Criticals Suggestions

Critical Hits
  • Melee

    Your attack chops off the right hand, paw, or claw of your opponent.

  • Ranged
    You got jammed!.

    Some jam you had with your toast a few days ago dislodges itself and sticks to your target. Their speed is halved. They have a −1 penalty to AC and Dexterity saving throws. And they can’t use reactions. On their next turn, they can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. This effect ends at the top of your next turn.

  • Magic
    What animal are you thinking of?.

    Your target transforms into the first animal you think of. Depending on their alignment and disposition, they may hop away or fight you.

Critical Misses
  • Melee

    Fate conspires to cause you to trip and fall the next time you attempt to move. This is unavoidable and you are completely aware of this. You are prone.

  • Ranged

    You drop your weapon and must spend an action picking it up.

  • Magic
    Slip up.

    You slip up and are now prone.

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