Weapon Attack Critical Success (d100)

d100 Result

1

"A Sense of Pride and Accomplishment" You feel accomplished, but nothing remarkable happens. Your attack deals double its normal damage, but nothing else happens.

2-5

"A Most Dire Recklessness" You feel the need to press the advantage regardless of the cost. Your attack deals triple its normal damage.  Until the end of your next turn, you gain advantage on all weapon attacks against the target and all enemies gain advantage on all weapon attacks against you as well.

6-9

"Reckless Critical" You feel the need to press the advantage at the expense of your defenses. Your attack deals double its normal damage.  Until the end of your next turn, you gain advantage on all weapon attacks against the target and the target gains advantage on all weapon attacks against you as well.

10-14

"Press the Advantage" You feel the need to press the advantage. Your attack deals double its normal damage.  Until the end of your next turn, you gain advantage on all weapon attacks against the target.

15-19

"Departing Blow" You sense an escape route open up in the midst of battle. Your attack deals double its normal damage.  As a free action this turn, you may use the disengage action immediately after this attack.

20-24

"Insightful Maneuvering" You feel the ebb and flow of the battle, and synchronize with it. Your attack deals double its normal damage.  At the beginning of the next round, you may relocate your turn to anywhere in the initiative order.

25-29

"Pattern Recognition" You are getting used to the combat tactics of your foe. Your attack deals double its normal damage. Until the end of your next turn, you gain a +2 bonus to AC against your target as well as advantage on saving throws from your target's spells and effects.

30-39

"Harassing Critical"  You sense a chance to hinder your opponent's movement.  Your attack deals double its normal damage.  As a free action this turn, you may attempt to grapple or shove your target immediately after this attack.  (Athletics vs Acrobatics)  (You cannot grapple with a ranged attack.)

40-49

"Kinetic Critical"  You see an amazing chance to hinder your opponent's movement.  Your attack deals double its normal damage.  As a free action this turn, you may automatically grapple or shove your target immediately after this attack.  DC 16 Strength negates.  (You cannot grapple with a ranged attack.)

50-59

"Disarming Critical"  You sense a chance to disarm your opponent.  Your attack deals double its normal damage.  As a free action this turn, you may attempt to disarm your opponent immediately after this attack.  (Athletics vs Sleight of Hand)

60-69

"Devastating Disarmament"  You see an amazing chance to disarm your opponent.  Your attack deals double its normal damage.  As a free action this turn, you may automatically disarm your opponent immediately after this attack.  DC 18 Dexterity negates.

70-74

"Dodging Critical"  Your senses heighten and you become more aware of the battlefield.  Your attack deals double its normal damage.  You are made aware of the presence and location of all hidden creatures within 30 feet until the end of this turn, and you may take the Dodge action as a free action at the end of this turn.

75-79

"Tripping Critical"  You knock your opponent over with your attack.  Your attack deals double its normal damage.  Your target is immediately knocked prone.  DC 15 Dexterity negates.

80-84

"Surprising Critical" The force of your blow leaves your opponent surprised. Your attack deals double its normal damage. Your target is surprised until the end of its next turn. DC 16 Wisdom negates.

85-91

"Brutal Critical"  You strike with brutality and force.  Your attack deals triple its normal damage, but nothing else happens.

92-95

"Exhausting Critical"  You strike with extreme brutality and lethal force.  Your attack deals triple its normal damage.  Your target suffers one level of exhaustion.  DC 18 Constitution negates.

96-99

"Debilitating Critical"  You strike with such debilitating brutality that your opponent is maimed.  Your attack deals triple its normal damage.  Your target suffers one level of exhaustion, and a random ability score (1d6) gets a permanent -2 penalty to that score.  DC 19 Constitution reduces penalty to -1.

100

"Overwhelming Critical"  Your strike irrevocably alters the life of your opponent.  Your attack deals quadruple its normal damage.  Your target suffers one level of exhaustion, and a random ability score (1d6) gets a permanent -6 penalty to that score.  DC 20 Constitution reduces penalty to -3.