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World of Shantar D&D 5e House Rules

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Critical and Fumble Tables

Critical Effect Table

Critical Hits: In addition to their normal effects, critical hits can deal additional effects and wounds from the attack.
2d10EffectNormal Wound Effect
2 Equipment Damage Armor or Shield loses 2 AC bonus until repaired (long rest repairs and requires appropriate tools)
3 Equipment Damage Armor or Shield loses 2 AC bonus until repaired (short rest repairs with appropriate tools).
4 Movement Target is knocked to the ground
5 Movement Target is forced to retreat 5'. Attacker may advance to opponents space immediately.
6 - 14 -- No Effect -- Standard Critical
15 - 16 Wound Roll on Normal Wound Table
17 - 18 Wound Roll on Serious Wound Table
19 Wound Roll on Critical Wound Table
20 Wound Roll on Critical Wound Table twice, take the more severe result.

If a creature suffers the exact same wound on top of an active wound, the severity of the wound increases one category.

2d10WoundNormal Wound EffectSerious Wound EffectCritical Wound Effect
1 - 5 Center Bleeding. lose 1 hp end of each turn (DC 15 Constitution Save, any magical healing, or Medicine Skill Check stops) You are Stunned condition for 1 round (end of attackers next turn). Roll again on this table. You are Stunned condition for 1 round (end of attackers next turn). Roll again on this table.
6 - 8 Internal Bleeding You have a -2 penalty on death saving throws. As Normal Wound, plus you have disadvantage on death saving throws. As Serious Wound, plus you suffer 1d6 damage each time you take an action.
9 - 10 Leg (roll randomly to determine which leg) Your speed is cut in half and you have disadvantage on Dexterity (Acrobatics) checks. If both legs are wounded in this way, your speed becomes 5 and you automatically fail Dexterity (Acrobatics) checks. Your speed becomes 5 and you automatically fail Dexterity (Acrobatics) checks. If both legs are wounded in this way, you fall prone and cannot move or stand up. Your leg is lost or damaged beyond repair. The effect is the same as Serious Wounds, but permanent.
11 - 12 Arm (roll randomly to determine which arm) You have disadvantage on rolls involving one of your arms. A shield carried in that arm has a modified -2 AC bonus. Your arm is crippled and cannot be used. Your arm is lost or damaged beyond repair. The effect is the same as Serious Wounds, but permanent.
13 Ear (roll randomly to determine which ear) No effect, but if both ears are wounded in this way, you have disadvantage on hearing-based Wisdom (Perception) rolls. You have disadvantage on hearing-based Wisdom (Perception) rolls. If both ears are wounded in this way, you are deaf. Your ear is lost or damaged beyond repair. The effect is the same as Serious Wounds, but permanent.
14 Eye (roll randomly to determine which eye) You have disadvantage on vision-based Wisdom (Perception) rolls. If both eyes are wounded in this way, you also have disadvantage on ranged attack rolls. You have disadvantage on vision-based Wisdom (Perception) rolls and ranged attack rolls. If both eyes are wounded in this way, you are blind. Your eye is lost or damaged beyond repair. The effect is the same as Serious Wounds, but permanent.
15 - 16 Lungs You are coughing. You have disadvantage on Dexterity (Stealth) checks and you must make a DC 10 Constitution check in order to cast a spell with a verbal component. On a failure, the spell is lost. You are coughing constantly. You automatically fail all Dexterity (Stealth) checks and you must make a DC 15 Constitution check in order to cast a spell with a verbal component. On a failure, the spell is lost. You cannot breathe, are incapacitated, and will suffocate.
17 - 18 Head 50% chance of being stunned for 1 round. You have disadvantage on all Intelligence, Wisdom, and Charisma checks. You have disadvantage on all Intelligence, Wisdom, or Charisma checks, saves, and attacks. You fall into a coma. Constitution Saving throw DC 10 each long rest or you die.
19 - 20 Heart You are stunned for 1 round. Your maximum hit points are reduced by 50% (rounded up). You have disadvantage on Constitution saves. You die.
Wounds and Non-Magical Healing: A Normal Wound can be removed after a Short Rest with a DC 10 Wisdom (Medicine) check. The check need not be made if a use of a healer’s kit is expended. A Normal Wound heals on its own after a long rest.

A Serious Wound can be similarly healed with a Wisdom (Medicine) check DC 15, or Intelligence (Healers' Kit) DC 15 after a Long Rest. On a failed ability check with the Serious Wound, the afflicted must make a DC 12 Constitution Saving Throw for each Serious Wound. On a success, the wound reduces to a Normal Wound. On a failure, the wound advances to the Critical wound.

Characters can attempt to treat only a single wound per rest.

A few special cases also exist:

Internal Bleeding: Critical Internal Bleeding can be treated in the same manner as a Serious Wound, but the DC of the initial Wisdom (Medicine) check is 15, and if the Constitution check to remove the wound fails, the afflicted dies.

Lungs: A DC 15 Wisdom (Medicine) check, or DC 20 without a healer’s kit, will reduce a Critical lungs wound to Serious, by cutting a new airway. If the check fails, the patient dies.

Leg: A cane can be used to reduce the movement speed penalty of a Standard leg wound to -5 feet. Crutches can be used to reduce the effect of a Serious or Critical leg wound to the same effect as a Standard leg wound.

Wounds and Magical Healing: A lesser restoration spell can, instead of its other effects, remove a Normal Wound, or reduce a Serious Wound to a Normal Wound. Greater restoration can, instead of its other effects, entirely remove a single wound of any severity (but not death). Raise dead removes all wounds that do not cause the loss of a body part. Resurrection and True Resurrection remove all wounds.

Critical Wounds: A critical wound marked as permanent has a 50% chance of being severely broken and needing 30 days to heal the wound (or a Lesser Restoration spell). Otherwise the body part will be considered so damaged that only a Greater Restoration will fix it.

Fumble Effect Table

Fumble: A fumble on an attack roll is always a miss.
2d10Effect
2 Personal Fumble. Severe Equipment Damage.(1)
3 Personal Fumble. Minor Equipment Damage.(1)
4 Forced back. Your target can choose to advance to your space. If so, you must retreat 5' away from the target. Regardless, you provoke an Opportunity Attack.
Wild Magic. For a Spell Attack, the result is a Wild Magic surge.
Fumble Ammunition. For a Ranged Attack, you fumble and drop 1d6 pieces of ammunition on the ground.
5 Stumble. You provoke an Opportunity Attack.
6 - 14 -- No Effect --
15 Difficult terrain. Minor Collapse, Rubble, Unstable earth. Area is difficult terrain within 10'.
16 Line Shift. Attacker and target do opposed Charisma Ability Checks. Winner and their allies may use a bonus action to use the Shove action until the end of the attackers next turn.
17 Weather. Fog, dust, wind, rain, hail. Terrain within 10' radius x d6 within centered 10' x d10 feet away are enshrouded in fog and could be heavilly obscured for d6 rounds.
18 Reinforcements. Attacker and target do opposed Charisma Ability Checks. Reinforcements arrive, if any, for that side.
19 Wild Magic Zone. Any spells cast this next round have a chance of a Wild Magic surge. Roll d20, on a roll of 19+, wild magic influences the casting.
20 Fates. Comet in the sky, eclipse, or other omen. Attacker and target do opposed Charisma Ability Checks. Winning creature gains advantage for allies with all actions until the end of the creatures next turn.

(1) (Armor or weapons) random (50/50) armor or weapon damage. -1 to AC or Attack until fixed (-2 for severe). Additionally, roll d6 for severe. On a roll of 5 or 6, the weapon is unusable. If the weapon is magical, roll twice and take the lower result. Three dice for legendary weapons.

(1) (Tools and Skills) Toolkit damaged, roll ability checks with -2 modifier. Two failures destroys the kit. 20% investment repairs the kit. Otherwise roll environmental effect.

Fumble (Ability Check) Effect Table

Fumble: A fumble on a saving throw or ability check can still be a success, presuming the modified result meets or exceeds the DC.
2d10Effect
2 Severe Equipment Damage. Severe Equipment Damage.(1)
3 Opposition. Whatever your effort, you accidentally cause the opposite result to occur.
4 Equipment Damage. Minor Equipment Damage.(1)
5 Oops. The cost of failure is doubled, or if there is a saving throw, you must roll with disadvantage.
6 - 14 -- No Effect --
15 - 16 Stumble. You draw attention to yourself, or otherwise make noise in the attempt.
17 - 19 Failure. You fail this attempt. If this was a failure anyways, and there was a cost for the attempt (damage, etc.), you suffer from the Frightened condition until after you take a long rest.
20 Difficult terrain. Minor Collapse, Rubble, Unstable earth. Area is difficult terrain within 10'.

(1) (Armor or weapons) random (50/50) armor or weapon damage. -1 to AC or Attack until fixed (-2 for severe). Additionally, roll d6 for severe. On a roll of 5 or 6, the weapon is unusable. If the weapon is magical, roll twice and take the lower result. Three dice for legendary weapons.

(1) (Tools and Skills) Toolkit damaged, roll ability checks with -2 modifier. Two failures destroys the kit. 20% investment repairs the kit. Otherwise roll environmental effect.

Fumble (Saving Throw) Effect Table

Fumble: A fumble on a saving throw or ability check can still be a success, presuming the modified result meets or exceeds the DC.
2d10Effect
2 - 5 Critical Hit The effect is a Critical Hit against the target. Double all damage dice, if any.
6 - 14 -- No Effect --
15 - 16 Temporary Condition. You are blinded, stunned, or some other condition associated with the element or environment. This lasts until the start of the effected creatures next turn.
17 - 19 Lasting Effects. You are blinded, stunned, or some other condition associated with the element or environment. The condition inflicted on the creature is hard to recover from. Roll any future saving throws against that spell with disadvantage.
20 Critical with Lasting Effects. You are blinded, stunned, or some other condition associated with the element or environment. The damage dice, if any, are doubled. Roll any future saving throws against that spell with disadvantage.