The standard rule for crits in D&D 5E is simply roll double the dice you normally would. In the DMG there is a table to lasting wounds that can leave heroes with crippled or even lost limbs eyes and worst by even a small scratch if it crits. I've used both and honestly the lasting wound table on every critical gets pretty messy after a while and just doing extra damage can get boring once you're five or so levels into a campaign. After so time I worked out a system that has a chance as horrible limb losing wounds, but they should only happen on attacks that would actually be capable of it. More so I was never a fan of all damage types having the same outcome when a crit with a hammer should feel completely different from a crit with a blade. In the end I came up with this table and a save that scales based on damage. This way minor damage doesn't have major effects (though even minor wounds can be game changers in the short run) and even some options to get rid of all but the worst wounds without needing magic in your games.
Save VS Wound: When
hit with a Critical Attack you must make a Con save equal to half the attack's
damage or 5 whichever is higher. A character cannot fail this save by more than
half the damage taken.
Save
|
Minor Scar
|
Fail
|
Minor Wound
|
Fail by 5+
|
Medium Wound
|
Fail by 10+
|
Major Wound
|
Fail by 15+
|
Grievous Wound
|
Wound Level
|
Piercing
|
Slashing
|
Bludgeoning
|
Magic
|
Minor Wound
|
Precise Strike:
The attackers adds their proficiency bonus to the damage taken.
|
Burning Cut: Your
next Action is made at disadvantage.
|
Sundering Hit: You
drop a single held item, player's Choice.
|
Powerful Casting:
The attackers adds their proficiency bonus to the damage taken.
|
Medium Wound
(Treated with either a short rest and a DC15 Medicine
check or a first level healing spell.)
|
Impaled: One of
your limbs is run through and unusable until treated.
|
Open Cut: After
each action you suffer d4 bleeding damage until treated.
|
Fracture: All
actions are at disadvantage until treated.
|
Mana Scar: Future
magical attacks from the same caster have advantage until treated.
|
Major Wound
(Threated with
either a long rest and DC20 Medicine Check or a 3rd level healing spell)
|
Run Through: Take
damage equal to the attacker's proficiency bonus each time they take an
action, if the target is doing nothing this is instead per hour until
treated.
|
Deep Gash: One of
your limbs in unusable until treated.
Roll a d6
(1-3=a Leg, 4-5=off hand, 6=main hand)
If that limb is
already affected nothing happens.
If a leg is
already affected there is a 50% chance nothing happens
|
Shattered
Bone: One of your limbs in unusable
until treated.
Roll a d6
(1-3=a Leg, 4-5=off hand, 6=main hand)
If that limb is
already affected nothing happens.
If a leg is
already affected there is a 50% chance nothing happens
|
Mana
Vulnerability: Further attacks from the same caster have advantage and you
suffer disadvantage against saves from that caster until treated.
|
Grievous Wound
(Treated with a
week's rest and DC20 Medicine Check or a casting of Regeneration or higher)
|
Serious Organ
Damage: Your maximum hit points is reduces by an amount equal to the
attacker's proficiency bonus each day until treated or death.
During Treatment
this damage is halted.
|
Limb Loss: One of
your limbs is severed
Roll a d6
(1-3=a Leg, 4-5=off hand, 6=main hand)
If that limb is
already affected nothing happens.
If a leg is
already affected there is a 50% chance nothing happens
To allow the limb
to be healed the lost limb must be preserved by magical means such as Gentle
Repose. If not the limb is replaced
with a prosthetic and have learned to adapt taking a month.
|
Crippled Limb: One
of your limbs is too badly crippled for all but the strongest of magic.
Roll a d6
(1-3=a Leg, 4-5=off hand, 6=main hand)
If that limb is
already affected nothing happens.
If a leg is
already affected there is a 50% chance nothing happens
|
Lasting Effect:
You maximum hit points is reduced by the amount of damage taken.
|
New Feat: Duelist
You gain +1 Dex and
can use Dexterity in place of Constitution when saving against a critical
wound.
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