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Slashing

D100

01 03 Gruesome slash. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
04 06 Debilitating cut. Roll one extra die of the weapons damage to the target. 07
09 Vicious laceration. The target must make a successful DC 10 CON Save or suffer an additional 1d8 damage.
10 Horrific gash. The target loses its next attack as it staggers in shock from its wound.
11 13 Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
14 16 Nasty slice. Reroll all 1s and 2s on the damage roll for this attack. 17
19 Savage chop. The target is also knocked prone. 20
Inspiring stroke. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21
23 Ruthless assault. As a free action you may immediately make one melee attack vs. the same target. 24
26 Nicked an artery. The target must make a successful DC 12 CON Save or suffer and additional 1d8 damage every rd. until it saves.
27 29 Bloody trauma. The targets melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON
Save. 30 Cleaving hack. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half
the inflicted damage. 31 33 Blood-curdling attack. The target becomes frightened for the remainder of the
encounter. 34 36 Nauseating injury. The target is stunned for 1 rd.
37 39 Flesh-rending strike. The target is now vulnerable to slashing damage for the remainder of the encounter.
40 Monstrous damage. The target suffers triple damage. 41
43 Torturous impairment. The target becomes incapacitated for 1 rd. 44 46
Shocking violence. You receive advantage for all melee attacks vs. this opponent for the remainder of the encounter.
47 49 Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50
Severing strike. The targets off-hand is cut off. The target has disadvantage for the remainder of the encounter and 1d10 damage every rd.
until healed. 51 53 Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
54 55 Grievous hurt. Roll twice on this chart and apply both effects to the target. 56
57 Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60
Calamitous blow. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61
63 Heinous punishment. The targets allies all suffer disadvantage for their next attack. 64
66 Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
67 69 Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 damage.
70 Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 damage every rd. until it
saves. 71 73 Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your
next turn. 74 76 Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
77 79 Vexing anguish. You receive advantage for all melee attacks vs. the target and the target has disadvantage for the remainder of the
encounter. 80 Maimed. The targets arm is severed. It suffers disadvantage for the remainder of the encounter and
suffers 2d10 damage every rd. until healed. 81 83 Gutted. The target suffers triple damage and is incapacitated for 1
rd. 84 86 Gaping wound. The target suffers the damage rolled
for the attack each round until healed. 87 89 Harrowing disfigurement. The target suffers a
permanent -2 loss to its CHA due to horrible scarring. 90 Severed limb. The targets arm is severed. It
suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed. 91 93 Rent
armor. The targets AC is reduced by 2 for the remainder of the encounter. 94 96
Disemboweled. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.
97 99 Devastating cost. As a free action you may immediately make one melee attack with advantage vs. the same target.
100 Decapitated. The target is slain.

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com


Bludgeoning
D100

01 03 Crushing blow. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
04 06 Debilitating smash. Roll one extra die of the weapons damage to the target.
07 09 Shattering wallop. The target must make a successful DC 10 CON Save or suffer an additional 1d8 damage.
10 Bone-crushing force. The target loses its next attack as it staggers in shock from its wound.
11 13 Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
14 16 Devastating strike. Reroll all 1s and 2s on the damage roll for this attack.
17 19 Savage pounding. The target is also knocked prone. 20
Inspiring stroke. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21
23 Ruthless assault. As a free action you may immediately make one melee attack vs. the same target.
24 26 Smashed. The target must make a successful DC 12 CON Save or suffer and additional 1d8 damage every rd. until it saves.
27 29 Bruising trauma. The targets melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON
Save. 30 Pulverizing crunch. One adjacent ally of the target is also struck by this attack and suffers the equivalent of
half the inflicted damage. 31 33 Blood-curdling attack. The target becomes frightened for the remainder of the
encounter. 34 36 Nauseating injury. The target is stunned for 1 rd.
37 39 Pummeled. The target is now vulnerable to bludgeoning damage for the remainder of the encounter.
40 Monstrous damage. The target suffers triple damage. 41
43 Torturous impairment. The target becomes incapacitated for 1 rd. 44 46
Shocking violence. You receive advantage for all melee attacks vs. this opponent for the remainder of the encounter.
47 49 Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50
Severing strike. The targets off-hand is cut off. The target has disadvantage for the remainder of the encounter and 1d10 damage every rd.
until healed. 51 53 Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
54 55 Grievous hurt. Roll twice on this chart and apply both effects to the target. 56
57 Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60
Calamitous blow. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61
63 Heinous punishment. The targets allies all suffer disadvantage for their next attack. 64
66 Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
67 69 Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 damage.
70 Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 damage every rd. until it
saves. 71 73 Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your
next turn. 74 76 Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
77 79 Vexing anguish. You receive advantage for all melee attacks vs. the target and the target has disadvantage for the remainder of the
encounter. 80 Broken bones. The targets arm is broken. It suffers disadvantage for the remainder of the encounter and
suffers 2d10 damage every rd. until healed. 81 83 Fracturing bash. The target suffers triple damage and is
incapacitated for 1 rd. 84 86 Crushed. The target suffers the
damage rolled for the attack each round until healed. 87 89 Harrowing disfigurement. The
target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 Ruined limb. The targets arm is
crushed. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed. 91
93 Crumpled armor. The targets AC is reduced by 2 for the remainder of the encounter. 94
96 Massive thrashing. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com


97 99 Devastating cost. As a free action you may immediately make one melee attack with advantage vs. the same target.
100 Blown apart. The target is slain.

Piercing
D100

01 03 Piercing lunge. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
04 06 Debilitating stab. Roll one extra die of the weapons damage to the target. 07
09 Shattering thrust. The target must make a successful DC 10 CON Save or suffer an additional 1d8 damage.
10 Perforated. The target loses its next attack as it staggers in shock from its wound. 11
13 Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
14 16 Devastating strike. Reroll all 1s and 2s on the damage roll for this attack.
17 19 Ventilated. The target is also knocked prone. 20
Inspiring stroke. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21
23 Ruthless assault. As a free action you may immediately make one melee attack vs. the same target. 24
26 Skewered. The target must make a successful DC 12 CON Save or suffer and additional 1d8 damage every rd. until it saves.
27 29 Ghastly trauma. The targets melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON
Save. 30 Run through. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the
inflicted damage. 31 33 Blood-curdling attack. The target becomes frightened for the remainder of the
encounter. 34 36 Nauseating injury. The target is stunned for 1 rd.
37 39 Punctured. The target is now vulnerable to piercing damage for the remainder of the encounter.
40 Monstrous damage. The target suffers triple damage. 41
43 Torturous impairment. The target becomes incapacitated for 1 rd. 44 46
Shocking violence. You receive advantage for all melee attacks vs. this opponent for the remainder of the encounter.
47 49 Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50
Penetrating strike. The target has disadvantage for the remainder of the encounter and suffers 1d10 damage every rd. until healed.
51 53 Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
54 55 Grievous hurt. Roll twice on this chart and apply both effects to the target. 56
57 Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60
Stinging blow. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61
63 Heinous punishment. The targets allies all suffer disadvantage for their next attack. 64
66 Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
67 69 Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 damage.
70 Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 damage every rd. until it
saves. 71 73 Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your
next turn. 74 76 Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
77 79 Vexing anguish. You receive advantage for all melee attacks vs. the target and the target has disadvantage for the remainder of the
encounter. 80 Speared. The targets arm is rendered useless. It suffers disadvantage for the remainder of the encounter
and suffers 2d10 damage every rd. until healed. 81 83 Impaled. The target suffers triple damage and is
incapacitated for 1 rd. 84 86 Pierced artery. The target suffers
the damage rolled for the attack each round until healed. 87 89 Harrowing disfigurement.
The target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 Blinded. The target is
rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed.
91 93 Punctured armor. The targets AC is reduced by 2 for the remainder of the encounter.
5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com
94 96 Bullseye. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.
97 99 Devastating cost. As a free action you may immediately make one melee attack with advantage vs. the same target.
100 Killing blow. The target is slain.

Fire
D100

01 03 Burning pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
04 06 Flickering flames. Roll one extra die of the attacks damage to the target. 07
09 Withering heat. The target must make a successful DC 10 CON Save or suffer an additional 1d8 fire damage.
10 Smoldering. The target loses its next attack as it staggers in shock from its wound.
11 13 Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
14 16 Devastating inferno. Reroll all 1s and 2s on the damage roll for this attack.
17 19 Smoking ruin. The target is also knocked prone. 20
Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21
23 Blistering assault. As a free action you may immediately make one attack vs. the same target. 24
26 Roasted. The target must make a successful DC 12 CON Save or suffer and additional 1d8 fire damage every rd. until it saves.
27 29 Ghastly trauma. The targets melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON
Save. 30 Fuming conflagration. One adjacent ally of the target is also struck by this attack and suffers the equivalent
of half the inflicted damage. 31 33 Blood-curdling attack. The target becomes frightened for the remainder of
the encounter. 34 36 Smoldering injury. The target is stunned for 1 rd.
37 39 Seared. The target is now vulnerable to fire damage for the remainder of the encounter. 40
Monstrous damage. The target suffers triple damage. 41 43
Torturous impairment. The target becomes incapacitated for 1 rd. 44 46
Scalding violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter. 47 49
Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50 Fiery
doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 fire damage every rd. until healed. 51
53 Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter. 54
55 Grievous hurt. Roll twice on this chart and apply both effects to the target. 56 57
Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60
Catastrophic burning. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.
61 63 Heinous punishment. The targets allies all suffer disadvantage for their next attack.
64 66 Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
67 69 Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 fire damage.
70 Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 fire damage every rd. until it
saves. 71 73 Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your
next turn. 74 76 Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
77 79 Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the
encounter. 80 Consumed. The targets arm is burnt to ash. It suffers disadvantage for the remainder of the encounter
and 2d10 fire damage every rd. until healed. 81 83 Scorching devastation. The target suffers triple damage and
is incapacitated for 1 rd. 84 86 Burnt to ash. The target suffers
the damage rolled for the attack each round until healed. 87 89 Harrowing disfigurement.
The target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 Cauterized. The target is
rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed.

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com


91 93 Melted armor. The targets AC is reduced by 2 for the remainder of the encounter.
94 96 All-consuming flame. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.
97 99 Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.
100 Vaporized. The target is slain.

Cold
D100

01 03 Freezing pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
04 06 Iced over. Roll one extra die of the attacks damage to the target. 07
09 Shivering cold. The target must make a successful DC 10 CON Save or suffer an additional 1d8 cold damage.
10 Numbing effect. The target loses its next attack as it staggers in shock from its wound.
11 13 Crystallize. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
14 16 Winters wrath. Reroll all 1s and 2s on the damage roll for this attack.
17 19 Steaming ruin. The target is also knocked prone. 20
Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21
23 Frigid assault. As a free action you may immediately make one attack vs. the same target. 24
26 Roasted. The target must make a successful DC 12 CON Save or suffer and additional 1d8 cold damage every rd. until it saves.
27 29 Ghastly trauma. The targets melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON
Save. 30 Chilling spasm. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half
the inflicted damage. 31 33 Blood-congealing attack. The target becomes frightened for the remainder of the
encounter. 34 36 Tundras fist. The target is stunned for 1 rd.
37 39 Chilled. The target is now vulnerable to cold damage for the remainder of the encounter.
40 Monstrous damage. The target suffers triple damage. 41
43 Torturous impairment. The target becomes incapacitated for 1 rd. 44 46
Snowblind. You receive advantage for all attacks vs. this opponent for the remainder of the encounter. 47 49
Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50 Killing
frost. The target has disadvantage for the remainder of the encounter and suffers 1d10 cold damage every rd. until healed. 51
53 Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter. 54
55 Grievous hurt. Roll twice on this chart and apply both effects to the target. 56 57
Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60 Deep
freeze. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61 63
Heinous punishment. The targets allies all suffer disadvantage for their next attack. 64 66
Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack 67
69 Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 cold damage.
70 Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 cold damage every rd. until
it saves. 71 73 Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your
next turn. 74 76 Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
77 79 Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the
encounter. 80 Icy grip. The targets arm shatters. It suffers disadvantage for the remainder of the encounter and 2d10
cold damage every rd. until healed. 81 83 Wintry devastation. The target suffers triple damage and is
incapacitated for 1 rd. 84 86 Snowstruck. The target suffers the
damage rolled for the attack each round until healed. 87 89 Harrowing disfigurement. The

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com


target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 Frostbitten. The target is
rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed.
91 93 Shattered armor. The targets AC is reduced by 2 for the remainder of the encounter.
94 96 Cold as the grave. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.
97 99 Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.
100 Frozen solid. The target is slain.

Lightning
D100

01 03 Shocking pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
04 06 Crackling flashes. Roll one extra die of the attacks damage to the target. 07
09 Lingering sparks. The target must make a successful DC 10 CON Save or suffer an additional 1d8 lightning damage.
10 Electrified. The target loses its next attack as it staggers in shock from its wound. 11
13 Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
14 16 Devastating bolt. Reroll all 1s and 2s on the damage roll for this attack.
17 19 Sparking ruin. The target is also knocked prone. 20
Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21
23 Jarring assault. As a free action you may immediately make one attack vs. the same target. 24
26 Zapped. The target must make a successful DC 12 CON Save or suffer and additional 1d8 lightning damage every rd. until it saves.
27 29 Frazzling trauma. The targets melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10
CON Save. 30 Electrifying agony. One adjacent ally of the target is also struck by this attack and suffers the
equivalent of half the inflicted damage. 31 33 Blood-curdling attack. The target becomes frightened for the
remainder of the encounter. 34 36 Convulsing injury. The target is stunned for 1 rd.
37 39 Jolted. The target is now vulnerable to lightning damage for the remainder of the encounter.
40 Monstrous damage. The target suffers triple damage. 41
43 Torturous impairment. The target becomes incapacitated for 1 rd. 44 46
Stunning violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter. 47 49
Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50
Twitching doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 lightning damage every rd. until healed.
51 53 Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
54 55 Grievous hurt. Roll twice on this chart and apply both effects to the target. 56
57 Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60
Shocked. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61
63 Heinous punishment. The targets allies all suffer disadvantage for their next attack. 64
66 Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
67 69 Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 lightning damage.
70 Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 lightning damage every rd.
until it saves. 71 73 Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of
your next turn. 74 76 Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
77 79 Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the
encounter. 80 Consumed. The targets arm is burnt to ash. It suffers disadvantage for the remainder of the encounter
and 2d10 fire damage every rd. until healed. 81 83 Staggering charge. The target suffers triple damage and is
incapacitated for 1 rd. 84 86 Lingering static. The target
5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com
suffers the damage rolled for the attack each round until healed. 87 89 Harrowing
disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring. 90
Cauterized. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until
healed. 91 93 Fused armor. The targets AC is reduced by 2 for the remainder of the encounter.
94 96 Sizzled. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.
97 99 Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.
100 Electrocuted. The target is slain.

Force
D100

01 03 Supernatural shock. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
04 06 Flickering chaos. Roll one extra die of the attacks damage to the target. 07
09 Withering arcana. The target must make a successful DC 10 CON Save or suffer an additional 1d8 force damage.
10 Seething wreck. The target loses its next attack as it staggers in shock from its wound.
11 13 Brutal magicks. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
14 16 Devastating wizardry. Reroll all 1s and 2s on the damage roll for this attack.
17 19 Blasted ruin. The target is also knocked prone. 20
Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21
23 Preternatural assault. As a free action you may immediately make one attack vs. the same target.
24 26 Ensorcelled. The target must make a successful DC 12 CON Save or suffer and additional 1d8 force damage every rd. until it saves.
27 29 Ghastly trauma. The targets melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON
Save. 30 Arcane conflagration. One adjacent ally of the target is also struck by this attack and suffers the equivalent
of half the inflicted damage. 31 33 Blood-curdling attack. The target becomes frightened for the remainder of
the encounter. 34 36 Dweomer-struck injury. The target is stunned for 1 rd.
37 39 Wracked. The target is now vulnerable to force damage for the remainder of the encounter.
40 Monstrous damage. The target suffers triple damage. 41
43 Torturous impairment. The target becomes incapacitated for 1 rd. 44 46
Supranatural violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter. 47
49 Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50
Eldritch doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 force damage every rd. until healed.
51 53 Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
54 55 Grievous hurt. Roll twice on this chart and apply both effects to the target. 56
57 Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60
Catastrophic effect. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.
61 63 Heinous punishment. The targets allies all suffer disadvantage for their next attack.
64 66 Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
67 69 Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 force damage.
70 Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 force damage every rd. until
it saves. 71 73 Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your
next turn. 74 76 Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
77 79 Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the
encounter. 80 Consumed. The targets arm is burnt to ash. It suffers disadvantage for the remainder of the encounter
and 2d10 force damage every rd. until healed. 81 83 Sorcerous devastation. The target suffers triple damage and
5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com
is incapacitated for 1 rd. 84 86 Burnt to ash. The target suffers
the damage rolled for the attack each round until healed. 87 89 Harrowing disfigurement.
The target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 Cauterized. The target is
rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed.
91 93 Chaos-touched armor. The targets AC is reduced by 2 for the remainder of the encounter.
94 96 All-consuming power. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.
97 99 Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.
100 Disintegrated. The target is slain.

Necrotic
D100

01 03 Rotting pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
04 06 Rattle of bones. Roll one extra die of the attacks damage to the target. 07
09 Withering necromancy. The target must make a successful DC 10 CON Save or suffer an additional 1d8 necrotic damage.
10 Condemned. The target loses its next attack as it staggers in shock from its wound.
11 13 Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
14 16 Devastation. Reroll all 1s and 2s on the damage roll for this attack. 17
19 Morbid ruin. The target is also knocked prone. 20
Intimidating blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
21 23 Grim assault. As a free action you may immediately make one attack vs. the same target.
24 26 Final judgment. The target must make a successful DC 12 CON Save or suffer and additional 1d8 necrotic damage every rd. until it
saves. 27 29 Ghastly trauma. The targets melee attacks only deal half damage for the remainder of the encounter
unless it makes a DC 10 CON Save. 30 Doomed. One adjacent ally of the target is also struck by this attack and suffers
the equivalent of half the inflicted damage. 31 33 Blood-curdling attack. The target becomes frightened for
the remainder of the encounter. 34 36 Grave injury. The target is stunned for 1 rd.
37 39 Calamitous loss . The target is now vulnerable to necrotic damage for the remainder of the encounter.
40 Monstrous damage. The target suffers triple damage. 41
43 Torturous impairment. The target becomes incapacitated for 1 rd. 44 46
Necromantic violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter. 47
49 Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50
Necrotic doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 necrotic damage every rd. until healed.
51 53 Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
54 55 Grievous hurt. Roll twice on this chart and apply both effects to the target. 56
57 Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60
Terrifying effect. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.
61 63 Heinous punishment. The targets allies all suffer disadvantage for their next attack.
64 66 Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
67 69 Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 necrotic damage.
70 Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 necrotic damage every rd.
until it saves. 71 73 Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of
your next turn. 74 76 Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
77 79 Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the
encounter. 80 Withered. The targets arm is rotted away. It suffers disadvantage for the remainder of the encounter and
5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com
2d10 necrotic damage every rd. until healed. 81 83 Dark finality. The target suffers triple damage and is
incapacitated for 1 rd. 84 86 Lost cause. The target suffers the
damage rolled for the attack each round until healed. 87 89 Harrowing disfigurement. The
target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 Abyssal decay. The target is
made blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed. 91
93 Decayed armor. The targets AC is reduced by 2 for the remainder of the encounter. 94
96 Hungry death. The target has disadvantage for the rest of the encounter and the damage rolled for the attack each round until healed.
97 99 Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.
100 Termination. The target is slain.

Radiant
D100

01 03 Glorious pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
04 06 Purifying flames. Roll one extra die of the attacks damage to the target. 07
09 Virtuous glory. The target must make a successful DC 10 CON Save or suffer an additional 1d8 radiant damage.
10 Cleansed. The target loses its next attack as it staggers in shock from its wound. 11
13 Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
14 16 Devastating righteousness. Reroll all 1s and 2s on the damage roll for this attack.
17 19 Luminous ruin. The target is also knocked prone. 20
Inspiring aura. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21
23 Exalted assault. As a free action you may immediately make one attack vs. the same target. 24
26 Scintillating glow. The target must make a successful DC 12 CON Save or suffer and additional 1d8 radiant damage every rd. until it
saves. 27 29 Cleansing trauma. The targets melee attacks only deal half damage for the remainder of the
encounter unless it makes a DC 10 CON Save. 30 Shining splendor. One adjacent ally of the target is also struck by
this attack and suffers the equivalent of half the inflicted damage. 31 33 Blood-curdling attack. The target
becomes frightened for the remainder of the encounter. 34 36 Smoldering injury. The target is
stunned for 1 rd. 37 39 Dazzled. The target is now vulnerable to
radiant damage for the remainder of the encounter. 40 Monstrous damage. The target suffers
triple damage. 41 43 Torturous impairment. The target
becomes incapacitated for 1 rd. 44 46 Magisterial violence. You receive
advantage for all attacks vs. this opponent for the remainder of the encounter. 47 49 Traumatizing pain. The target
becomes exhausted to level 4 of that condition. 50 Heavens wrath. The target has
disadvantage for the remainder of the encounter and suffers 1d10 radiant damage every rd. until healed. 51 53 Angelic
vengeance. The target suffers the effects of a bane spell for the remainder of the encounter. 54 55
Grievous hurt. Roll twice on this chart and apply both effects to the target. 56 57
Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60
Divine wrath. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61
63 Celestial punishment. The targets allies all suffer disadvantage for their next attack. 64
66 Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
67 69 Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 radiant damage.
70 Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 radiant damage every rd.
until it saves. 71 73 Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com


your next turn. 74 76 Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
77 79 Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the
encounter. 80 Hallowed. The targets arm is burnt to ash. It suffers disadvantage for the remainder of the encounter and
2d10 radiant damage every rd. until healed. 81 83 Scorching devastation. The target suffers triple damage and is
incapacitated for 1 rd. 84 86 Everlasting shame. The target
suffers the damage rolled for the attack each round until healed. 87 89 Harrowing
disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 Judged.
The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed.
91 93 Shriven armor. The targets AC is reduced by 2 for the remainder of the encounter.
94 96 All-consuming radiance. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until
healed. 97 99 Devastating cost. As a free action you may immediately make one attack with
advantage vs. the same target. 100 Purified. The target is slain.

Acid
D100

01 03 Burning acid. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
04 06 Choking fumes. Roll one extra die of the attacks damage to the target. 07
09 Acrid bile. The target must make a successful DC 10 CON Save or suffer an additional 1d8 acid damage.
10 Bitter pungency. The target loses its next attack as it staggers in shock from its wound.
11 13 Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
14 16 Bubbling grief. Reroll all 1s and 2s on the damage roll for this attack.
17 19 Deteriorating ruin. The target is also knocked prone.
20 Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
21 23 Decomposing assault. As a free action you may immediately make one attack vs. the same target.
24 26 Scoured. The target must make a successful DC 12 CON Save or suffer and additional 1d8 acid damage every rd. until it saves.
27 29 Corroding trauma. The targets melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10
CON Save. 30 Fuming disruption. One adjacent ally of the target is also struck by this attack and suffers the
equivalent of half the inflicted damage. 31 33 Blood-curdling attack. The target becomes frightened for the
remainder of the encounter. 34 36 Biting injury. The target is stunned for 1 rd.
37 39 Corroded. The target is now vulnerable to acid damage for the remainder of the encounter.
40 Monstrous damage. The target suffers triple damage. 41
43 Torturous impairment. The target becomes incapacitated for 1 rd. 44 46
Liquefying violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter. 47
49 Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50
Caustic doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 acid damage every rd. until healed.
51 53 Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
54 55 Grievous hurt. Roll twice on this chart and apply both effects to the target. 56
57 Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60
Catastrophic misery. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.
61 63 Heinous punishment. The targets allies all suffer disadvantage for their next attack.
64 66 Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
67 69 Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 acid damage.
70 Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 acid damage every rd. until
5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com
it saves. 71 73 Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your
next turn. 74 76 Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
77 79 Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the
encounter. 80 Consumed. The targets arm is dissolved. It suffers disadvantage for the remainder of the encounter and
2d10 acid damage every rd. until healed. 81 83 Acidic devastation. The target suffers triple damage and is
incapacitated for 1 rd. 84 86 Eaten away. The target suffers the
damage rolled for the attack each round until healed. 87 89 Harrowing disfigurement. The
target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 Cauterized. The target is
rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed.
91 93 Dissolving armor. The targets AC is reduced by 2 for the remainder of the encounter.
94 96 All-consuming flame. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.
97 99 Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.
100 Dissolved. The target is slain.

Psychic
D100

01 03 Psychic pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
04 06 Nightmarish visions Roll one extra die of the attacks damage to the target.
07 09 Broken will. The target must make a successful DC 10 CON Save or suffer an additional 1d8 psychic damage.
10 Mind-blasted. The target loses its next attack as it staggers in shock from its wound.
11 13 Brutal effect. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
14 16 Devastating psychosis. Reroll all 1s and 2s on the damage roll for this attack.
17 19 Wasted. The target is also knocked prone. 20
Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21
23 Mental assault. As a free action you may immediately make one attack vs. the same target. 24
26 Unhinged. The target must make a successful DC 12 CON Save or suffer and additional 1d8 psychic damage every rd. until it saves.
27 29 Subliminal trauma. The targets melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10
CON Save. 30 Paranoid delusions. One adjacent ally of the target is also struck by this attack and suffers the
equivalent of half the inflicted damage. 31 33 Blood-curdling attack. The target becomes frightened for the
remainder of the encounter. 34 36 Lingering injury. The target is stunned for 1 rd.
37 39 Touched. The target is now vulnerable to psychic damage for the remainder of the encounter.
40 Monstrous damage. The target suffers triple damage. 41
43 Torturous impairment. The target becomes incapacitated for 1 rd. 44 46
Psionic violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter. 47 49
Traumatizing pain. The target becomes exhausted to level 4 of that condition. 50
Psychotic doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 psychic damage every rd. until healed.
51 53 Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
54 55 Grievous hurt. Roll twice on this chart and apply both effects to the target. 56
57 Unnerved. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60
Catastrophic raving. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.
61 63 Heinous punishment. The targets allies all suffer disadvantage for their next attack.
64 66 Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
67 69 Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 psychic damage.
5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com
70 Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 psychic damage every rd.
until it saves. 71 73 Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of
your next turn. 74 76 Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
77 79 Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the
encounter. 80 Catatonic. The target suffers disadvantage for the remainder of the encounter and 2d10 psychic damage
every rd. until healed. 81 83 Rational devastation. The target suffers triple damage and is incapacitated for 1 rd.
84 86 Cognitive disruption. The target suffers the damage rolled for the attack each round until healed.
87 89 Harrowing ordeal. The target suffers a permanent -2 loss to its CHA due to stress-related injuries.
90 Dumbstruck. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd.
until healed. 91 93 Rendered defenseless. The targets AC is reduced by 2 for the remainder of the encounter.
94 96 Shattered mind. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.
97 99 Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.
100 Lobotomized. The target is slain.

Thunder
D100

01 03 Deafening pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
04 06 Thundering roar. Roll one extra die of the attacks damage to the target. 07
09 Earsplitting crash. The target must make a successful DC 10 CON Save or suffer an additional 1d8 thunder damage.
10 Reverberating agony. The target loses its next attack as it staggers in shock from its wound.
11 13 Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
14 16 Devastating barrage. Reroll all 1s and 2s on the damage roll for this attack.
17 19 Wave of sound. The target is also knocked prone. 20
Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter. 21
23 Booming assault. As a free action you may immediately make one attack vs. the same target. 24
26 Detonated. The target must make a successful DC 12 CON Save or suffer and additional 1d8 thunder damage every rd. until it saves.
27 29 Ghastly trauma. The targets melee attacks only deals half damage for the remainder of the encounter unless it succeeds on a DC 10
CON Save. 30 Cacaphony. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half
the inflicted damage. 31 33 Blood-curdling attack. The target becomes frightened for the remainder of the
encounter. 34 36 Thunderous injury. The target is stunned for 1 rd.
37 39 Inescapable fury. The target is now vulnerable to thunder damage for the remainder of the encounter.
40 Monstrous damage. The target suffers triple damage. 41
43 Torturous impairment. The target becomes incapacitated for 1 rd. 44 46
Explosive violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter. 47
49 Traumatizing effect. The target becomes exhausted to level 4 of that condition. 50
Noisy doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 thunder damage every rd. until healed.
51 53 Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
54 55 Grievous hurt. Roll twice on this chart and apply both effects to the target. 56
57 Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring. 60
Sonic wave. The target must make a successful DC 10 DEX save or it drops whatever it has in hand. 61
63 Heinous punishment. The targets allies all suffer disadvantage for their next attack. 64
66 Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com


67 69 Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 thunder damage.
70 Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 thunder damage every rd.
until it saves. 71 73 Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of
your next turn. 74 76 Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
77 79 Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the
encounter. 80 Blown to pieces. The target suffers disadvantage for the remainder of the encounter and 2d10 thunder
damage every rd. until healed. 81 83 Rumbling devastation. The target suffers triple damage and is
incapacitated for 1 rd. 84 86 Thunderstruck. The target suffers
the damage rolled for the attack each round until healed. 87 89 Harrowing disfigurement.
The target suffers a permanent -2 loss to its CHA due to horrible scarring. 90 Cannonade. The target is
rendered deaf. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until healed.
91 93 Broken armor. The targets AC is reduced by 2 for the remainder of the encounter.
94 96 All-consuming clamor. The target has disadvantage for the rest of the encounter and the damage rolled for the attack each round
until healed. 97 99 Devastating cost. As a free action you may immediately make one attack with
advantage vs. the same target. 100 Imploded. The target is slain.

5th Edition D&D Crit Tables by Roland Bruno of saveversus.wordpress.com

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