
Custom Crit (Hit and Fumble) Charts by Attack Type - Feedback Request
I think I'm too lost in the weeds and I can't be objective anymore. Can I get some feedback on these? Specifically:
- If the 'severity' or 'benefit' increases with the number rolled.
- Any options that just don't seem to make sense.
- Something you think is TOO weak or op.
- Any other feedback, which is very welcome at this point!
Thanks!
Edit: after looking at this post, it's so long... if anybody can actually make it through this nightmare of a list, I'll owe you one ❤️
| Category | Attack Type | Roll Range | Roll Min | Roll Max | Name | Description |
|---|---|---|---|---|---|---|
| Critical Hit | Melee | 1-9 | 1 | 9 | Rattled | Target cannot take reactions until its next turn. |
| Critical Hit | Melee | 10-18 | 10 | 18 | Charge | Push target 5 ft back. |
| Critical Hit | Melee | 19-27 | 19 | 27 | Blitz | You push the target back 10 ft. |
| Critical Hit | Melee | 28-36 | 28 | 36 | Distracted | Target suffers disadvantage on its next attack. |
| Critical Hit | Melee | 37-45 | 37 | 45 | Disorient | You knock the target off balance, their next attack against it has advantage. |
| Critical Hit | Melee | 46-54 | 46 | 54 | Topple | You knock the target prone. |
| Critical Hit | Melee | 55-63 | 55 | 63 | Crippling Wound | Targets speed is reduced by half for 1 minute. |
| Critical Hit | Melee | 64-72 | 64 | 72 | Bleeding Wound | Target takes 1d6 damage at start of each turn until bandaged. |
| Critical Hit | Melee | 73-81 | 73 | 81 | Surprising Inspiration | The next fumble from any ally against any creature is automatically a critical hit. |
| Critical Hit | Melee | 82-90 | 82 | 90 | Stunning Blow | Target is stunned until the end of its next turn. |
| Critical Hit | Melee | 91-99 | 91 | 99 | Unexpected Opportunity | Immediately make another attack against the same target. |
| Critical Hit | Melee | 100 | 100 | 100 | Legendary Blow | Double critical max damage! |
| Critical Hit | Ranged | 1-9 | 1 | 9 | Rattled | Target cannot take reactions until its next turn. |
| Critical Hit | Ranged | 10-18 | 10 | 18 | Crippled | Target's speed is reduced by 10 ft until the end of their next turn. |
| Critical Hit | Ranged | 19-27 | 19 | 27 | Pinned | Target cannot move voluntarily until it uses a full round to free itself. |
| Critical Hit | Ranged | 28-36 | 28 | 36 | Distracted | You distract the target, their next attack against it has advantage. |
| Critical Hit | Ranged | 37-45 | 37 | 45 | Hamstring | The target falls prone. |
| Critical Hit | Ranged | 46-54 | 46 | 54 | Disarming Strike | You knock an item loose from the target's hand. |
| Critical Hit | Ranged | 55-63 | 55 | 63 | BOOM Headshot | Target is dazed and can only make a movement next turn. |
| Critical Hit | Ranged | 64-72 | 64 | 72 | Bleeding Wound | Target takes 1d6 damage at start of each turn until bandaged. |
| Critical Hit | Ranged | 73-81 | 73 | 81 | Devastating Shot | Target is stunned until end of its next turn. |
| Critical Hit | Ranged | 82-90 | 82 | 90 | Ricochet Shot | Make a free attack against the next closest hostile creature. |
| Critical Hit | Ranged | 91-99 | 91 | 99 | Inspired Aim | Your next attack is an automatic success. |
| Critical Hit | Ranged | 100 | 100 | 100 | Perfect Shot | Double critical max damage! |
| Critical Hit | Spell | 1-9 | 1 | 9 | Rattled | Target cannot take reactions until its next turn. |
| Critical Hit | Spell | 10-18 | 10 | 18 | Escalation | Add an additional 1d4 force damage. |
| Critical Hit | Spell | 19-27 | 19 | 27 | Target Glows | All attacks against targeted creature have advantage until next turn. |
| Critical Hit | Spell | 28-36 | 28 | 36 | Panic | The target is frightened until end of its next turn. |
| Critical Hit | Spell | 37-45 | 37 | 45 | Sudden Force | Target is knocked prone by magical force. |
| Critical Hit | Spell | 46-54 | 46 | 54 | Reflection | Spell affects one additional creature within 10 ft of target. |
| Critical Hit | Spell | 55-63 | 55 | 63 | Awed Presence | Target is stunned until end of next turn. |
| Critical Hit | Spell | 64-72 | 64 | 72 | Lingering Pain | Magic deals 1d6 force damage next round. |
| Critical Hit | Spell | 73-81 | 73 | 81 | Inspired Assault | Immediately cast a cantrip as a bonus action. |
| Critical Hit | Spell | 82-90 | 82 | 90 | Mass Effect | Spell affects all hostile creatures within 10 ft of target. |
| Critical Hit | Spell | 91-99 | 91 | 99 | Expanded Mind | You regain a spell slot equal to or lower than the spell cast. You do not expend a spell slot this round. |
| Critical Hit | Spell | 100 | 100 | 100 | Arcane Surge | Double critical max damage and regain a spell slot equal to or lower than the spell cast. |
| Critical Fumble | Melee | 1-9 | 1 | 9 | Hesitation | Your weapon sticks momentarily, lose your reaction until next turn. |
| Critical Fumble | Melee | 10-18 | 10 | 18 | Bungled | You drop one item that is currently held in either hand. |
| Critical Fumble | Melee | 19-27 | 19 | 27 | Disarmed | Your weapon flies 10 ft away. |
| Critical Fumble | Melee | 28-36 | 28 | 36 | Off Balance | Your movement is halved until next turn. |
| Critical Fumble | Melee | 37-45 | 37 | 45 | Exposed | You are knocked prone and your turn immediately ends. |
| Critical Fumble | Melee | 46-54 | 46 | 54 | Loose Footing | Your next attack suffers disadvantage. |
| Critical Fumble | Melee | 55-63 | 55 | 63 | Overextended | All creatures gain advantage on their next attack against you. |
| Critical Fumble | Melee | 64-72 | 64 | 72 | Misstep | You slip and hit a nearby object and take 1d4 damage. |
| Critical Fumble | Melee | 73-81 | 73 | 81 | Self-inflicted Strike | You take normal weapon damage. |
| Critical Fumble | Melee | 82-90 | 82 | 90 | Dazed | You can only make half your movement next turn and no actions. |
| Critical Fumble | Melee | 91-99 | 91 | 99 | Weapon Break | Your equipped weapon is broken until repaired after combat. |
| Critical Fumble | Melee | 100 | 100 | 100 | Catastrophic Blunder | You are knocked unconscious until the end of your next turn or after taking damage. |
| Critical Fumble | Ranged | 1-9 | 1 | 9 | Misfire | You lose your reaction until next turn. |
| Critical Fumble | Ranged | 10-18 | 10 | 18 | Bungled | You drop one item that is currently held in either hand. |
| Critical Fumble | Ranged | 19-27 | 19 | 27 | Jammed | Your weapon jammed and will require a full action to clear/reset it. |
| Critical Fumble | Ranged | 28-36 | 28 | 36 | Off Balance | Your movement is halved until next turn. |
| Critical Fumble | Ranged | 37-45 | 37 | 45 | Lost Line of Sight | Your next attack is at disadvantage. |
| Critical Fumble | Ranged | 46-54 | 46 | 54 | Overextended | You strain your arm/hand, take 1d4 damage. |
| Critical Fumble | Ranged | 55-63 | 55 | 63 | Friendly Fire | An ally within 15 ft takes damage equal to your proficiency bonus. |
| Critical Fumble | Ranged | 64-72 | 64 | 72 | Self-inflicted Strike | You take normal weapon damage. |
| Critical Fumble | Ranged | 73-81 | 73 | 81 | Exposed | Until the start of your next turn, all creatures have advantage on attacks against you. |
| Critical Fumble | Ranged | 82-90 | 82 | 90 | Not So Friendly Fire | You accidentally hit the nearest ally for normal weapon damage. |
| Critical Fumble | Ranged | 91-99 | 91 | 99 | Weapon Break | String snaps or mechanism breaks, unusable until repaired after combat. |
| Critical Fumble | Ranged | 100 | 100 | 100 | Disastrous Misfire | You take full weapon damage and fall prone. |
| Critical Fumble | Spell | 1-9 | 1 | 9 | Your Spell Fizzles | The spell slot is consumed with no effect. |
| Critical Fumble | Spell | 10-18 | 10 | 18 | Sparks Erupt | You are now glowing and humming until the end of your next turn. |
| Critical Fumble | Spell | 19-27 | 19 | 27 | Shock | You fall prone from the arcane shock. |
| Critical Fumble | Spell | 28-36 | 28 | 36 | Half Range | The current spells range is halved. |
| Critical Fumble | Spell | 37-45 | 37 | 45 | Doubt | Your next spell attack has disadvantage. |
| Critical Fumble | Spell | 46-54 | 46 | 54 | Wild Surge | Roll a d8. The spell's damage type changes to: ACD, CLD, FIR, FORC, LTNG, NEC, PSY, or THND. |
| Critical Fumble | Spell | 55-63 | 55 | 63 | Backfire | Magical backlash deals 1d6 force damage (plus 1d6 every 3 PC levels) to you. |
| Critical Fumble | Spell | 64-72 | 64 | 72 | Misfire | The spell affects a random valid target in your line of sight instead. |
| Critical Fumble | Spell | 73-81 | 73 | 81 | Self-inflicted Strike | The spell now targets you instead, if applicable. |
| Critical Fumble | Spell | 82-90 | 82 | 90 | Dazed | You can only make half your movement next turn and no actions. |
| Critical Fumble | Spell | 91-99 | 91 | 99 | Arcane Explosion | All creatures within 15 ft (except you) take 2d6 force damage. |
| Critical Fumble | Spell | 100 | 100 | 100 | Catastrophic Backlash | Take damage equal to the spell's normal damage and you are stunned until end of next turn. |