If a creature rolls a critical hit during combat, then the player can roll a d20 to determine if an additional effect occurs alongside the additional damage that would normally occur.
01-10 | No additional effect occurs. |
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11-13 | Disarmed. The targeted creature drops its weapon within 5' of them. It can recover the weapon using a bonus action of the it's next turn. |
14-15 | Vulnerable. The targeted creature slips into a disadvantageous position. The next attack on it is made with advantage, the next saving throw it makes is made with disadvantage, or it recovers at the start of its next turn, whichever comes first. |
16 - 17 | Shove. The targeted creature can either be knocked prone or pushed 5' away from the attacker. This only applies if the target is one size larger than the attacker. |
18 - 19 | Weapon Damaged. The targeted creature's weapon breaks. The weapon can't be used to make attacks until it is repaired with a DC 15 skill check made with appropriate artisan tools or by paying an appropriate artisan half the weapon's value in material & time to make the repair. Natural weapons & weapons that are magically constructed are immune to this effect. |
20 | Lingering Injury. The targeted creature must make a roll on the Lingering Injuries table. |