D&D critical hit tables

D&D Critical Hit Weapon Damage Tables


D&D Critical Hit Weapon Damage Tables
The Crimson Fairy Book – Andrew Lang, 1903

One of my regular gaming group members created these D&D critical hit weapon damage tables.

Sometimes you just want to add a bit of flare or something unique to a combat encounter. Or give that extra spice to a nat 1 or a nat 20.

If one of your D&D players rolls a critical hit with a melee weapon, simply have them roll a D20 on the tables below. These bits of flavor can really bring to life a critical hit.

Weapon Damage Critical Success Tables

D20 Slashing Piercing Bludgeoning
1 Tendon Cut- the targets move speed is reduced by half. Internal Bleeding- the target takes one point of exhaustion. Disarm- the target drops his weapon or shield.
2 Face Slash- the target is blinded for 1d6 turns. Pinned Arm- targets arm is pinned and cannot make actions using it until the weapon is removed. Dent Armor- the target takes a -2 to AC.
3 Bleed Out- the target takes 1d6 bleeding damage at the start of each turn until healed. Pinned Foot- targets foot is pinned and cannot take move actions until the weapon is removed. Low Blow- the target becomes incapacitated for one turn.
4 Severed Finger- the target loses 1d3 fingers and has disadvantage on sleight of hand rolls. Lose an Eye- target loses one eye and has disadvantage on visual-based perception checks. Break Arm- the target has disadvantage on strength checks and attack rolls until healed.
5 Severed Hand- the target loses one hand and can no longer use anything with two hand requirements. Leg Wound- target has disadvantage on dexterity-based saving throws until healed. Ringing Ears- the target is deafened for 1d6 rounds.
6 Severed Arm- the target loses one arm and can no longer use anything with two hand requirements. Arm Wound- target has disadvantage on strength-based saving throws until healed. Sweep the leg- the target is knocked prone.
7 Peg Leg- the target loses one leg and their movement speed is halved. They must use a crutch or prosthetic to move. Pierce Through- make an attack roll on any creature up to 5ft behind the target. Break a Leg- the target has disadvantage on dexterity checks and his movement speed is reduced to half until healed.
8 Lose an Ear- the target loses one ear and has disadvantage on perception checks based on hearing. Hindering Stab- attack rolls against the target have advantage for 1d6 rounds. Stunning blow- the target is stunned for 1 turn.
9 Hilt Smash- the target is smashed over the head with the blunt end of the weapon and is stunned for 1d6 rounds. Press the Advantage- the attacker has advantage on attack rolls against the target for 1d6 rounds. Crushed Hand- the target has disadvantage on attack rolls until healed and must make a DC 15 Con save or be disarmed.
10 Leg Cut- the target has disadvantage on dexterity saving throws until healed. Staggering Strike- the target is stunned for one round. Break an item- a random item in the target’s inventory is broken.
11 Arm Cut- the target has disadvantage on strength saving throws until healed. Bleed Out- target takes 1d6 bleeding damage at the start of each turn until healed. Broken Nose- the targets vision is blurred, and he takes disadvantage on perception and ranged attack rolls until healed.
12 Brutal Slash- the target and any other creature within line of sight make a DC 15 Will save or become frightened. Vicious Stab- the target and any other creature within line of sight make a DC 15 Will save or become frightened. Teeth knocked out- the target has disadvantage on charisma rolls and verbal spells until healed.
13 Sweeping Slash- make an attack roll against any creatures within 5ft of the target. Collapsed Lung- attack rolls against the target have advantage and the target has disadvantage on attack rolls until healed. Broken Ribs- the target has disadvantage on constitution rolls until healed.
14 Whirlwind Slash- make an attack roll against all creatures within 5ft of you. Festering Wound- target takes one point of exhaustion and one point every 24 hours afterward until healed. Knock out the Air- attack rolls against the target have advantage and the target has disadvantage on attack rolls until your next turn.
15 Frightening Slash- the target must make a DC 15 Will save or be frightened. Tripping Stab- the target is knocked prone. Brutal Smash- the target and any other creature within line of sight make a DC 15 Will save or become frightened.
16 Parry- target drops his weapon or shield. Debilitating Strike- the target has disadvantage on constitution saving throws for 1d6 rounds. Sweeping Blow- make an attack roll against any creature within 5ft of the target.
17 Cut Straps- the straps of the target’s armor are cut, and he takes -2 to AC until repaired. Rallying Attack- attack rolls against the target have advantage for 1d4 rounds. Staggering Blow- the target is pushed back 5ft.
18 Ugly Wound- the target receives a scar across the face giving him disadvantage on persuasion checks. Stunning Shot- the target is incapacitated for 1 round. Skull Bash- the target is confused as the confusion spell effect. The Will save to cancel the effect is 15.
19 Gut Wound- the target has disadvantage on constitution saving throws until healed. Strike Fear- the target must make a DC 15 Will save or be frightened. Frightening Bash- the target must make a DC 15 Will save or be frightened.
20 Severed Spine- the target must make a DC 15 Dex save or be paralyzed until healed. Throat Strike- the target loses the ability to speak and takes 2d6 bleed damage each turn until healed. Broken Neck- the target must make a DC 15 Dex save or be paralyzed until healed.

D20 D&D Critical Weapon Hit Tables

As you can see these tables provide a little extra something to boost the importance of a critical weapon hit while playing D&D.

Use them at the correct times to more fully engage your players and liven up your RPG sessions.