One of my regular gaming group members created these D&D critical hit weapon damage tables.
Sometimes you just want to add a bit of flare or something unique to a combat encounter. Or give that extra spice to a nat 1 or a nat 20.
If one of your D&D players rolls a critical hit with a melee weapon, simply have them roll a D20 on the tables below. These bits of flavor can really bring to life a critical hit.
Weapon Damage Critical Success Tables
D20 | Slashing | Piercing | Bludgeoning |
---|---|---|---|
1 | Tendon Cut- the targets move speed is reduced by half. | Internal Bleeding- the target takes one point of exhaustion. | Disarm- the target drops his weapon or shield. |
2 | Face Slash- the target is blinded for 1d6 turns. | Pinned Arm- targets arm is pinned and cannot make actions using it until the weapon is removed. | Dent Armor- the target takes a -2 to AC. |
3 | Bleed Out- the target takes 1d6 bleeding damage at the start of each turn until healed. | Pinned Foot- targets foot is pinned and cannot take move actions until the weapon is removed. | Low Blow- the target becomes incapacitated for one turn. |
4 | Severed Finger- the target loses 1d3 fingers and has disadvantage on sleight of hand rolls. | Lose an Eye- target loses one eye and has disadvantage on visual-based perception checks. | Break Arm- the target has disadvantage on strength checks and attack rolls until healed. |
5 | Severed Hand- the target loses one hand and can no longer use anything with two hand requirements. | Leg Wound- target has disadvantage on dexterity-based saving throws until healed. | Ringing Ears- the target is deafened for 1d6 rounds. |
6 | Severed Arm- the target loses one arm and can no longer use anything with two hand requirements. | Arm Wound- target has disadvantage on strength-based saving throws until healed. | Sweep the leg- the target is knocked prone. |
7 | Peg Leg- the target loses one leg and their movement speed is halved. They must use a crutch or prosthetic to move. | Pierce Through- make an attack roll on any creature up to 5ft behind the target. | Break a Leg- the target has disadvantage on dexterity checks and his movement speed is reduced to half until healed. |
8 | Lose an Ear- the target loses one ear and has disadvantage on perception checks based on hearing. | Hindering Stab- attack rolls against the target have advantage for 1d6 rounds. | Stunning blow- the target is stunned for 1 turn. |
9 | Hilt Smash- the target is smashed over the head with the blunt end of the weapon and is stunned for 1d6 rounds. | Press the Advantage- the attacker has advantage on attack rolls against the target for 1d6 rounds. | Crushed Hand- the target has disadvantage on attack rolls until healed and must make a DC 15 Con save or be disarmed. |
10 | Leg Cut- the target has disadvantage on dexterity saving throws until healed. | Staggering Strike- the target is stunned for one round. | Break an item- a random item in the target’s inventory is broken. |
11 | Arm Cut- the target has disadvantage on strength saving throws until healed. | Bleed Out- target takes 1d6 bleeding damage at the start of each turn until healed. | Broken Nose- the targets vision is blurred, and he takes disadvantage on perception and ranged attack rolls until healed. |
12 | Brutal Slash- the target and any other creature within line of sight make a DC 15 Will save or become frightened. | Vicious Stab- the target and any other creature within line of sight make a DC 15 Will save or become frightened. | Teeth knocked out- the target has disadvantage on charisma rolls and verbal spells until healed. |
13 | Sweeping Slash- make an attack roll against any creatures within 5ft of the target. | Collapsed Lung- attack rolls against the target have advantage and the target has disadvantage on attack rolls until healed. | Broken Ribs- the target has disadvantage on constitution rolls until healed. |
14 | Whirlwind Slash- make an attack roll against all creatures within 5ft of you. | Festering Wound- target takes one point of exhaustion and one point every 24 hours afterward until healed. | Knock out the Air- attack rolls against the target have advantage and the target has disadvantage on attack rolls until your next turn. |
15 | Frightening Slash- the target must make a DC 15 Will save or be frightened. | Tripping Stab- the target is knocked prone. | Brutal Smash- the target and any other creature within line of sight make a DC 15 Will save or become frightened. |
16 | Parry- target drops his weapon or shield. | Debilitating Strike- the target has disadvantage on constitution saving throws for 1d6 rounds. | Sweeping Blow- make an attack roll against any creature within 5ft of the target. |
17 | Cut Straps- the straps of the target’s armor are cut, and he takes -2 to AC until repaired. | Rallying Attack- attack rolls against the target have advantage for 1d4 rounds. | Staggering Blow- the target is pushed back 5ft. |
18 | Ugly Wound- the target receives a scar across the face giving him disadvantage on persuasion checks. | Stunning Shot- the target is incapacitated for 1 round. | Skull Bash- the target is confused as the confusion spell effect. The Will save to cancel the effect is 15. |
19 | Gut Wound- the target has disadvantage on constitution saving throws until healed. | Strike Fear- the target must make a DC 15 Will save or be frightened. | Frightening Bash- the target must make a DC 15 Will save or be frightened. |
20 | Severed Spine- the target must make a DC 15 Dex save or be paralyzed until healed. | Throat Strike- the target loses the ability to speak and takes 2d6 bleed damage each turn until healed. | Broken Neck- the target must make a DC 15 Dex save or be paralyzed until healed. |
D20 D&D Critical Weapon Hit Tables
As you can see these tables provide a little extra something to boost the importance of a critical weapon hit while playing D&D.
Use them at the correct times to more fully engage your players and liven up your RPG sessions.