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Free tables Critical hits — natural 20 on an attack roll

Critical Hit Table for Players, d100

A free d100 critical hit table for 5e players — 14 results from a telling blow to a fatal strike, each with a line to read aloud.

In fifth edition a critical hit has one rule: roll the attack's damage dice twice, add them together, and add your modifiers once. It is reliable, and it is arithmetic. This table is an optional replacement for that roll — a house rule, and the DM's call like every other.

When a player scores a critical hit, roll d100 here instead of doubling the dice. "Maximum" means every damage die at its highest, plus the usual modifier. Even the lowest result beats an ordinary crit, and the bands narrow as the roll climbs: most crits change the fight a little, and a 100 ends it.

Every result has a line to read aloud for slashing, piercing, bludgeoning and spell damage — they are below the table.

Severity tiers

Each result names its tier, so you can see at a glance how bad a roll was without decoding a colour.

The table

14 results. Roll d100.

d100 Result Tier What happens
1–14 Well Struck Telling Blow Maximum damage, plus roll the damage dice again and add them.
15–26 Staggered Telling Blow Maximum damage plus a second roll of the dice, and the target has disadvantage on its next attack roll.
27–38 Thrown Back Telling Blow Maximum damage plus a second roll of the dice, and a Large or smaller target is pushed 10 feet away from you and knocked prone.
39–48 Opening Telling Blow Double maximum damage, and the next attack roll against the target before the start of your next turn has advantage.
49–56 Sundered Telling Blow Double maximum damage, and the target's AC drops by 2 until the end of the fight — armour split, hide torn, guard broken.
57–64 Bleeding Wound Grievous Double maximum damage, and the target loses 1d6 hit points at the start of each of its turns until it regains hit points or someone succeeds on a DC 12 Medicine check to bind it. A creature with no blood to lose takes an extra 1d6 once instead.
65–72 Leg Shot Grievous Double maximum damage, and the target's speed is halved until the end of the fight.
73–80 Arm Shot Grievous Double maximum damage, the target drops whatever it is holding, and it takes a −5 penalty to attack rolls until the end of its next turn.
81–87 Triple Maximum Grievous Triple maximum damage. Nothing clever — just a great deal of it.
88–93 Torso Shot Grievous Triple maximum damage, and the target is stunned until the end of its next turn.
94–97 Head Shot Grievous Quadruple maximum damage, and the target falls unconscious for 1 minute. It wakes if it takes damage or someone uses an action to shake it awake.
98 Devastating Hit Fatal Five times maximum damage.
99 Legendary Blow Fatal Five times maximum damage, and every enemy that can see the target must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn.
100 Fatal Strike Fatal The target dies. Whatever it is, however many hit points it had left.

Lines to read aloud

One for each kind of damage, so the sentence fits what actually hit them.

Well Struck 1–14

Staggered 15–26

Thrown Back 27–38

Opening 39–48

Sundered 49–56

Bleeding Wound 57–64

Leg Shot 65–72

Arm Shot 73–80

Triple Maximum 81–87

Torso Shot 88–93

Head Shot 94–97

Devastating Hit 98

Legendary Blow 99

Fatal Strike 100

Questions

How do critical hits work in 5e?

On a natural 20 the attack hits, and you roll all of the attack's damage dice twice and add them together, then add your modifiers once. Extra dice from features such as Sneak Attack are doubled too.

Does this replace the normal critical damage?

Yes. Roll d100 instead of doubling the dice. The lowest result, maximum damage plus a fresh roll, is never worse than doubling, so nobody loses out by using the table.

Isn't a 1-in-100 instant kill too strong?

It is one crit in a hundred, and a crit is one attack in twenty: about one attack in two thousand. It will happen in a long campaign, and the table will remember it. Some DMs rule that a creature with legendary actions takes five times maximum damage instead.