A Critical Hit Table (d6)

Citation

Based on Rob Twohy's 200 Critical Hit/Fumble Tables on DMsGuild

d6 Result

1

Normal Critical Hit

2

Normal Critical Hit

3-6

Roll on "200 Critical Effects"


Subcharts

200 Critical Effects (1d200)

1d200 Result

1

ABSOLUTE: Subtract 20 from all NPC's initiative and take the absolute number. Those are the new initiatives for the remainder of the encounter effective immediately.

2

AC MISHAP: The target's AC is reduced by 2 for the remainder of the encounter. If the target has no armor, you and all allies have a +2 to attack for the remainder of the encounter against this target.

3

AN OPENING! Roll twice on this table and choose one of the results.

4

AN OPPORTUNITY BONUS: You may take one extra bonus action or one extra move action this turn.

5

ARMOR CLASS BOON:  Your AC increases by 2 for the remainder of the encounter.

6

SPATIAL MISHAP: If your target has a spatial storage bag (bag of holding), it is pierced by the attack, with the expected results.

7

BALDERDASH:  You may dash for free this turn.

8

BANK: You may choose to not apply critical damage and instead apply non-critical damage. On your next fumble treat it as a hit.

9

BANK PLUS INTEREST: You may choose to not apply critical damage and instead apply non-critical damage. On your next fumble treat it as a critical.

10

BATTLE CRY: All allies that can see you gain inspiration. If they already have it, they gain an extra use of it before the end of their next turn.

11

BEES: A swarm of bees appears, stings your target, disappears, and your target is poisoned for the remainder of the encounter.

12

BLEEDING OUT: The target suffers the damage rolled for this attack/spell each round until healed.

13

BLOODY TRAUMA: The target must make a successful DC l O + Your Level CON save or its attack/spells only deal half damage for the remainder of the encounter.

14

BODY BLOW: Your target's lung is slashed (slashing weapon) or pierced (piercing weapon) or ribs are broken (blunt weapon). All of these result in being stunned for 2 rounds and a -1 to attack rolls until healed. 50% chance of right or left side. If this action is impossible due to the nature of the target, then you do standard critical damage and gain an extra action instead.

15

BOOST: You gain your level in TEMP HP.

16

BRUTAL WOUND: The target must make a successful DC l 0 + Your Level CON save or its speed is halved for the remainder of the encounter.

17

CALAMITOUS BLOW: The target must make a successful DC l O + Your Level DEX save or it drops whatever it has in hand(s). If this is not possible, target falls prone.

18

CAN'T HEAL NATURALLY: Target cannot heal naturally until after next long rest.

19

CHARMING: You charm your target (as per the charm spell).

20

CHECK BOON: You have advantage on one random ability check until the end of the next long rest.

21

COMBAT TACTICIAN: The spell you just cast has no spell slot cost (or if no spell used here, you have an extra attack per turn) until the end of the encounter.

22

COME CLOSER: You may freely attempt to grapple the target if in melee, or the target magically falls prone if it is out of your reach.

23

CONCUSSION: Your INT and WIS -2 until the next long rest. Yes, this is bad.

24

CONFUSED: Your target tries to strike its nearest ally as a reaction with its best ranged or melee attack. The target may move its normal movement to make this extra attack if needed.

25

CONSPIRACY: Your next attack or spell miss (or opponent save success) is an automatic fumble. Roll on the fumble table. Yeah

26

CONTROL: Bank one forced reroll against any opponent for the rest of the encounter. Can be used to make an opponent reroll at any time even if you are not the target.

27

CRAZY MENTAL FLASH: You learned the secret to the universe! Gain XP equal to l /20 the amount between your current XP and your next level. You then forget the secret.

28

DANCER: You may move 5' without provoking.

29

DEAF: Target is deafened for 1 d4 rounds.

30

DEBILITATING CUT: The critical hit does an extra die of damage to the target.

31

DECAPITATED: Your target's head is decapitated (slashing weapon), crushed (blunt weapon) or pierced (piercing weapon), or if attack was a spell, some effect to the head related to the type of attack/spell that will likely leave target dead. If this action is not possible due to nature of the target, you do standard critical damage and gain an extra action instead. If against PC, the latter effect is used.

32

DEJA VU: Apply the same damage again to the target.

33

DEMORALIZED: Your target's allies who have line of sight to the target suffer disadvantage on all attacks and saving throws for one round. If this action is not possible due to no allies present, then you gain inspiration instead.

34

DIRE CONSEQUENCES: Your allies receive advantage on all attack/saves vs. the target until the start of your next turn.

35

DO YOU WANNA?: You may skip damage now to score hits on your next two attacks even if you miss.

36

DODGER: You have the dodge effect for the next 1 d3 rounds, but may continue to act normally.

37

DOUBLE VISION: On a hit, your target's attacks have a 50% chance of missing for the rest of the encounter. When the next hit happens, roll percentage dice and it misses on a 50 or below.

38

DRUNK: Your target becomes intoxicated for 1 d4 rounds.

39

EARTHQUAKE: DM creates effects on battlefield, including physical shifts, random prone effects, etc.

40

ENLARGED: You become enlarged per the enlarge spell until the end of the encounter.

41

EVADER: You have the evasion effect until the end of the encounter.

42

EVISCERATE: You do two standard critical hits to the target. 2 x damage INCLUDING 2 x modifiers.

43

EXHAUSTED: The target adds 1 level of exhaustion.

44

EYE GOUGE: The target is blinded for 1 round.

45

EZ: Until the end of your next turn, each of your attacks is done against AC 5 + Half Your Level (round up).

46

FAVOR: Roll the damage twice, take the better result.

47

FEY MAGIC: You may teleport the target up to its movement in any direction (including the z axis) to an open space.

48

FIND: Your entire party recovers all spent ammo for this entire encounter when it ends.

49

FIRE: Someone's god is on fire! Your target emanates streams of fire at the nearest 1d4 target allies doing 1d8 fire damage each.

50

FREE SPELL: Your spell does not use a slot. If not a spell, you may make an extra attack.

51

FROST: Someone's god is freezing! Your target emanates rays of frost at the nearest 1d4 target allies doing 1d10 cold damage each.

52

FRUSTRATION: Your target takes a -5 to all attacks for the next 1 d3 rounds.

53

FULL HEALTH: You are restored to max HP.

54

GAPING WOUND: The target takes ongoing 5 + 1/2 Its Level damage (round up) per round until healed

55

GENIUS: Gain proficiency in a random skill until after the next long rest.

56

GET DOWN!: Both you and your target fall prone.

57

GOLD!: A chest with Your Level x d l 00 gold appears next to you in a random open space.

58

GRAPPLED AND RESTRAINED: Your target is both grappled and restrained by the environment (vines shoot up from the ground, etc.). Escape DC is 10 + Your Level.

59

GRATUITOUS VIOLENCE: Roll twice on this table and apply both results.

60

GRUESOME HIT: The target must make a successful DC 10 + Your Level CON save or receive disadvantage for its next attack or enemies gain a +2 to save against target's next spell DC.

61

GUARDED: Any of your allies adjacent to the target may immediately take an attack of opportunity against it. If no allies are adjacent, alI allies gain advantage on the target through their next attacks.

62

GUIDED: You have Guidance on your next ability check (1 d4).

63

HALF: All combatants on the battlefield are set to half their original HP. That includes you smart ass.

64

HAMSTRUNG: The target is restrained until the end of its next turn.

65

HATEFUL ATTACK: You deal an extra die of psychic damage to the enemy as your attack is empowered by pure hatred.

66

HEAD BLOW: The target loses an ear (slashing weapon), or an eye (piercing weapon), or blow to the skull (blunt weapon), or (if weapon was a spell) some effect related to the type of attack/spell. 50% of left or right side. Loss of ear or eye both result in permanently granting combat advantage to all opponents. Blow to the skull permanently reduces intelligence by 4 and knocks target unconscious (DC 10 CON + Level save at the beginning of any turn ends condition). If this action is impossible, then you do standard critical hit damage and gain an extra action instead.

67

HEAVENLY BOON: You gain the benefits of the Bless spell for one minute.

68

HEINOUS PUNISHMENT: All enemies suffer disadvantage for their next attack (or allies have advantage on their spell DC).

69

HELLISH DISTRESS: The target suffers the effects of a Bane spell for the remainder of the encounter.

70

HOLD ON A SEC: Your party gains advantage on persuasion and/or intimidation for purposes of stopping the fight for the rest of the encounter if desired.

71

HORNY: Your target humps the leg of the nearest creature for one full round. Extra movement is granted to accomplish this.

72

HORRIFIC GASH: The target loses its next action as it staggers in shock from its wound.

73

HOW'S THAT NOW?: Everything involving you has disadvantage for the next 1 d4 rounds. This includes enemies having advantages regarding you. Bad!

74

I HATE IT!: Roll a d6, lose this many HP. Yes, a bad critical.

75

I LOVE IT!: Roll a d10, gain this many TEMP HP.

76

IMMUNE: You are immune to critical damage for the rest of the encounter.

77

IMMUNITY: You are immune to all damage types for 1 round.

78

IGNORE: Ignore target's resistances for this attack.

79

INSPIRATION: You gain Inspiration. If you already have inspiration, you may use this extra inspiration before the end of your next turn

80

INSPIRING STROKE: Your allies within 30 feet gain a Bardic (d8) inspiration die that can be used during this encounter.

81

INIVISIBLE: You are invisible for 1 round if you wish, even when attacking.

82

IS THIS YOUR CARD?: Several hundred playing cards magically fly out of your sleeve distracting your target. Your target grants advantage to attacks for 1 round.

83

IT IS DONE: The target is reduced to zero HP! If the target is a an NPC, and the creature's CR level is above attacker's level, then it loses only half of its remaining HP.

84

KARMA: Your target takes 1d10 damage from karma.

85

KNEE CRACK: Your target's leg is cut off at the knee (slashing weapon), or knee is broken (blunt weapon), or knee is split (piercing weapon), or (if weapon is spell) some effect to the knee related to the type of attack/spell, and target falls prone, and movement reduced to l /2 speed. If this action is impossible due to the nature of the target, then you do standard critical damage and gain an extra action instead

86

KNOCKDOWN: You knock the target prone.

87

KNOCKOUT BLOW: The target is unconscious (DC10 + Your Level CON save at start of turn or target taking damage ends).

88

LAST GASP: You lose the need to breathe for 24 hours.

89

LEARNED A BIT: You learned a little. Gain XP equal to 1/10 the amount between your current XP and your next level.

90

LEARNED A LOT: You learned a lot. Gain XP equal to 1/5 the amount between your current XP and your next level.

91

LET'S TRADE: All players trade their PC with another random player for the rest of the encounter,

92

LIES: Your target can only tell lies for 24 hours. Only the affected should be aware of this (DM discretion).

93

LIGHTNING: Someone's god lit it up! Your target emanates bolts of lightning at the nearest 1d4 target allies doing 1d12 lightning damage each.

94

LUCKY NUMBER: For the rest of the encounter if an enemy deals more damage to you than your remaining points then you resist that damage.

95

MADNESS: Your target suffers an effect from the short term madness table.

96

MAGIC ITEM: You gain a random magic item from the DMG tables (level appropriate).

97

MAGIC PILL: You gain 1 /2 your wound HP back.

98

MARTYR: You may add psychic damage trading l for l reducing your own HP up to a maximum equal to 3x Your Level. This damage can't be resisted or lessened by the target.

99

MASTER OF ALL SPACE AND TIME: You are immune to all damage and all your attacks do maximum damage until the end of you next turn.

100

MIGHTY BLOW: You do three standard critical hits to the target. 3 x damage INCLUDING 3 x modifiers.

101

MIGHTY MIGHTY BLOW: The critical hit does quadruple damage dice instead of the usual double damage dice. 4x damage, but only the original modifier.

102

MINIONS: Two 1 HP minions friendly to you (DM choice) appear in random available adjacent spaces next to your target.

103

MOMENTUM: You gain advantage on your next attack.

104

MUTE: Your target is mute for 1 hour.

105

MY HAND: Your target loses a finger (slashing weapon), or breaks fingers (blunt weapon), or has a hand muscle punctured (piercing weapon), or (if weapon was a spell) some effect to the fingers or arm related to the type of attack/spell. 50% chance of either main or offhand. This hand or arm will suffer a -2 penalty on all checks for the rest of the encounter or until appropriate healing spell cast upon target. If this action is not possible due to the nature of the target, then in addition to standard critical damage, you gain an extra action instead.

106

NASTY BIT O' BUSINESS: Reroll all 1 s, 2s, and 3s on the damage roll for this attack/spell.

107

NICE MOVE, YOU S.O.B.: You gain the benefits of the Blur spell for one minute.

108

MODIFIED: You do extra damage on this attack equal to the modifier.

109

NICKED AN ARTERY: The target must make a successful DC 10 + Your Level CON save or suffer an ongoing 1 d8 damage every round until it saves. Save at end of turn.

110

OFF BALANCE: Target is subject to all possible opportunity attacks from all your allies adjacent to it.

111

ONGOING: For 1d4 rounds every hit you make is a critical hit.

112

OPPORTUNITY: You may take an extra standard action this turn.

113

OVER THE MOON: Until the next long rest you can fly at the same speed as your standard speed

114

PARRY: You gain +2 to all your defenses (AC and/or spell DC saves) from the target until the end of your next turn.

115

PERMANENT GAIN: Roll a d6. On a 6, you gain 1 on a random ability permanently

116

PIZZA LIZARDS: 1d4 Lizardfolk show up looking to steal pizza. They fight for 1d3 rounds then run away. If there IS pizza, they try to steal it.

117

PLANES ALIGN: Gravity, wind, and magic forces allow you to rearrange all creatures within your sight on the battlefield.

118

POUNDING: Immediately make another attack against the same target with disadvantage. Repeat this effect until you miss.

119

POWER BOOST: All your damages are +2 for the remainder of the encounter.

120

POWERFUL BLOW: The critical hit does triple damage dice instead of the usual double damage dice. 3 x damage, but only the original modifier.

121

PRESS YOUR LUCK: You may roll a die, call odd or even, if you are correct, the damage doubles. You may repeat this process until you stop or fail.

122

PRESSURE POINT: The target is paralyzed for l round.

123

PUSHED: You may push the target 5'.

124

PUSHED HARD: You may push the target 10'.

125

QUICK: You have advantage to your initiative until the next long rest.

126

RAGER: You experience the effects of rage for l d4 rounds.

127

RANDOM ONGOING: Your target suffers ongoing damage equal to Level until it saves (DC l OCON + Level). Save attempts come at the beginning of its turn after taking the damage.

128

REGENERATE: You regenerate half your level (round up) in HP per round for l d6 rounds.

129

REINFORCEMENTS: 1-4 more of similar ally NPC reinforcements arrive (per DM discretion).

130

RESISTANCE: You are resistant to the type of damage you attacked with for the rest of the encounter.

131

RISK IT: You may increase your critical fumble range from 1 to 1-3 to add 5' to your reach and ranges for the remainder of the encounter.

132

ROUNDABOUT: You may attack a threatened foe adjacent to your target at -5 if you wish as a free action.

133

RUINOUS HARM: The target must make a successful DC10 + Your Level CON save or suffer an additional 1d12 damage.

134

RUPTURE: Your target suffers ongoing damage equal to half its Level (round up) until a successful medicine check (DC10 + Your Level CON) is done on it. This must include one use of a healer's kit. No other means can stop the rupture.

135

RUTHLESS ASSAULT: You may immediately make an extra attack/spell vs. the same target.

136

SAVE BOON: You have advantage on one random ability save until the end of the next long rest.

137

SCARED: The target must flee for 1 round.

138

SCARY: The target is frightened of you for 1d4 rounds.

139

SEEING A LOT OF STARS: Target has a 50% chance of missing on its next hit. When the next hit happens, roll percentage dice and it misses on a 50 or below.

140

SEEING STARS: Target has a 20% chance of missing on its next hit. When the next hit happens, roll percentage dice and it misses on a 20 or below.

141

SHIMMY: You become incorporeal for l d4 rounds.

142

SHOCKING VIOLENCE: You receive advantage for all attacks vs. this opponent for the remainder of the encounter. Or they have disadvantage against your spell DC.

143

SHOULDER POP: Your target's arm is cut off at the shoulder (slashing weapon), or shoulder is broken (blunt weapon), or shoulder is torn (piercing weapon), or (if weapon was a spell) some effect to shoulder related to the type of attack/spell. Any of these result in the target being stunned for 2 rounds. 50% chance of main or offhand. Broken or torn shoulders will result in a permanent -2 to all checks until healed. If this action is impossible due to the nature of the target, you do standard critical hit damage and gain an extra action instead.

144

SHUT UP: Your target is mute for l d4 rounds.

145

SKILL BOON: You have advantage on one random skill check until the end of the next long rest.

146

SLOW AND AGONIZING DEATH: The target must make a successful DC 10 + Your Level CON save or suffer an ongoing 2d4 per round until it saves. Save at end of turn.

147

SOMEONE HIT THIS THING: The target is now vulnerable to bludgeoning damage for the remainder of the encounter.

148

SOMEONE SLICE THIS THING: The target is now vulnerable to slashing damage for the remainder of the encounter

149

SOMEONE STAB THIS THING: The target is now vulnerable to piercing damage for the remainder of the encounter.

150

SPINAL TAP: Target suffers 11 damage. This one goes to 11 doesn't it?

151

SPIRITUAL WEAPON: A spiritual weapon you control appears for 1d4 rounds then disappears. You may use it immediately.

152

STOP: Your target's speed is zero for 1 round.

153

STUCK: Your target's movement is zero until the end of its next turn.

154

STUNNING BLOW: The target is stunned for 1 round.

155

SUNSHINE: A weird reflection and some kind of magnifying glass effect ignites your target and does an extra 1D6 fire damage.

156

SUPER EXHAUSTION: The target adds 2 levels of exhaustion.

157

SUPER INSPIRING STROKE: Your allies within 30 feet gain a Bardic (1d10) inspiration die that can be used during this encounter.

158

SWAP: Swap places with target. As if magically teleported.

159

SWARM: You vomit a swarm of insects that initially attacks anyone but you, but after that attack is not loyal to you. The vomiting does you no harm.

160

TAKE THE INITIATIVE: Starting in the next round, you go first in initiative.

161

THE END: Your turn ends, no damage. Yeah that's bad.

162

THE OL' SWITCHEROO: Player involved trades characters with random player until the end of the encounter.

163

THE SUN: The Daylight spell is in effect for 1d4 rounds emanating from the target for 500'.

164

TIME WARP: Time progresses forward with everyone frozen in time, except you, until after you take your next turn

165

TORTUROUS IMPAIRMENT: The target is incapacitated for 1 round.

166

TRAP: A random trap springs emanating from your target's location (DM discretion).

167

IT'S A TRAP: You trigger a random trap (DM discretion).

168

TREASURE BOON: If there is treasure for this encounter, it is doubled. (As appropriate regarding magic items).

169

TRIAGE: You know exactly how many hit points each enemy has remaining right now. (Instantaneous effect, not ongoing.)

170

TRUTH: Your target can only speak the truth for 24 hours. Only the affected should be aware of this (DM discretion)

171

TURN THE TIDE: You gain advantage on all ability checks, attack rolls, and saving throws until the end of your next turn.

172

TURN THE TIDE AGAIN: You gain advantage against all enemies until the end of your next turn.

173

TURN YOUR HEAD AND COUGH: You literally turn your head and cough and breathe a 30 foot cone of a random damage type where it will cover the most of your enemies. DEX DC is 10 + Your Level (half on a save). Damage is 3x Your Level.

174

UNBELIEVABLE: All enemies fall prone and are incapacitated for 1 round.

175

UNDERSTANDING: You can speak all of the languages spoken by your target until the end of the encounter at which time you forget those you didn't already know.

176

UNINTENTIONAL MOVE: Your target moves 10' in a random available direction provoking opportunity attacks. Extra movement is granted if needed.

177

UNLUCKY: Reroll the attack dummy!

178

UP AND DOWN: You may add one to any ability score and decrease another by one if you wish.

179

VERY UNLUCKY: Reroll the attack with disadvantage!

180

VEXING ANGUISH: You gain advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encounter.

181

VICIOUS LACERATION: The target must make a successful DC 10 + Your Level CON save or suffer an additional 1d8 damage.

182

VILE SUFFERING: The target must make a successful DC 10 + Your Level CON save or receive disadvantage for its next attack or enemies gain a +2 to save against target's next spell DC.

183

WAS THAT A SPARK?: A loud flash of light blinds and deafens all creatures within a 10 foot radius of you for 1 round.

184

WELL IT'S MAGIC: Your target falls unconscious and is immune to all damage types for 1d4 rounds.

185

WHALE AND A POT: A killer whale and a potted plant randomly fall from the sky. Wild Magic at work nearby?

186

WHAT GOES UP MUST COME DOWN: Your target is teleported 10 feet in the air, falls prone, and takes the fall damage.

187

WHAT IS HAPPENING?: Your target's memory is erased for one hour.

188

WHAT'D YOU PUT ON THAT?: The target is poisoned for the remainder of the encounter.

189

WHAT'S THIS NOW?: A neutral monster (randomly chosen by DM) with a CR of the lowest party member wanders onto scene from a random possible direction.

190

WHIRLWIND: A mini tornado develops around you and lifts all creatures within 1d3 x 10 feet up in the air 1d3 x 10 feet and shifts their location 1d3 x 10 feet in a random direction before disappearing. All affected fall.

191

WHO KNOWS?: Your target explodes and it all goes everywhere! The target doesn't necessarily die. All creatures within 30 feet of your target are distracted by flying goo and have disadvantage on their next attack (or their targets have a +2 to save against the next spell DC).

192

WHO TURNED OFF THE LIGHTS?: Complete magical darkness everywhere for one round. This darkness is not penetrable by normal dark vision.

193

WHO'S THAT?: One random adjacent ally of the target is also struck by this attack/spell and suffers the equivalent of half the inflicted damage. If there is no adjacent ally of the target, you have +2 on your next attack (or a +2 to your save against target's next spell DC) vs. same foe.

194

WILD: Roll on the wild magic table.

195

WISH: You may ask the DM to grant you a wish. DM discretion, not too outrageous.

196

WRIST BLOW: The target's hand is removed at the wrist (slashing weapon), or wrist broken (blunt weapon), or wrist pierced (piercing weapon), or (if weapon was a spell) some effect to wrist related to the type of damage. 50% chance of either main or offhand. Wrist is incapacitated in any case. If this action is not possible due to the nature of the target, then in addition to standard critical damage, you gain an extra action instead.

197

YES!: Apply MAX crit damage!

198

YOU CAN'T HIT ME: You gain +S bonus to your AC for 1 round.

199

YOU GOTTA BE KIDDING ME: A split second loud bang. The target and all its allies shrink one size until the next long rest. If they were tiny, they are now gargantuan.

200

YOU SUDDENLY STINK: All enemies attempt to move 5 feet further away from you as a reaction.