage.
Double Damage.
Impaled. 1d10 bleeding damage per round. Stunned 1 round. Triple Damage.
Conspiracy. The next hit landed on the foe is an automatic critical hit. Blinded 1
round. Triple Damage.
Demoralized. Prone. Stunned 2 rounds. Triple Damage.
Knockout. DC 16 CON save or unconscious. Prone. Stunned 2 rounds. Triple
Damage.
Final Strike. DC 18 CON save or die. Prone 1d4 squares back. Stunned 3 rounds.
Quadruple Damage.

Not for resale. Permission granted to print or photocopy this document for personal use only.
THE VULTURES CRITICAL HIT AND FUMBLE CHARTS

Fumble Table
Roll
01
02-03
04-06
07-09
10-13
14-16
17-19
20-23
24-26
27-29
30-33
34-36
37-39
40-45
46-49
50-55
56-60
61-67
68-80
81-100

Description
Seppuku. Knocked prone. Disarmed 1d3 squares away. Stunned 2 rounds. Critical
hit on self.
Total Failure. Knocked prone. Disarmed 1d3 squares away. Stunned 1 round.
Critical hit on self.
Predictable Parry. Knocked prone. Disarmed. Stunned 1 round. Damage to ally
(self).
Bloody Mess. Bleeding 1d6 per round. Disarmed. Stunned 1 round. Damage to self.
Gut Check. Damage to ally (self). Incapacitated for 1 round.
In Your Face. Damage to self. Incapacitated for 1 round.
Tipping the Scales. Opponent has advantage and attacker has disadvantage for 1
round.
Mighty Disarm. Disarmed 1d6 squares away. Disadvantage 1 round.
Terrible Maneuver. Nearest opponent gets a free attack with advantage as an
immediate action.
The Bigger They Are... Knocked back 1d3 squares before falling prone.
Butterfingers. Disarmed. Disadvantage on next attack roll.
Dropped Guard. Nearest opponent gets a free attack as an immediate action, if
possible
Vision Impairment. Blinded 1 round.
Loss of Resolve. The next saving throw in combat automatically fails.
Partial Blow. Half damage to self.
Wide Open. Provoke attack of opportunity from closest melee opponent, if possible.
Poor Karma. The next saving throw in combat is at disadvantage.
Slow to Respond. No bonus action or reaction next round.
Tough Recovery. Go last in initiative next round.
Nothing unusual happens.

Optional Rules
Confirmation of Crit / Fumble: Roll a second d20. After a successful Critical Hit, a
second successful attack roll vs. Armor Class confirms the critical hit succeeds. After a
fumble, a second attack roll vs. Armor Class that misses the target confirms the fumble
occurred.
Martial Advantage: Fighters, Barbarians, Paladins, Rangers, and Monks may add their class
level to both Critical Hit and Fumble roll totals.

Not for resale. Permission granted to print or photocopy this document for personal use only.
THE VULTURES CRITICAL HIT AND FUMBLE CHARTS

Critical Hit Table


Roll
Description
01-05 Ludicrous Maneuver. All allies with Passive Perception 12 get +2 on next
roll.
06-09 Late Timing. As an immediate action attack the same opponent at
disadvantage.
10-15 Wide Open. Target incapacitated 1 round. No 1's or 2's on damage die.
16-19 Guarded Strike. +2AC for 1 round. No 1's or 2's on damage die.
20-25 Savage Chop. Ignore damage resistance. No 1's or 2's on damage die.
26-29 Retaliation. As an immediate action attack the same opponent. No
1's or 2's on damage die.
30-35 Ruthless Assault. Extra damage die.
36-39 Defensive Strike. +4 AC for 1 round. Extra damage die.
40-45 Traumatic Injury. Ignore damage resistance. Extra damage die.
46-49 Victimized. Opponent provokes attacks of opportunity. Extra damage die.
50-53 Calamitous Fall. DC 13 DEX save or prone. Extra damage die.
54-56 Disoriented. DC 13 CON save or stunned for 1 round. Extra damage die.
57-59 Dirt in Eye. DC 13 WIS save or blinded for 1 round. Extra damage die.
60-63 Bleeder. 1d6 bleeding damage per round. Extra damage die.
64-65 Rout. Attacker has melee advantage and the target has disadvantage
for 1 round. Extra damage die.
66
The Gods Have Spoken. Roll twice and take the better result.
67-69 Momentum. As an immediate action attack the same opponent. Extra
damage die.
70-73 Great Hit. Ignore damage resistance. Double Damage.
74-76 Inspirational Display. All allies receive advantage on next roll. Double
Damage.
77-79 Vertigo. Drop all items in hand. Knocked back 1d3 squares. DC 15
DEX save or prone. Double Damage.
80-83 Perplexed Reaction. Target incapacitated 1 round,
provokes attacks of opportunity. Double Damage.
84-86 and Stay Down. Prone and stunned 1 round. DC 15 CON save or move
halved until rest. Double Damage.
87-89 Astute Counter. As an immediate action attack the same opponent with
advantage. Double Damage.
90-93 Impaled. 1d10 bleeding damage per round. Stunned 1 round. Triple
Damage.
94-96 Conspiracy. The next hit landed on the foe is an automatic critical
hit. Blinded 1 round. Triple Damage.
97-98 Demoralized. Prone. Stunned 2 rounds. Triple Damage.
99
Knockout. DC 16 CON save or unconscious. Prone. Stunned 2
rounds. Triple Damage.
100 Final Strike. DC 18 CON save or die. Prone 1d4 squares back.
Stunned 3 rounds. Quadruple Damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
THE VULTURES CRITICAL HIT AND FUMBLE CHARTS

Fumble Table
Roll
Description
01
Seppuku. Knocked prone. Disarmed 1d3 squares away. Stunned
2 rounds. Critical hit on self.
02-03
Total Failure. Knocked prone. Disarmed 1d3 squares away.
Stunned 1 round. Critical hit on self.
04-06
Predictable Parry. Knocked prone. Disarmed. Stunned 1 round.
Damage to ally (self).
07-09
Bloody Mess. Bleeding 1d6 per round. Disarmed. Stunned 1
round. Damage to self.
10-13
Gut Check. Damage to ally (self). Incapacitated for 1 round.
14-16
In Your Face. Damage to self. Incapacitated for 1 round.
17-19
Tipping the Scales. Opponent has advantage and attacker has
disadvantage for 1 round.
20-23
Mighty Disarm. Disarmed 1d6 squares away. Disadvantage 1
round.
24-26
Terrible Maneuver. Nearest opponent gets a free attack with
advantage as an immediate action.
27-29
The Bigger They Are... Knocked back 1d3 squares before
falling prone.
30-33
Butterfingers. Disarmed. Disadvantage on next attack roll.
34-36
Dropped Guard. Nearest opponent gets a free attack as an
immediate action, if possible
37-39
Vision Impairment. Blinded 1 round.
40-45
Loss of Resolve. The next saving throw in combat automatically
fails.
46-49
Partial Blow. Half damage to self.
50-55
Wide Open. Provoke attack of opportunity from closest melee
opponent, if possible.
56-60
Poor Karma. The next saving throw in combat is at
disadvantage.
61-67
Slow to Respond. No bonus action or reaction next round.
68-80
Tough Recovery. Go last in initiative next round.
81-100
Nothing unusual happens.