Critical Hit Variant (5e Variant Rule)
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Critical Hit Variant[edit]
Whenever you score a critical hit by rolling on the D20 (other critical hit factors such as the paralyzed condition will not give you these options) you may choose one of the following options instead of dealing double damage but only if the option is in the category of damage you gave (e.g. bludgeoning cant make you bleed).
Damage Type | Critical Effect |
---|---|
Bludgeoning | the targeted creature is stunned (see condition) until the start of your next turn and you can knock the enemy up to 15 feet back. if the enemy collides with a wall as hard as stone they take an additional 2d6 bludgeoning damage and are stunned for an additional round |
Piercing/Slashing | apply a damage over time bleeding effect (NOT the bleeding condition) to the targeted creature (the creature takes 1d8 bleed damage(treated as flat damage with no resistances or immunities) at the start of its turn for 5 rounds or until it can heal itself with magic, another ability, or by using an action outside of combat to make a medicine check) |
Lighting | the affected creature is paralyzed (see condition) until the start of your next turn |
Fire | applies a burn to the targeted creature for 2 minutes (the creature takes 3d4 damage at the start of each of their turns). the target will also singe any of its allies within 5 feet of it. when a creature that is hostile towards you or allied with the burned creature enters or starts its turn within 5 feet of the burned creature the non burn creature must make a constitution saving throw or take 1d6 fire damage. |
Force | sends the targeted creature 30 feet in any direction including up (they must make a DC 18 acrobatics check to not become prone upon landing) or knock them prone. if the target collides with any surface harder than stone while being pushed in this way the target takes 2d6 force damage. |
Poison | the targeted creature is poisoned (see condition) for 1 minute and gives the enemy disadvantage on saving throws until the end of your next turn |
Thunder | the targeted creature becomes deaf (see condition) for 1 minute and they have disadvantage on all perception checks (their passive perception also becomes 10 for the duration). the targeted creature and up to 10 creatures or objects of your choice within 30 feet of the targeted creatures position also take 2d6 thunder damage |
Radiant | the targeted creature is blinded (see condition) and takes an extra 1d4 radiant damage from every attack until the end of your next turn |
Cold | the targeted creature becomes restrained (see condition) for 5 rounds |
Necrotic | the targeted creature takes an extra 1d4 necrotic damage and must make a DC 16 wisdom saving throw or become frightened until the end of your next turn |
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