Critical Hits v0.5.0 #


Getting Rid of Discouraging Rolls #

When a Creature scores a natural 20 on their Attack Roll to hit a Creature, or Object normally they would roll twice the number of damage dice when calculating how much damage the target takes, in addition regardless of the targets AC the Attack will hit the target.

This can cause or lead to a feeling of whiplash when the player rolls their dice to determine the Attack’s damage and the result comes up below or around what a normal hit would do anyway. As such these new rules are here to rid us of that potentially disheartening scenario and offer some more strategic elements in their place.

Critical Effects #


When a Creature scores a Critical Hit on an Attack Roll the target(s) of the attack are subject to the respective effect from the “Critical Effect Table” based on the damage type of the Attack. When there are multiple damage types within the damage of the Critical Hit Attack the Creature who scored the Critical Hit may choose the effect from one of those damage types.

For effects that require the a target to make a Saving Throw the DC of this save equals 8 + Double the Proficiency Bonus of the Creature who Scored the Critical Hit and applied the effect. Unless stated otherwise, these effects last until the start of your next turn, and can stack where applicable.

Note; While Characters using Martial Attacks make more Attack Rolls it’s important to note that their access to different damage types by default is far more limited than that of Spellcasters, if this trade off feels imbalanced than it is recommended to give Martial Characters Magical weapons that will give them access to Damage Type options that they do not currently possess.

Critical Effect Table #

Damage Type Effect
Acid The target gains 10 stacks of Dissolve, at the start of their turn they take Acid Damage equal to the total number of stacks they have, and their stacks decrease by 2. Taking Acid Damage from other sources increases their total stacks by 1. As an Action they may attempt a Intelligence Saving Throw, removing 5 stacks on a success. If their stacks of Dissolve reach 0 this effect ends.
Bludgeoning The target’s AC is decreased by an amount equal to your Proficiency Bonus.
Cold The target’s speed becomes 0, and it must succeed on a Strength Saving Throw at the end of its turn to end this effect.
Fire The target gains 1 stack of Inferno, at the start of the target’s turns they take 1d6 Fire Damage for each Stack they have, taking Fire Damage from other sources increases their total stacks by 1. As an action they may attempt a Dexterity Saving Throw dropping Prone in the process, on a success all stacks of Inferno are removed. This fire is considered larger than a typical campfire, and can be extinguished via other means.
Force Arcane malice sears into the target, any time the target takes damage from an Attack it takes an additional 1d8 Force Damage.
Lightning The target gains 10 stacks of Fulmine, at the start of the target’s turn and whenever it takes Lightning Damage Creatures of the applier’s choice within a number of feet equal to 5 times the targets stacks, take Lightning Damage equal to Nd4 where N is the number of stacks remaining. {Needs cleaning} At the end of the target’s turn it loses 5 stacks.
Necrotic The target cannot regain HP, and you regain Hit Points equal to the damage dealt.
Piercing Attacks against the target deal additional Piercing damage equal to your Proficiency Bonus, and the target has disadvantage on Dexterity Saving Throws.
Poison The target gains 2 stacks of Rancor, at the start of their turn if they still have stacks remaining they gain 1 stack, and Taking Poison Damage from other sources also causes them to gain 1 stack. When their total number of stacks reaches 10 then they take 10d6 Poison Damage and their stacks clear to 0. As an Action they may attempt a Constitution Saving Throw, removing 5 stacks on a success.
Psychic The target has disadvantage on Intelligence, Wisdom, and Charisma Saving Throws and Ability Checks.
Radiant You and a target of your choice within 30 feet gains temporary hit points equal to the Attacks damage dealt.
Slashing For every 10ft the target moves, it takes Slashing Damage equal to your Proficiency Bonus, and the target has disadvantage on Constitution Saving Throws.
Thunder The target is deafened and has disadvantage on Dexterity Saving Throws.

Alternative Rules #