Critical Hit Tables

The following tables are usable when a player or monster scores a critical hit. Roll your critical hit damage as normal, then determine the table to use based on the damage type caused by the critical hit, and then roll the die associated with the table. If the triggering attack has more than one damage type, select the table based on the damage type of largest die size. If the die sizes are the same, the creature that scored the critical hit may select which table to use.

If the target does not have an associated limb or extremity listed on the table, the GM can decide if the creature is affected in a different way based on its design. For example, a Ghost does not have bones, but if another creature critically hits the ghost with a Warhammer, the Ghost could suffer a broken hand. The GM can rule that the Ghost's spectral hand becomes distorted for the duration of the critical hit effect.

If the GM decides that the creature cannot be affected by one of the rolled critical hit effects, the creature that made the critical hit can reroll their damage dice for that attack and may use either total.

Creatures immune to critical hits do not suffer the effects on the following tables.

Bludgeoning Damage (d20)

1-2......... Broken Hand: if the creature is Huge or smaller, their hand is broken. The creature cannot complete tasks requiring two hands, nor can they hold two-handed weapons. If the creature is holding something in both hands, they drop whatever they are holding. The broken hand lasts until the target receives magical healing from a spell of 3rd level or higher or until they spend 1 week in recovery doing nothing but light activity.

3-4........ Broken Ribs: if the creature is Huge or smaller, its ribs are broken. While in combat, the creature must make a DC 15 Constitution saving throw at the start of each of its turns. If it succeeds, it can take its turn as normal. If it fails, it can only take the disengage action, and cannot take bonus actions. The broken ribs last until the target receives magical healing from a spell of 3rd level or higher or until they spend 4 weeks in recovery doing nothing but light activity.

5-7........ Cracked Skull: the creature takes a heavy blow to the head. The creature has disadvantage on Wisdom and Intelligence saving throws, and they have disadvantage on Concentration checks. The cracked skull lasts until the target receives magical healing from a spell of 1st level or higher or until they spend 1 week in recovery doing nothing but light activity.

8-9........ Broken Leg: if the creature is Huge or smaller, its leg is broken. The creature's movement speed is cut in half, and they cannot take the Dash action. The broken leg lasts until the target receives magical healing from a spell of 3rd level or higher or until they spend 4 weeks in recovery doing nothing but light activity.

10-11........ Broken Foot: if the creature is Huge or smaller, its foot is broken. The creature's movement speed is reduced by 10 feet. The broken foot lasts until the target receives magical healing from a spell of 1st level or higher or until they spend 1 week in recovery doing nothing but light activity.

12-14........ Broken Jaw: the creature cannot speak clearly and cannot cast spells that require Verbal components. The broken jaw lasts until the target receives magical healing from a spell of 1st level or higher or until they spend 1 week in recovery doing nothing but light activity.

15-17........ Concussion: the creature becomes concussed. The creature has disadvantage on Wisdom (perception) checks, and if they try to cast a spell, they must first roll a d20. On a roll of 11 or higher, the creature casts the spell without issue. On a 10 or lower, the creature wastes the action used to cast the spell, and the spell fails (no spell slot is expended). The concussion lasts until the target receives magical healing from a spell of 1st level or higher or until they spend 1 day in recovery doing nothing but light activity.

18........ Disoriented: the creature has disadvantage on Wisdom (perception) checks and intelligence saving throws. The creature has disadvantage on the next attack roll they make. The creature remains disoriented until the end of their next turn.

19........ Shoved: if the creature is Huge or smaller, it is shoved. The creature is knocked prone and pushed up to 10 feet away from the attacker.

20........ Dazed: the creature has disadvantage on the next attack roll or saving throw they make.

Piercing Damage (d20)

1-2......... Pierced Lung: if the creature is Huge or smaller, their lung is pierced. The creature must make a DC 13 constitution saving throw at the start of their turn. If they fail, they cannot take the dash or disengage action for that turn. A creature with a pierced lung cannot hold their breath. If the creature fails three of these saves in a row, they drop to 0 hit points and fall unconscious but are stable. The creature regains consciousness when it receives healing of any kind or after it takes a short or long rest. The pierced lung lasts until the target receives healing from a spell of 5th level or higher or until they spend 5 weeks doing nothing but light activity.

3-5........ Internal Injury: the creature suffers damage to their internal organs. The creature must make a DC 18 constitution saving throw at the start of their turn. If they fail, they take 1d12 piercing damage which cannot be reduced or resisted in any way. The internal injury lasts until the target receives healing from a spell of 2nd level or higher or until they spend 1 weeks doing nothing but light activity.

6-7........ Festering Wound: the creature suffers a painful festering wound. The creature has disadvantage on attack rolls that it makes other than the first attack it makes on a turn. When the creature receives healing from any source other than resting, it must roll a d20. On an 11 or higher, it is able to regain those hit points. On a 10 or lower, the healing has no effect. The festering wound lasts until the target receives healing from a spell of 3rd level or higher or until they spend 3 days doing nothing but light activity.

8-9....... Nicked Artery: the creature must make a DC 15 constitution saving throw at the start of its turn. On a failed save, the creature is overwhelmed by pain and can only take the disengage or hide actions on their turn. If the creature fails their saving throw three times in a row, they drop to 0 hit points and fall unconscious and are dying. The creature remains unconscious until it receives healing from any source or until it takes a short or long rest. The nicked artery lasts until the target receives healing from a spell of 2nd level or higher or until they spend 3 days doing nothing but light activity.

10....... Pierced Eye: the creature's eye is damaged. The creature goes blind in one eye. It has disadvantage on attack rolls against creatures more than 30 feet away from it and it has disadvantage on Wisdom (perception) checks that rely on sight. A pierced eye lasts until the target receives healing from a spell of 4th level or higher, or when another magical effect that can restore missing limbs (such as Regenerate) is used.

11-13....... Severed Finger: if the creature is Huge or smaller, their finger is severed. The creature has disadvantage on Dexterity (sleight of hand) checks and Dexterity (thieves' tools) checks using the hand with the missing finger. If the severed finger is held to the injured hand within 1 minute of it being severed when a healing spell of 2nd level or higher is cast on the target, the finger reattaches itself. Otherwise, a higher level spell, like the Regenerate spell, would need to be cast to restore the finger.

14-16....... Painful Wound: the creature suffers a painful injury. The creature has disadvantage on the first attack roll it makes each turn. The painful wound lasts until the target receives healing from a spell of 2nd level or higher or until they spend 3 days doing nothing but light activity.

17-18....... Distracted: the creature becomes distracted by its attacker. Whenever the creature makes an attack roll or an ability check, reduce the final roll they get by 1d4. The creature suffers this effect for 1 minute or until it uses an action to refocus itself.

19....... Sharp Pains: the creature suffers jolts of pain. Whenever the creature moves more than half its movement speed as part of one move, it must make a DC 15 Constitution saving throw. If it fails, it immediately ends its movement and cannot use any more movement for the rest of the turn. This effect lasts for 1 minute or until the creature receives any form of healing.

20....... Infuriated: the creature becomes violent and wild creating openings in combat. Other creatures have advantage on attack rolls against the target until the start of its next turn.

Slashing Damage (d20)

1-2......... Cut Tendon, Arm: if the creature is Huge or smaller, a tendon in one of the its arms is cut. The creature cannot use the injured arm. It cannot hold anything in the hand of the arm, and it cannot wield weapons with the Two-Handed property. If it was holding something in the injured arm, it immediately drops what is was holding. The Cut Tendon, Arm lasts until the target receives healing from a spell of 3rd level or higher or until they spend 5 weeks doing nothing but light activity.

3-4........ Cut Tendon, Leg: if the creature is Huge or smaller, a tendon in one of the its legs is cut. The creature's movement speed is cut in half. If the creature takes the dash action, it must make a DC 13 constitution saving throw or fall prone. The Cut Tendon, Leg lasts until the target receives healing from a spell of 3rd level or higher or until they spend 5 weeks doing nothing but light activity.

5-7........ Bleeding: the creature is bleeding. The creature takes 1d6 points of slashing damage at the start of each of its turns. This damage cannot be reduced or resisted in any way. The bleeding stops when a creature makes a DC 15 Wisdom (medicine) check on the creature to stop the bleeding, or when the target receives healing from a spell of 2nd level or higher.

8-9....... Severed Arm: if the creature is Huge or smaller, their arm is severed. The creature cannot hold anything with two hands, and it cannot use weapons that have the Two-Handed property. If the severed arm is held to the injured stump within 1 minute of it being severed when a healing spell of 3rd level or higher is cast on the target, the arm reattaches itself. Otherwise, a higher level spell, like the Regenerate spell, would need to be cast to restore the arm.

10-11....... Severed Leg: if the creature is Huge or smaller, their leg is severed. The creature's movement speed is cut in half, and they can only walk with the use of a crutch or cane, or with the use of a prosthesis. If the severed leg is held to the injured stump within 1 minute of it being severed when a healing spell of 3rd level or higher is cast on the target, the leg reattaches itself. Otherwise, a higher level spell, like the Regenerate spell, would need to be cast to restore the leg.

12-14....... Severed Finger: if the creature is Huge or smaller, their finger is severed. The creature has disadvantage on Dexterity (sleight of hand) checks and Dexterity (thieves' tools) checks using the hand with the missing finger. If the severed finger is held to the injured hand within 1 minute of it being severed when a healing spell of 2nd level or higher is cast on the target, the finger reattaches itself. Otherwise, a higher level spell, like the Regenerate spell, would need to be cast to restore the finger.

15-16....... Severed Ear: the creature's ear is severed. The creature has disadvantage Wisdom (Perception) checks that rely on hearing. If the severed ear is held to the injury within 1 minute of it being severed when a healing spell of 2nd level or higher is cast on the target, the ear reattaches itself. Otherwise, a higher level spell, like the Regenerate spell, would need to be cast to restore the ear.

17....... Hindered: the creature becomes sluggish due to its wounds. The creature's movement speed is reduced by 5 feet, and they cannot take the dash action. The creature suffers this effect for 1 minute or until it receives healing from any source.

18-19....... Open Wound: the creature suffers a wound. The creature takes 1d4 slashing damage for every hour the wound persists. If this reduces a creature to 0 hit points, they instantly die. This effect lasts until a creature makes a DC 15 Wisdom (medicine) check to stabilize the wound, or until it receives magical healing.

20....... Horrible Scar: the creature gets a horrible scar. The creature gets disadvantage on Charisma (persuasion) checks but advantage Charisma (intimidation) checks. The scar remains until the target receives healing from a spell of 7th level or higher.

Acid Damage (d12)

1-2......... Burning Eyes: the acid gets into the creature's eyes. The creature becomes blinded for 1 minute. It can make a DC 15 Constitution saving throw at the end of each of its turns to end this effect early.

3-5........ Armor Corrosion: the creature's armor, material or natural, is damaged. If the target is wearing armor, the armor is damaged and the AC it provides is reduced by 2 until it receives repairs. If the creature is not wearing armor, it takes a -2 penalty to its AC until it receives magical healing of any kind.

5-7........ Weapon Damage: the creature's weapon is damaged. If the creature is holding a weapon, that weapon is damaged. If it is a non-magical weapon, it becomes unusable until repaired. If it is a magical weapon that is not an artifact, it takes a -1 penalty to its attack and damage rolls until it is repaired.

8-9....... Melted Skin: the creature's flesh is burned and warped. They suffer disadvantage on Charisma (persuasion) checks and Constitution saving throws. The melted skin lasts until the creature receives healing from a spell of 3rd level or higher.

10-11....... Chemical Fumes: the creature is overwhelmed by residual fumes from the acid. They become poisoned until the end of their next turn.

12....... Wracked with Pain: the creature is distracted by intense pain and has disadvantage on attack rolls and saving throws until the end of its next turn.

Cold Damage (d12)

1-2......... Frostbitten Limbs: the creature's movements are hindered by frost. The creature's movement speed is reduced by 10 feet and they have disadvantage on the next attack roll they make.

3-4........ Hypothermic Shock: the creature's body begins to shut down from the cold. The creature immediately gains 1 level of exhaustion and has disadvantage on Constitution saving throws until it can take a long rest.

5-6........ Frozen Armor: the creature's armor is chilled making it difficult to move in. If the creature is wearing armor, their movement speed is reduced by 10 feet for as long as they wear the armor. The armor remains frozen until it thaws after 1 hour in a warm climate or after the creature wearing the armor takes fire damage.

7-8....... Numbing Chill: the creature becomes numb. They have disadvantage on Strength saving throws and Strength ability checks for 1 minute.

9-10....... Unstable Footing: the creature looses their balance as ice collects beneath their feet. The creature falls prone and cannot take reactions until the start of their next turn.

11-12....... Deep Freeze: parts of the creature's body are encased in ice. The creature becomes restrained by ice until the end of its next turn.

Fire Damage (d12)

1-2......... Severe Burns: the creature suffers severe burns. The creature has disadvantage on Dexterity ability checks and Dexterity saving throws. The burns remain until the creature receives healing from a spell of 3rd level or higher or after 1 week passes.

3-4........ Burning: the creature is set ablaze. The creature takes 1d6 fire damage at the start of each of its turns until a creature uses an action to put the fire out.

5-6........ Choking Smoke: the creature inhales smoke emanating from the flame. The creature wastes their action on their next turn heaving as they have a violent coughing fit.

7-8....... Heat Wave: the creature becomes disoriented by a wave of heat. They have disadvantage on Wisdom (perception) checks and attack rolls until the end of their next turn.

9-10....... Charred Flesh: the creature's flesh becomes scorched. The creature has disadvantage on Constitution saving throws and cannot regain hit points from non-magical means until they take a short or long rest.

11-12....... Scalded Senses: the fire sears the creature's senses. Has disadvantage on Wisdom (perception) checks and cannot gain the benefits from Blindsight or Tremorsense for 1 minute.

Force Damage (d10)

1-2......... Magical Concussion: the creature's mind is warped. The creature has disadvantage on Intelligence saving throws and Concentration checks. If the creature was concentrating on a spell or magical effect, their concentration is immediately broken. These effects last for 1 minute, or until the creature makes a successful DC 15 Constitution saving throw at the end of its turn to end this effect early.

3-4........ Overload: the creature is filled with volatile energy. The creature takes must make a DC 15 constitution saving throw at the start of their turn or take 4d6 force damage. A creature takes half as much damage on a successful save.

5-6........ Dimensional Distortion: the creature's form shifts in space. Until the end of the creature's next turn, it cannot teleport, nor can it travel to another plane of existence.

7-8....... Field of Instability: The creature is surrounded by a barrier of roiling energy. Until the end of its next turn, if the creature moves, it takes 3d6 force damage and falls prone. Once it takes this damage the barrier dissipates.

9....... Ethereal Recall: the creature is temporarily thrust into the Ethereal plane. The creature vanishes from it's space as it enters the Ethereal plane. It is considered incapacitated and restrained while in the Ethereal plane. It returns to the space it was in at the end of its next turn.

10....... Atomizing Blow: The creature is struck with such force that their very being begins to fall apart. The critical hit deals an additional 4d8 points of force damage.

Lightning Damage (d12)

1-2......... Burning Nerves: the creature's nerve endings are scorched, leaving them in excruciating pain. The creature has disadvantage on saving throws to resist being charmed or frightened for 1 minute.

3-4........ Nervous System Shock: the creature's nervous system is overloaded. The creature is paralyzed until the start of their next turn.

5-6........ Static Charge: a static charge builds around the creature. At the start of the creature's next turn, they must make a DC 17 dexterity saving throw. If the creature fails, they take 2d8 lightning damage and they cannot take reactions until the end of their next turn. A creature that succeeds on their saving throw takes half damage only.

7-8....... Sudden Blackout: the creature becomes blinded by the flashing arcs of lightning. They are blinded until the end of their next turn.

9-10....... Twitching Limbs: the creature's limbs begin to spasm. The creature's movement speed is halved, and it can't take reactions until the start of its next turn.

11-12....... Lighting Lash: the lightning leaps to the creature's hand. If the target is holding a metal object, they must make a DC 17 strength saving throw or immediately drop whatever they are holding. If they are not holding a metal object, the creature takes an additional 1d8 points of lightning damage.

Necrotic Damage (d10)

1-2......... Decaying Wounds: the creature's wounds fester and rot. The creature cannot regain hit points until the start of their next turn, and magical healing only restores half as many hit points for 1 minute.

3-4........ Draining Aura: the creature radiates necrotic energy. Whenever a creature starts its turn within 5 feet of the affected creature (including the creature itself), they must make a DC 15 Constitution saving throw or take 1d6 necrotic damage. The aura lasts for 1 minute or until the target is healed.

5-6........ Soulburn: the creature's spirit is scarred by the necrotic energy. The creature has disadvantage on Charisma checks and Saving throws until it finishes a long rest. The spell Greater Restoration will remove this effect as well.

7-8....... Agony: The creature writhes in pain. Until the end of its next turn, the creature is incapacitated and their movement speed drops to 0.

9....... Shadow Binding: the creature is surrounded by shadow of death. If the creature is killed within 1 minute, they reanimate as a Zombie in 24 hours.

10....... Mark of Death: A blackened mark appears on the target's flesh, signifying death's claim. While it is marked in this way, the creature cannot heal past half of their hit point maximum by anything other than a long rest. The mark will disappear when the creature is effected by the Remove Curse or Greater Restoration spell.

Poison Damage (d10)

1-2......... Severe Nausea: the creature is overwhelmed by a wave of sickness. The creature is considered poisoned until the end of their next turn, and they waste their action on their next turn heaving and convulsing. The creature vomits up anything it has eaten recently.

3-4........ Lingering Effects: the poison leaks into the creature's blood stream The creature takes 1d4 poison damage at the start of each of its turns. This effect lasts for 1 minute, or until it makes a successful DC 15 Constitution saving throw at the end of each of its turns.

5-6........ Weakening Toxins: the creature is weakened by the poison. The creature has disadvantage on Strength and Dexterity saving throws for 1 minute. It can make a DC 15 Constitution saving throw at the end of each of its turns to end this effect early.

7-8....... Sluggish Movements: The creature's reaction time is slower. The creature cannot take reactions and its movement speed is halved until the end of its next turn.

9....... Paralytic Reaction: The creature's muscles briefly lock. The creature becomes paralyzed for 1 minute. It can make a DC 15 Constitution saving throw at the end of each of its turns to end this effect early. If the creature receives magical healing from any source, the effect ends as well.

10....... Lethal Dose: The poison aggressively attacks the creature. The creature must make a DC 15 constitution saving throw. If they fail, they drop to 0 hit points and are dying. If they succeed, the target takes an additional 2d10 damage.

Psychic Damage (d10)

1-2......... Fractured Mind: the creature's mind is overwhelmed by psychic torment. The creature is stunned until the end of its next turn.

3-4........ Haunting Visions: the creature sees terrible visions of what they believe to be the future. For 1 minute, at the start of each of its turns, the creature must make a DC 15 Wisdom saving throw or become frightened until the start of their next turn.

5-6........ Sudden Paranoia: the creature becomes hostile to all of around it. The creature becomes hostile to everyone around it, including its allies. It chooses a target at random when determining hostile actions. This effect lasts for 1 minute, and the creature can make a DC 15 Intelligence save at the end of each of its turns to end this effect early.

7-8....... Shatter Ego: The psychic attack undermines the creature's confidence. The creature has disadvantage on attack rolls and ability checks for 1 minute. The creature can make a DC 15 Wisdom saving throw at the end of each of its turns to end this effect early.

9....... Emotional Collapse: The psychic energy causes the creature to feel overwhelming despair. The creature is incapacitated until the end of their next turn as they weep uncontrollably.

10....... Thought Lock: The creature's ability to think is hindered. They loose the ability to speak. The creature cannot cast spells, concentrate on spells, and it cannot make Intelligence, Wisdom, or Charisma checks until the end of its next turn.

Radiant Damage (d10)

1-2......... Blinding Light: the creature's vision is scarred by light. The creature is blinded until the end of its next turn.

3-4........ Burning Purification: the creature's body and soul are scorched by radiant light. The creature takes an additional 2d6 radiant damage at the start of its turn.

5-6........ Marked by Light: the creature is haloed by radiance. The creature glows with bright light in a 10-foot radius and dim light for an additional 10 feet. The creature cannot benefit from being invisible for as long as they remain marked. They glow in this way for 1 minute or until they enter an area of magical darkness.

7-8....... Celestial Disruption: The radiant light disorients the creature. The creature has disadvantage on saving throws until the end of their next turn.

9....... Wrathful Light: The radiant energy frightens the creature. The creature becomes frightened of its attacker for 1 minute. The creature can make a DC 15 Wisdom saving throw at the end of each of its turns to end this effect early.

10....... Divine Judgement: The creature is judged unworthy by divine powers. They must make a DC 17 Constitution saving throw. A creature takes 2d10 radiant damage and becomes paralyzed until the end of its next turn on a failed save. A creature takes 2d10 radiant damage only on a successful save.

Thunder Damage (d12)

1-2......... Deafening Blast: the creature is struck by a deafening wave of sound. The creature becomes deafened until the end of their next turn.

3-4........ Thunderous Collapse: the creature is thrown by tremendous force. The creature falls prone and must make a DC 15 Strength (athletics) check in order to stand up. This effect lasts until the end of their next turn.

5-6........ Internal Shock: thunderous force rattles the creatures internals. The creature takes an additional 1d8 thunder damage and they have disadvantage on Constitution saving throws until the end of their next turn.

7-8....... Bone-Rattling Crash: the force causes the creature's body to tremble uncontrollably. They have disadvantage on Dexterity saving throws and cannot take reactions until the end of their next turn.

9-10....... Echoing Pain: the sound reverberates within the creature. They take 2d6 points of thunder damage at the start of their turn, and they must make a DC 15 Constitution saving throw or become deafened for 1 minute.

11-12....... Devastating Boom: the creature is completely overwhelmed by sound. The creature must make a DC 15 constitution saving throw. The creature takes 3d10 thunder damage and is stunned until the end of their next turn on a failed save, or they take half damage only on a successful one.