Critical Hits and Fumbles
For those (like my DM!) who like a bit more than you miss on a one, roll double dice on a twenty. If a result seems nonsensical for the weapon or target, just roll again.
Fumbles
When you roll a one on the 1d20 for an attack, roll a 1d6 and consult the following table.
- You miss and deal no damage. The next attack against you is at advantage.
- You miss and deal no damage. Your weapon flies 15’ away from you.
- You hit and deal minimum damage. Your weapon is pinned, and cannot be used until freed. Make an opposed athletics check in place of an attack to free it.
- You miss and deal no damage. Your next attack is at disadvantage.
- You hit and deal minimum damage. You take an equal amount of damage.
- You miss and deal no damage.
Critical hits
When you roll a twenty on the 1d20 for an attack, roll a 1d6 and consult the following table.
- You hit and roll all damage dice twice.
- You hit and deal maximum damage. You have advantage on your next attack this turn.
- You hit and deal minimum damage. The target is stunned until the start of your next turn.
- You hit and deal maximum damage. The target has disadvantage on its next attack.
- You hit and deal maximum damage. The target is knocked prone.
- You hit and deal double damage (roll all dice twice and add double damage modifier).
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