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Critical Hit Fumble Table

The document describes critical hit and fumble tables for weapon attacks, outlining various effects that occur on natural 20s or 1s such as double damage, disarming, falling prone, or automatic hits against allies.

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Rob Halford
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0% found this document useful (0 votes)
160 views1 page

Critical Hit Fumble Table

The document describes critical hit and fumble tables for weapon attacks, outlining various effects that occur on natural 20s or 1s such as double damage, disarming, falling prone, or automatic hits against allies.

Uploaded by

Rob Halford
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CRITICAL HIT TABLE

(only on Natural 20)

01-05 MAX DAMAGE NOTES


06-09 “ “ x2
10-14 “ “ + *1 *1 ATTEMPT ANOTHER HIT
15-18 “ “ + *2 WITH SAME WEAPON
19-40 DOUBLE DAMAGE
41-47 “ “ + *1 *2 OPPONENT MUST ROLL
48-53 “ “ + *2 ON FUMBLE TABLE
54-59 “ “ MAX DAMAGE
60-64 TRIPLE DAMAGE
65-68 “ “ + *1
69-72 “ “ + *2
73-76 “ “ MAX DAMAGE
77-79 QUADRUPLE DAMAGE
80-81 “ “ + *1
82-83 “ “ + *2
84-85 “ “ MAX DAMAGE
86-89 REDUCES OPPONENT’S AC BY 1 UNTIL ARMOR IS HEALED/REPAIRED
90-94 BLOOD OR DEBRIS BLINDS OPPONENT FOR 1D6 ROUNDS (IF APP.)
95-96 SEVER AN APPENDANGE (IF APP.). MAX DAMAGE + 1D20
97-99 OPPONENT IS STUNNED FOR 1D6 ROUNDS
00 INSTANT DEATH (IF APP.)

FUMBLE TABLE
(only on Natural 1)

01-09 DROP WEAPON AT FEET


10-17 “ “ 10’ AWAY
18-23 “ “ 20’ AWAY
24-27 “ “ 30’ AWAY
28-37 YOU FALL DOWN (PRONE)
38-45 “ “ AND DROP WEAPON AT FEET
46-51 “ “ “ “ 10’ AWAY
52-55 “ “ “ “ 20’ AWAY
56-57 “ “ “ “ 30’ AWAY
58-62 STUMBLE, LOSE INITIATIVE NEXT ROUND
63-68 STUMBLE, ALL ROLLS NEXT ROUND HAVE DISADVANTAGE
69-73 STUMBLE, OPPONENT ATTEMPTS ANOTHER HIT THIS ROUND
74-78 STUMBLE, YOU HIT YOURSELF FOR REGULAR DAMAGE
79-84 STUMBLE, OPPONENT GET AUTOMATIC HIT ON NEXT ATTACK
ROLL 1D20 TO SEE IF IT IS A CRITICAL HIT
85-88 STUMBLE, OPPONENT GET AUTOMATIC HIT ON ALL ATTACKS NEXT ROUND
ROLL 1D20 TO SEE IF THEY ARE CRITICAL HITS
89-93 STUMBLE, LOSE NEXT ATTACK
94-96 STUMBLE, LOSE REMAINING ATTACKS ON THIS AND NEXT ROUND
97-98 STUMBLE, OPPONENT IMMEDIATELY HITS YOU ON CRITICAL HIT TABLE
99 YOUR WEAPON BREAKS. IF NOT APPLICABLE, TREAT THIS ROLL AS A 98
00 AUTOMATIC HIT ON CLOSEST ALLY WITHIN 10’ OF YOU
ROLL 1D20 TO SEE IF IT IS A CRITICAL HIT
IF NOT APPLICABLE, TREAT THIS ROLL AS A 98

• IT TAKES ONE HALF MOVEMENT SPEED TO GET UP


• IT TAKES ONE HALF MOVEMENT SPEED TO BEND DOWN AND PICK UP A WEAPON
• CRAWLING WHILE PRONE IS AT HALF MOVEMENT SPEED
• PRONE CHARACTERS ATTACK WITH DISADVANTAGE. OPPONENTS ATTACK W. ADVANTAGE

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