Critical Damage Charts

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.