Fans of this site have seen the Critical Spell Fumble Chart. Ever since, I’ve been getting requests for a Melee Critical Hit Chart. It’s seen some tweaks over the years, and I’ve recently updated to so that it could be incorporated into almost every edition of Dungeons and Dragons.
I knew right off the bat that I wanted to avoid % hits.
“Oh, I rolled a crit, let me roll a die and see how much additional % in damage I do!”
I wanted something creative, fun, perhaps a touch on the comedic side, but most off I wanted something effective.
My first step was to determine the criteria for actually getting to the cart itself.
Melee Critical Hit Chart.
I roll my D20 and roll a natural 20.
Cool, that’s established, now what? Well, it’s a melee attack, so that’s combat close up, like with a blade or hammer, right? Yep. Does that mean that spells are out? I think so.
A Critical Hit is the best kind of hit you can do, and I knew I wanted a chart of 100 “things” that could happen. That means that rolling a 100 would have to be spectacular and a roll of a 1 would be just eehhh. Oh, a roll of a 1 is still a critical hit, it’s just not going to be as cool of a hit as a roll of a 100 would be.
Each of the things listed in the chart are IN ADDITION to the damage the player would normally do with their weapon on a critical hit. For example, let’s say your fighter is attacking with a Large Longsword +4, rolls a 20 to call up the CHC and then rolls a 62 (Your weapon hits the enemy doing maximum weapon base damage.) You, as the DM, will apply the damage as normal from the hit (large longsword +4 is 2d6+4 damage and crits on a 19-20/x2). Let’s say the d6 rolls were 4 and 5; that would be 4+4 + 5+4 for a total of 17 damage plus the x2 damage multiplier for the crit for a total of 34. THEN you add in the CHC’s effect from the roll of 62 (maximum base damage from a large longsword is 2d6 or 12); so you are dishing out a total of 46 damage. If you feel the effect is too much, drop the crit damage (in this case x2) or alter the effect itself. You’re the Dungeon Master, make it your chart. Most of these effects are geared towards the enemy being of a humanoid make. Adjustments can be made if you are fighting something of a different nature.
This chart is just there to add flavor, man. I realize that many DMs will need to alter some of the events that take place in the chart below. Just use it as a guide.
Okay, I’ll stop blathering and give you the chart.. Just keep in mind, ultimately it is up to the Dungeon Master to determine if this chart will work in your particular fight. Feel free to adjust any of these to fit your campaign or play style.
1. Your enemy tries to block your attack, however your attack is more powerful than they anticipated, they drop their weapon; it finds a weak spot in their footwear, they are unable to flee or move and are considered unarmed.
2. Enemy tries to block your attack without using their weapon (or shield); your attack slices their arm off at the elbow (or smashes the arm if a non-bladed weapon is used). Enemy’s Dexterity is halved until healed.
3. Enemy realizes a powerful blow is about to land and they know they can do nothing to stop it; they drop their weapons and offer no resistance to the attack. Add an additional damage die to the attack.
4. You attack finds a weak spot in the enemy’s armor; your attack ignores physical armor. Double the damage dealt.
5. Your attack stuns the enemy for 1D4 rounds.
6. You strike the enemy’s left leg, they fall to the ground.
7. You strike the enemy’s right leg, they fall to the ground.
8. You strike the enemy’s weapon, they drop it and must spend the next round picking it up.
9. You strike the enemy’s neck, they are incapacitated for 1d4 rounds and are dealt an extra d12 damage.
10. You strike the enemy’s crotch (there had to be a crotch shot). They drop to their knees and cry. They are incapacitated for 1d4 rounds, they take 1d6 damage immediately; then on next two rounds they take 1d4 damage each round.
11. You strike the enemy’s chest, breaking ribs. They are unable to swing a weapon or lift their arms above their chest. Enemy takes 1d6 damage.
12. Your hit does 2x damage.
13. Your attack exposes a weak spot in the enemy’s armor, next three attacks deal 3x damage.
14. Your attack mauls the enemy’s face, they take 1d12 damage this round, and an additional 1d6 damage each round until healed or dead. Their accuracy is reduced by half.
15. In your attack you feel a powerful wave wash over your, your hit strikes Fear (as the spell) into all enemies in a 15’ radius.
16. For a moment your weapon speaks to you as if it has gained Intelligence, it seems to guide itself and lands a blow dealing an additional 2d20 damage.
17. Your enemy tries to block your attack, but your weapon surges with power and breaks your enemy’s weapon.
18. Your attack removes 1D4 fingers from the enemy’s weapon hand; they suffer 1d4 damage per finger, and drop their weapon.
19. Your attack damages the enemy’s voice-box; they can no longer speak.
20. Enemy’s weapon arm is removed (or smashed if using non-slicing weapon) at the shoulder. They drop their weapon.
21. Your enemy tries to block your attack, but with a swift move you strike disarm your enemy and continue your attack. He is considered unarmed until weapon is picked up.
22. Your attack finds a critical part of the enemy’s armor and upon landing your blow the armor comes undone reducing it’s effectiveness on the next attack.
23. Your enemy is knocked to the ground and is stunned for the next 1d2 rounds.
24. Your attack ignores enemy’s armor. Enemy gets no armor saves.
25. Your attack breaks the enemy’s weapon arm, causing 3x weapon damage, and bounces off, landing on another enemy causing double weapon damage to them. If a second enemy is not within range ignore second effect.
26. Your attack hits with such force that the enemy’s armor is ripped apart and is knocked backwards.
27. Your attack stuns the enemy, enemy is dazed for remainder of round.
28. Your attack stuns the enemy, enemy is dazed for 1d4 rounds.
29. Your attack knocks the enemy down, they drop their weapon.
30. You feel a wind blow across your back as you make your attack. You are able to make a second attack with normal damage immediately. This second attack is treated as if enemy has been disarmed.
31. Your attack finds a vital organ in the enemy, they take an additional d12 damage every round until healed or dead.
32. Regardless of weapon type your weapon finds it’s way into the enemy and comes out the opposite side. Enemy dies instantly. You must spend next round trying to remove your weapon.
33. Your attack energizes you! In your minds eye you see yourself healthier! You are healed for 2d6 damage.
34. Your attack lands on a major artery of the enemy; they take an ongoing d12 damage each round until healed or dead.
35. Your attack lands a mighty blow; enemy suffers 1d4 Strength loss for 1d4 rounds.
36. Your attack lands a mighty blow to the enemy’s head; enemy suffers 2d6 Intelligence loss for 2d6 rounds.
37. Your enemy tried to block your attack but your attack is so powerful it causes the enemy’s weapon to smash back into their face. They are blinded for 1d4 rounds and in addition to your damage they also take their own weapon’s damage. No save throw.
38. Your attack causes the enemy to cower in fear for 1d4 rounds. During this time they are unable to attack or flee.
39. Your attack lands a concussive blow to the enemy’s head. They are knocked out for 1d4 rounds.
40. A flock of rabbits fly by. Yes, rabbits with wings. They fly in the air past you, confusing your enemy providing you an immediate attack of opportunity.
41. Your attack inspires the rest of the party with style and grace, each member gains 1d4 to their next initiative roll.
42. Your attack frightens the enemy so much that he craps himself. He is stunned for the next round.
43. Your attack lands successfully, but at the beginning of your next attack if there is an enemy within range, you deal weapon damage to that enemy as well as you rear up your weapon to attack again.
44. Your attack causes the enemy to cry out for his “maamaa!”
45. Your attack deals an extra 1d4 damage.
46. Your attack deals an extra 1d6 damage.
47. Your attack deals an extra 1d8 damage.
48. Your attack deals an extra 1d12 damage.
49. Your attack deals an extra 1d20 damage.
50. Your attack deals an extra 1d100 damage.
51. As your attack lands an arrow moves swiftly from somewhere behind you and strikes the enemy in the eye. Enemy staggers backwards and suffers 1d8 damage. Each time enemy tries to attack he must make a fortitude save or take an additional 1d8 damage. The arrow itself can be examined upon enemy’s death. It appears to be made of ornate carved bone and is hollow. Examining it closer reveals a note inside. The note reads: “The owls are not what they seem.”
52. Your weapon lands deep into the enemy’s side hip. The enemy falls in pain and as you remove your weapon you deal an additional 1d12 damage.
53. Your attack slices open the enemy’s belly, causing their intestines to spill forth. Enemy takes 5d12 damage and falls unconscious until he either is killed or bleeds out.
54. Your attack enrages the enemy causing them to rip off their armor and drop their weapon. On their next attack they charge you armorless and weaponless.
55. Your attack does an extra 2 points of damage this round, then 4 points of damage on the next round, 8 damage the next, 16 the next, 32 the next, 64 the next, and so on until enemy is dead. If one of the subsequent attacks is a miss then this exponential damage ceases.
56. Your attack causes the enemy to spin around dizzy, they lose their next attack.
57. Your enemy tries to parry but breaks their weapon hand’s wrist in the process. They drop their weapon and take 1d6 damage.
58. A feeling of nostalgia washes over your party and the enemy’s THAC0 suddenly appears and is set at AC 10 for the next 1d4 rounds.
59. Your weapon catches light and it glints off into the eyes of your enemy. Your enemy is blinded for the remainder of the round.
60. You feel rage build up within and as your weapon bites down upon your enemy you have a surge of Strength; add 1d6 Strength for the next 1d6 rounds. Damage this round adds this bonus as well.
61. You get a Called Shot on your next attack (as the 3.5e Feat). It hits automatically and there is no penalty. Maximum damage is made.
62. Your weapon hits the enemy doing maximum weapon base damage.
63. Your weapon clobbers the enemy’s jaw, he is treated as Wounded and cannot speak.
64. You strike a vital organ and do an additional 3d6 damage.
65. You suddenly feel a jolt in your legs and are able to make a free move and on your next attack you win initiative over your enemy’s attack.
66. You feel a sharp pain in the back of your head and suddenly are able to see your enemy’s next move. The pain causes 1d4 damage to you, but you automatically miss your enemy’s next attack and your weapon automatically deals maximum base damage (plus bonus damage if you have any).
67. Your weapon cuts deep into your enemy’s leg gouging his kneecap. Enemy takes 1d4 damage each round.
68. Your next attack will be an automatic Critical Hit, unless you roll a 1. If you roll a 2 to 20 roll on this chart and it is a beneficial effect for you. On a roll of a 1 roll on this chart and the resulted roll happens to you.
69. Your enemy is disarmed for 1d2 rounds.
70. In a swirling array of weapon swinging, your weapon dishes out an extra 6d4 damage, shatters your enemy’s weapon causing the shrapnel to explode, missing your party members but each of the other enemy’s get dealt 1d4 damage each.
71. Your attack is powerful! Your enemy is shoved backwards from the force of your blow and falls into the nearest (tree/wall/rock/ground) and takes an additional 2d6 damage.
72. Your attack stuns your enemy until he is successfully hit again. He then gets to attack on the round following that attack.
73. Your attack damage is doubled.
74. Your attack knocks the enemy prone and they fall on their weapon taking 1d4 falling damage in addition to their weapon’s maximum base damage.
75. Your enemy is in awe of your attack and must roll a save against your Charisma before he can attack again.
76. Make 5 Strength checks with a DC 15. Each success adds your Strength bonus to the damage.
77. You feel enraged, your attack is a frenzy; roll 5d4. On any rolls of 4 then roll 3d6. Add the numbers together and reference this chart; that is your Critical Effect.
78. You feel your Strength surge, add an extra 2d6 to your damage.
79. Your weapon strikes the enemy; roll twice on this chart and both effects happen.
80. As you swing your weapon the ground opens up beneath your enemy and he is swallowed whole. The ground closes up and there is no trace of the enemy. 1 Round later the ground barfs up every item your enemy had on him, fully in tact.
81. With this attack you feel enlightened with the ways of combat. Your strength gains a permanent +5 for the remainder of the battle.
82. Your attack deals triple damage.
83. By swinging your weapon you form a vortex that allows you to side-step into the nether, time has stopped for everyone except you. Inside the vortex you are healed to full, then you are spit back out and time begins again.
84. Your attack shakes your enemy to the core; his weapon falls from his hand, his shield strap breaks (if he was holding a shield), his armor falls off, and to top it off, his pants fall to the ground. He is, in all consideration, stunned for 1d4 rounds.
85. Your enemy sneezes and looses his next attack.
86. As you attack your enemy tries to parry, however, you are able to flip his weapon out of his hand and catch it in your free hand. You enemy is now disarmed and on your next attack you can swing with both weapons and deal half maximum weapon damage on your enemy’s weapon, unless you have two-handed weapon feat. If you are already attacking with a two-handed weapon you summon the fortitude and strength of a titan and are able to use the new weapon without penalty.
87. Your attack blow causes a spark against your enemy’s armor and sweeps into his eyes, your enemy is blinded for 1d4 rounds.
88. You cleave your enemy exposing bone and sinew, he shrieks in pain and cannot perform any actions other than writhing until healed or dead. Enemy takes 2d6 damage each round until healed or dead.
89. Your weapon deals an additional 4d6+4 damage.
90. With a swift swing of your weapon your enemy’s head is decapitated. Death is instant. There is no saving throw.
91. Your attack blows a concussive blow to the enemy knocking them out and reducing their HP to 1.
92. Your weapon slays your enemy, no saving throw. Your enemy’s soul becomes trapped within your blade and it is now considered sentient. It takes on the personality of your enemy, but does not consider you to be an enemy. From this point forward it will whisper to you telling you the vulnerabilities of your enemy’s race. You gain +7 damage bonus again all future enemies of that type.
93. Nothing happens. 1d4 rounds later your enemy drops dead.
94. You attack deals 6 times base weapon damage.
95. You phase out of the corporeal world during your enemy’s next attack, he automatically misses you, when you phase back in, you are standing behind him and are able to take an attack of opportunity.
96. Add your Strength and Dexterity together (base stats) and that is how much extra damage you deal to your enemy.
97. In a flurry of swings you artfully dismember your enemy’s arms and legs, leaving only his torso and head to deal with.
98. From now until end of combat you gain the Feat of Combat Reflexes each round. If you already have this Feat each attack you make is an automatic hit until end of combat.
99. You enemy dies in an explosion of gore. This causes all other enemies your party is fighting to cower in fear, each of your party members gains an attack of opportunity in addition to their regular attack.
100. You yell out after landing your blow and darkness fills the area, perhaps something was merely moving through the area, perhaps you chanced upon a ancient chant. All goes quit, and the darkness slowly fades. When the light returns all of your enemies are dead, their throats all cut. In addition, each of your party members (including yourself) are fully healed. Each party member now rolls a 1d20. Make note of each roll for each player. When next in combat, the number rolled for each party member will grant them vampiric abilities upon their weapon. When weapon damage is dealt the party member will gain that much health. In the event of a magic user using a spell however much damage that spell dishes out is how much health the magic user will gain. In the event of a healer casting a heal spell; that healer will gain the same amount of health that was provided. This effect lasts for X amount of rounds where X is the number rolled on the 1d20.
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