Critical Hit Tables
Critical Fail – melee
Roll | Result |
1 | You manage to hurt yourself. Take maximum damage. |
2 | You manage to hurt yourself. Roll for damage. |
3 | You stumble, provoking an attack of opportunity from your enemy. |
4 | You stumble. Make a dexterity/agility save or fall. |
5 | You fumble and drop your weapon. Take one action/turn to retrieve it or to draw another. |
6 | You fumble, but manage to recover. |
7 | You entangle your weapon in your enemy’s clothing or armor. |
8 | You hit a companion or party member, throwing off their next attack (-1d4 to hit, or as appropriate for the game system) or breaking their concentration (spell casters make a concentration check). |
9 | You hit a companion or party member. Roll for damage. |
10 | You hit a companion or party member for max. damage. |
Notes: | |
A | On a roll of 8, 9, or 10: if there is no companion or party member within range, roll again, discarding any roll of 8, 9, or 10. You may also roll on a d6 instead. |
B | If you are fighting unarmed, weapon fumbles become additional stumbles, requiring an action/turn to recover. |
C | Melee attack spells are miscast, and backfire. On a roll of 5, 6, or 7, apply spell results to yourself at half strength. |
Critical Fail – ranged
Roll | Result |
1 | You break your bow string or sling pocket. Take one action to restring. |
2 | You fumble and drop your weapon. Take one action/turn to retrieve it or to draw another. |
3 | You fumble, dropping the arrow, bolt, sling stone, or thrown weapon. |
4 | You graze a companion or party member, throwing off their next attack. (-1d4 to hit, or as appropriate for the game system) or disrupting their concentration (make a concentration check). |
5 | You hit a companion or party member near your target. Roll for damage. |
6 | You hit a companion or party member near your target for maximum damage. |
7 | You graze an enemy near your target, drawing its attention. It breaks off to charge and attack you. |
8 | When shifting your stance to aim you step on something unexpected and stumble. Make a dexterity/agility save or fall. |
Notes: | |
A | If using a thrown weapon, on a roll of 1 you manage to hurt yourself. Roll for damage. |
B | If making a ranged spell attack, on a roll of 1, 2, or 3 you miscast your spell and it backfires. Apply spell effects to yourself at half strength. |
Critical Success Table
Roll | Result |
1 | Solid Hit – target takes maximum damage |
2 | Maximum damage plus Stun – target loses next turn |
3 | Maximum damage plus Knockdown – target is easier to hit, and takes one action to recover |
4 | Maximum damage plus Disarm – target takes one action to recover weapon or draw another – if not armed, knockdown |
5 | Maximum damage plus Weapon breaks – target takes one turn to draw another (if not armed, knockdown) |
6 | Maximum damage plus Shield breaks (if no shield, armor is compromised -1 to AC) |
7 | Maximum damage plus Injured Leg – ½ movement speed |
8 | Maximum damage plus Injured Leg – ¼ movement speed |
9 | Maximum damage plus Severely Injured Leg – target cannot move, loses dexterity bonus to AC |
10 | Maximum damage plus Injured Arm – -1d4 tohit |
11 | Maximum damage plus Injured Arm – target drops anything held in that hand, and takes one action to recover |
12 | Maximum damage plus Severely Injured arm – target cannot use that arm. If shield arm: lose shield bonus to AC. If weapon hand: switch hands, lose shield bonus, and off-hand penalties apply ( -1d4 tohit) |
13 | Double maximum damage |
14 | Double maximum damage and Blinded for 1d4 turns |
15 | Double maximum damage and Stunned for one turn |
16 | Double maximum damage and Knocked down, as above |
17 | Double maximum damage and Severely Injured Leg, as above |
18 | Double maximum damage and Severely Injured Arm, as above |
19 | Double maximum damage and roll 2d12, applying both effects (minus the damage) |
20 | Triple maximum damage |
Critical Roll Tables by Jean A. Headley is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.