On a Roll of 19-20 on a D20 consult charts rolling 1D100 (2d10’s)
1d100 Slashing Damage Critical Wounds
| Roll | Effect |
|---|---|
| 1 | Minor Cut: Additional 1d4 damage. |
| 2 | Deep Gash: Additional 1d6 damage; -1 to Dexterity-based rolls until healed. |
| 3 | Artery Nick: Target takes 1d6 bleed damage every turn until treated (DC 12 Medicine check). |
| 4 | Flesh Wound: Additional 1d8 damage; disadvantage on Constitution checks for 1 hour. |
| 5 | Lacerated Arm: Additional 1d10 damage; disadvantage on attack rolls with that arm until healed. |
| 6-10 | Hamstring Slash: Target’s speed is halved until healed; takes 1d8 damage. |
| 11-15 | Broken Blade: Additional 1d12 damage; target’s weapon takes damage, potentially breaking (DM’s choice). |
| 16-20 | Severed Fingers: Additional 2d6 damage; target loses a finger, causing -1 on Dexterity checks. |
| 21-25 | Deep Cut: Additional 2d8 damage; -2 to Strength-based rolls. |
| 26-30 | Severed Tendon: Additional 2d10 damage; disadvantage on Strength checks and saves until healed. |
| 31-35 | Punctured Lung: Additional 3d6 damage; target suffers 1 level of Exhaustion. |
| 36-40 | Major Bleed: Additional 3d8 damage; target takes 1d10 bleed damage every turn until treated. |
| 41-45 | Disembowelment: Additional 4d6 damage; severe bleed (1d12 per turn) until healed. |
| 46-50 | Severed Hand: Additional 4d8 damage; target loses a hand, causing -2 on all Dexterity checks. |
| 51-55 | Blinded in One Eye: Additional 5d6 damage; target suffers permanent blindness in one eye until restored. |
| 56-60 | Broken Ribs: Additional 5d8 damage; disadvantage on Constitution checks. |
| 61-65 | Severed Arm: Additional 6d6 damage; target loses an arm. |
| 66-70 | Neck Slash: Additional 6d8 damage; target takes 1d10 bleed damage every turn until treated. |
| 71-75 | Severed Foot: Additional 7d6 damage; speed reduced by half until healed. |
| 76-80 | Decapitation Attempt: Additional 7d8 damage; if target falls to 0 HP, they die instantly. |
| 81-90 | Disembodied Limb: Additional 8d6 damage; target loses an arm or leg (DM’s choice). |
| 91-100 | Mortal Slash: Additional 8d8 damage; target takes 2 levels of Exhaustion. |
1d100 Magic Damage Critical Wounds
| Roll | Effect |
|---|---|
| 1 | Arcane Burn: Additional 1d4 fire damage every turn until extinguished. |
| 2 | Mana Shock: Additional 1d6 lightning damage; -1 to Intelligence-based rolls. |
| 3 | Mystic Poisoning: Additional 1d6 poison damage; poisoned condition (DC 15 Con save ends). |
| 4 | Searing Burn: Additional 1d8 fire damage; disadvantage on Constitution checks. |
| 5 | Arcane Drain: Additional 1d10 damage; lose 1 spell slot (highest level). |
| 6-10 | Spellburn: Additional 1d12 fire damage; disadvantage on spell attack rolls until healed. |
| 11-15 | Mind Warp: Additional 2d6 psychic damage; disadvantage on Wisdom rolls for 1d4 hours. |
| 16-20 | Mana Surge: Additional 2d8 force damage; Wild Magic Surge effect occurs. |
| 21-25 | Mystic Paralysis: Additional 2d10 cold damage; target is paralyzed for 1 turn. |
| 26-30 | Energy Backlash: Additional 3d6 damage; target loses 1 level of Exhaustion. |
| 31-35 | Mana Drain: Additional 3d8 damage; target loses a spell slot. |
| 36-40 | Arcane Explosion: Additional 4d6 force damage; creatures within 5 feet take 1d4 force damage. |
| 41-45 | Mana Burn: Additional 4d8 necrotic damage; -5 max HP until healed. |
| 46-50 | Cursed Wound: Additional 5d6 necrotic damage; target is cursed (DM’s choice of effect). |
| 51-55 | Wildfire Blast: Additional 5d8 fire damage; ignites all flammable objects on target. |
| 56-60 | Mystic Corruption: Additional 6d6 necrotic damage; poisoned for 1d4 hours. |
| 61-65 | Frozen Solid: Additional 6d8 cold damage; speed reduced to 0 until thawed (Con save DC 15). |
| 66-70 | Spectral Possession: Additional 7d6 psychic damage; target is possessed for 1 turn. |
| 71-75 | Temporal Freeze: Additional 7d8 cold damage; target loses next turn. |
| 76-80 | Mana Blast: Additional 8d6 force damage; pushed back 15 feet. |
| 81-90 | Disintegration Ray: Additional 8d8 force damage; must make DC 17 Dex save or be reduced to 0 HP. |
| 91-100 | Arcane Overload: Additional 9d6 damage; takes 2 levels of Exhaustion. |
1d100 Piercing Damage Critical Wounds
| Roll | Effect |
|---|---|
| 1 | Minor Puncture: Additional 1d4 damage. |
| 2 | Deep Puncture: Additional 1d6 damage; disadvantage on Dexterity rolls. |
| 3 | Pierced Lung: Additional 1d6 damage; Constitution saves at disadvantage until healed. |
| 4 | Bleeding Wound: Additional 1d8 damage; target takes 1d4 bleed damage each turn until treated. |
| 5 | Embedded Arrow: Additional 1d10 damage; -2 on all Dexterity rolls until removed. |
| 6-10 | Tendon Tear: Additional 1d12 damage; target’s speed is halved until healed. |
| 11-15 | Severe Bleeding: Additional 2d6 damage; 1d8 bleed damage each turn until treated. |
| 16-20 | Impaled Limb: Additional 2d8 damage; disadvantage on attacks using that limb. |
| 21-25 | Eye Pierce: Additional 2d10 damage; blinded in one eye until healed. |
| 26-30 | Major Puncture: Additional 3d6 damage; target loses 1 level of Exhaustion. |
| 31-35 | Punctured Organ: Additional 3d8 damage; -5 max HP until healed. |
| 36-40 | Skewered: Additional 4d6 damage; disadvantage on all Dexterity checks. |
| 41-45 | Arterial Bleed: Additional 4d8 damage; 1d10 bleed damage per turn. |
| 46-50 | Lung Pierce: Additional 5d6 damage; Constitution saves at disadvantage. |
| 51-55 | Ruptured Kidney: Additional 5d8 damage; 2 levels of Exhaustion. |
| 56-60 | Impaled Chest: Additional 6d6 damage; speed reduced by 10 feet. |
| 61-65 | Broken Arrow: Additional 6d8 damage; target poisoned for 1d4 hours. |
| 66-70 | Impaled Through Heart: Additional 7d6 damage; must succeed on DC 17 Con save or drop to 0 HP. |
| 71-75 | Shattered Ribs: Additional 7d8 damage; -10 max HP until healed. |
| 76-80 | Pierced Spine: Additional 8d6 damage; paralyzed for 1 turn (Con save DC 15). |
| 81-90 | Through and Through: Additional 8d8 damage; suffers 2 levels of Exhaustion. |
| 91-100 | Death Strike: Additional 9d6 damage; if reduced to 0 HP, target dies instantly. |
1d100 Bludgeoning Damage Critical Wounds
| Roll | Effect |
|---|---|
| 1 | Bruised: Additional 1d4 damage. |
| 2 | Knocked Down: Additional 1d6 damage; target is knocked prone. |
| 3 | Bruised Ribs: Additional 1d6 damage; disadvantage on Constitution saves. |
| 4 | Dazed: Additional 1d8 damage; target has disadvantage on attacks for 1 round. |
| 5 | Concussion: Additional 1d10 damage; disadvantage on Intelligence checks. |
| 6-10 | Dislocated Shoulder: Additional 1d12 damage; -2 on Strength rolls until healed. |
| 11-15 | Fractured Arm: Additional 2d6 damage; disadvantage on attacks using that arm. |
| 16-20 | Broken Nose: Additional 2d8 damage; disadvantage on Charisma-based rolls. |
| 21-25 | Cracked Ribs: Additional 2d10 damage; -5 max HP until healed. |
| 26-30 | Shattered Hand: Additional 3d6 damage; target cannot use one hand. |
| 31-35 | Fractured Skull: Additional 3d8 damage; disadvantage on all rolls. |
| 36-40 | Internal Bleeding: Additional 4d6 damage; 1d8 damage each turn until healed. |
| 41-45 | Spinal Damage: Additional 4d8 damage; speed reduced by 10 feet. |
| 46-50 | Bone Shatter: Additional 5d6 damage; 2 levels of Exhaustion. |
| 51-55 | Skull Fracture: Additional 5d8 damage; -10 max HP until healed. |
| 56-60 | Smashed Leg: Additional 6d6 damage; speed halved until healed. |
| 61-65 | Spinal Fracture: Additional 6d8 damage; paralyzed until healed. |
| 66-70 | Broken Ribs: Additional 7d6 damage; -10 max HP. |
| 71-75 | Severe Trauma: Additional 7d8 damage; 3 levels of Exhaustion. |
| 76-80 | Bone Pulverized: Additional 8d6 damage; limb useless until treated. |
| 81-90 | Head Trauma: Additional 8d8 damage; unconscious for 1d4 turns. |
| 91-100 | Crushing Blow: Additional 9d6 damage; death if reduced to 0 HP. |
1d100 Hand-to-Hand Damage Critical Wounds
| Roll | Effect |
|---|---|
| 1 | Minor Bruise: Additional 1d4 damage. |
| 2 | Winded: Additional 1d6 damage; loses next turn. |
| 3 | Broken Nose: Additional 1d6 damage; disadvantage on Charisma rolls. |
| 4 | Bruised Eye: Additional 1d8 damage; disadvantage on Perception checks. |
| 5 | Sprained Wrist: Additional 1d10 damage; -1 on attack rolls with that hand. |
| 6-10 | Knocked Prone: Additional 1d12 damage; target is knocked prone. |
| 11-15 | Dislocated Shoulder: Additional 2d6 damage; disadvantage on attack rolls. |
| 16-20 | Broken Finger: Additional 2d8 damage; target has disadvantage on Dexterity checks. |
| 21-25 | Sprained Ankle: Additional 2d10 damage; speed reduced by 10 feet. |
| 26-30 | Jaw Dislocation: Additional 3d6 damage; disadvantage on Charisma-based checks. |
| 31-35 | Bruised Ribs: Additional 3d8 damage; disadvantage on Constitution checks. |
| 36-40 | Fractured Skull: Additional 4d6 damage; disadvantage on all mental ability checks. |
| 41-45 | Shattered Jaw: Additional 4d8 damage; cannot speak until healed. |
| 46-50 | Broken Arm: Additional 5d6 damage; cannot use one arm until healed. |
| 51-55 | Cracked Ribs: Additional 5d8 damage; -10 max HP. |
| 56-60 | Smashed Leg: Additional 6d6 damage; speed halved. |
| 61-65 | Crushed Hand: Additional 6d8 damage; hand unusable until healed. |
| 66-70 | Severe Bruising: Additional 7d6 damage; 1 level of Exhaustion. |
| 71-75 | Shattered Leg: Additional 7d8 damage; speed reduced by 15 feet until healed. |
| 76-80 | Crushed Chest: Additional 8d6 damage; disadvantage on all rolls until healed. |
| 81-90 | Skull Fracture: Additional 8d8 damage; unconscious for 1d4 turns. |
| 91-100 | Fatal Punch: Additional 9d6 damage; death if reduced to 0 HP. |
