Bludgeoning Weapons
d20 | Result |
---|---|
1 | Hit legs! The target falls prone. |
2 | Wind knocked out! The target has disadvantage on all attacks until the end of its next turn. |
3 | Smashed off balance! The next attack against the target has advantage. |
4 | Where it hurts! Add 1d8 to your damage roll. |
5 | Forced Move! Your hit pushes the target up to 10 feet in any direction, and you can follow if you wish. This movement does not provoke opportunity attacks. |
6 | Headbang! The target is deafened until the end of its next turn. |
7 | Break item! You break an item the target is holding (random if holding two items) in addition to doing damage. Magic items will not be affected by this. |
8 | Great hit! Add 1d10 to your damage roll. |
9 | Broken ribs! Add 1d12 to your damage roll. Target is restrained until the end of its next turn. |
10 | Dominoes! You make an extraordinary attack that topples the target over, and the target and up to two adjacent enemies of your choice fall prone. |
11 | Forceful Blow! Target is incapacitated until the end of its next turn. |
12 | Big opening! You get an extra free attack immediately after this attack. If you have movement left, you can move before the attack. |
13 | Brilliant move! Your attack is super inspiring. Allies who can see you gains advantage to an attack roll or a saving throw (whichever comes first) until the end of its next turn. |
14 | Break jaw! Add 1d12 to your damage roll, and target is incapable of speech until healed. |
15 | Pelvis broken! Add 1d12 to your damage and the target is paralyzed until the end of its next turn. |
16 | Hard break! You break an item the target is holding (random if holding two items) in addition to doing damage. If the item is magical, roll a Death Save to see if the item is destroyed. |
17 | Grevious injury! Add 1d12 to your damage roll, and then roll on the minor injury chart. |
18 | Crushed! Add 2d12 to your damage roll, and then roll on the major injury chart. |
19 | Head bash! Add 2d12 to your damage roll, and the target must Save vs Death or be knocked unconscious. |
20 | Skullcrusher! Save vs Death. Success = target drops to 0 hp. Fail = instant death. |
Piercing Weapons
d20 | Result |
---|---|
1 | Upper hand! The target is pushed back 5 feet and falls prone. |
2 | Nice maneuver! You can use the disengage action as a free action after your attack. |
3 | Off balance! The next attack against the target has advantage. |
4 | Master aim! Add 1d8 to your damage roll. |
5 | Knee split! The target is restrained until the end of its next turn. |
6 | Disarm! The target drops whatever it is holding. You choose which hand. |
7 | Scary display! The target is frightened of you until the end of its next turn. |
8 | Exceptional aim! Add 1d10 to your damage roll. |
9 | Pinned! Add 1d10 to your damage roll. Target is restrained until the end of its next turn. |
10 | Spleen filet! Add 3d6 to the damage roll. |
11 | Pass through! Add 1d8 to the damage roll. If there is any creature or object directly behind the target, you hit that and do normal damage (also applies to friends). |
12 | Found the rythm! You get an extra free attack immediately after this attack. If you hit, you can make one more. |
13 | Stuck projectile! Until the end of its next turn, attacks against the target has advantage. |
14 | Throat puncture! Target is incapable of speech until healed. |
15 | Impaled! Add 1d8 to your damage roll, and the target has disadvantage to attack rolls until the end of its next turn. |
16 | Hit eye! The target is blinded until the end of its next turn. |
17 | Pierce armor! Add 1d12 to your damage roll, then roll on the minor injury chart. |
18 | Punctured! Add 2d8 to your damage roll, and roll on the major injury chart. |
19 | Nerve damage! Add 3d8 to your damage roll, and the target is stunned until the end of its next turn. |
20 | Heart pierced! Save vs Death. Success = target drops to 0 hp. Fail = instant death. |
Slashing Weapons
d20 | Result |
---|---|
1 | Sliced and diced! Add 1d6 to your damage roll. |
2 | Gashing wound! Add 1d8 to the damage roll. |
3 | Neck slice! The target bleeds uncontrollably. Ongoing 1d6 damage, SAVEE 15 CON. |
4 | Injured hand! The target drops whatever it is holding. You choose which hand. |
5 | Fancy disarm! You can take the optional disarm action (DMG p.271) against the target (if it has a weapon) as a free action after your attack. If you have a free arm, you can catch the weapon. If not you can choose a sqare for it to land up to 20 feet away from you. |
6 | Face slice! The target gets blood in its eyes, and is blinded until the end of its next turn. |
7 | Deep slice! Add 2d6 to your damage roll. |
8 | Tendon rip! The target is restrained until the end of its next turn. |
9 | Gut slice! Add 1d10 to your damage roll, and the target is restrained until the end its next turn. |
10 | Bad gut wound! Ongoing 2d6 damage, SAVEE 15 CON. |
11 | Where it hurts! Add 2d8 to your damage roll. |
12 | Crippled leg! Add 1d12 to the damage roll. Target is restrained until the end of its next turn. |
13 | Nasty slash! Add 3d6 to the damage roll. |
14 | Torn muscles! The target is incapacitated until the end of its next turn. |
15 | Great hit! Add 1d12 to the damage roll, and the target falls prone. |
16 | Finishing move! The target falls prone, and you get an extra free attack against the target. |
17 | Lacerated! Ongoing 3d6 damage, SAVEE 15 CON. |
18 | Severed! Add 1d12 to your damage roll, then roll on the minor injury chart. |
19 | Large open wound! Add 1d12 to your damage roll, roll on the major injury chart, and ongoing 3d6 damage, SAVEE 15 CON. |
20 | Decapitation! Save vs Death. Success = target drops to 0 hp. Fail = instant death. |
Melee/ranged fumbles
d20 | Melee | Ranged |
---|---|---|
1 | Trip! You fall prone and become restrained until the start of your next turn. | Trip! You fall prone and become restrained until the start of your next turn. |
2 | Lose balance! Your target can make an opportunity attack against you. | Ridiculous attempt! The projectile flies so slow that the target catches it without problems. |
3-4 | Slip weapon! Your grip slips and you hurt yourself. You are incapacitated until the start of your next turn. | Slip weapon! Your grip slips and you hurt yourself. You are incapacitated until the start of your next turn. |
5 | Confusing miss! You miss badly and stop to shake your head at your bad attempt. Your turn ends. | Confusing miss! You miss badly and stop to shake your head at your bad attempt. Your turn ends. |
6-7 | Exposed! You provoke opportunity attacks. | Exposed! You startle a random ally, and that ally provokes opportunity attacks. |
8 | Failed morale check! You have disadvantage on your attack rolls until the end of your next turn. | Failed morale check! You have disadvantage on your attack rolls until the end of your next turn. |
9 | Out of breath! Your turn ends and you are slowed until the end of your next turn. | Out of breath! Your turn ends and you are slowed until the end of your next turn. |
10-11 | Wild swing! Your attack hits an ally within reach for normal damage. If no allies within range, you fall prone and become restrained until the start of your next turn. | Friendly fire! Your attack hits your ally closest to the target for normal damage. |
12 | Too much stuff! You get entangled in your gear and you are incapacitated until the end of your next turn. | Too much stuff! You get entangled in your gear and you are incapacitated until the end of your next turn. |
13 | Failed group morale checks! You and your allies within 15 feet have disadvantage to your next attack or save roll (whichever comes first). | Failed group morale checks! You and your allies within 15 feet have disadvantage to your next attack or save roll (whichever comes first). |
14 | Hit self! Somehow you hurt yourself for normal damage. | Hit self! Somehow you hurt yourself for normal damage. |
15 | Pulled leg muscle! You are restrained until the end of your next turn. | Pulled arm muscle! You have disadvantage to all attacks until the end of your next turn. |
16 | Something in your eyes! You are blinded until the end of your next turn. | Something in your eyes! You are blinded until the end of your next turn. |
17 | Moron! Somehow you hurt yourself for critical damage from the weapon. | Moron! Somehow you hurt yourself for critical damage from the weapon. |
18 | Critical hit friend! Your attack hits an ally within reach as a critical hit with no extra effect. | Critical hit friend! Your attack hits your ally closest to the target as a critical hit with no extra effect. |
19 | Weapon breaks! Sword snaps, axe breaks, etc. If weapon is magical, roll a Death Save: if successful the weapon does not break. | Weapon breaks! Bow breaks, javelin snaps, etc. If weapon is magical, roll a Death Save: if successful the weapon does not break. |
20 | Critical hit friend! Your attack hits an ally within reach as a critical hit with an effect from these charts. If no allies within range, you are stunned until the end of your next turn. | Bad friendly fire! Your attack hits your ally closest to the target as a critical hit with an effect from these charts. |
Acid Magic
d20 | Result |
---|---|
1-2 | Melted skin! Target has disadvantage on all CHA checks and saves until healed. |
3-4 | Acid splash! Some of the acid splashes on a random creature (friend or foe) adjacent to the target for normal spell damage. |
4-5 | Boiling flesh! Add 1d6 to your damage roll as the target's flesh is boiling from acid. |
6 | Scalded! The target's attacks are hindered, and target has -1d4 to all attack and damage rolls until the end of its next turn. |
7 | Melted item! One non-magical item held by the target is destroyed (random if holding two items). |
8 | Big melt! Add 1d8 to your damage roll, and one item (also magical) held by the target is destroyed (random if holding two items). |
9 | Warped armor! Add 1d8 to your damage roll, and the target's non-magical armor is warped and scarred. This is only consmetic and has no game effects. |
10 | Melted armor! Add 1d8 to your damage roll, ant the target's armor and/or clothing (also magical) is destroyed. |
11 | Magic influx! Add 1d10 to your damage roll, and the spell slot you used is regained. |
12 | Acid Spray! Choose another target within 20 feet of the original target and do normal spell damage to that target. |
13-14 | Mutilation! Add 1d8 to your damage roll, and ongoing 1d6 acid damage, SAVEE 15 CON |
15-16 | Horrific mutilation! Add 2d8 to your damage roll, and ongoing 2d6 acid damage, SAVEE 15 CON. |
17-18 | Caustic trauma! Add 2d8 to your damage roll, and the target is frightened of you until the end of its next turn. |
19 | Acid bath! Add 2d12 to your damage roll, and then roll on the major injury chart. |
20 | Acid mayhem! The target drops to 0 hp. |
Cold Magic
d20 | Result |
---|---|
1-2 | Chills! The target is slowed until the end of its next turn. |
3-4 | Frosty! The target is restrained until the end of its next turn. |
5 | Frozen ground! The target's legs are stuck to the ground and it is restrained until the end of its next turn. 10 feet radius around the target is difficult terrain - also until the end of its next turn. |
6-7 | Chilled! Target has disadvantage on all DEX checks and saves until the end of its next turn. |
8-9 | Frozen! The target is frozen and have disadvantage on all DEX checks and saves for two rounds. |
10 | Magic influx! Add 1d10 to your damage roll, and the spell slot you used is regained. |
11 | Cold area! Creatures adjacent to target take normal spell damage. |
12-13 | Ice cold! Add 1d12 to your damage roll. |
14 | Cold shock!! Add 2d6 to your damage roll and target grants advantage to all attacks until the end of its next turn. |
15 | Extreme cold! Add 2d6 to your damage roll, and target has disadvantage on all DEX checks and saves for two rounds. |
16-17 | Ice block! Add 2d8 to your damage roll, and the target is incapacitated until the end of its next turn. |
18 | Glacial! Add 2d10 to your damage roll, and roll on the minor injury chart. |
19 | Frost bite! Add 2d12 to your damage roll, roll on the major injury chart, and the target is paralyzed until the end of its next turn. |
20 | Frozen blood! The target drops to 0 hp. |
Fire Magic
d20 | Result |
---|---|
1-2 | Heat wave! Add 1d6 to your damage roll. |
3-4 | On fire! The target is on fire. Ongoing 2d4 fire damage. SAVEE 15 DEX. |
5 | Smoky fire! An area of 10 feet radius around the target is covered with smoke that grants total cover for one round. |
6-7 | Boiling heat! Add 1d8 to your damage roll. Anything liquid on the target will start to boil. Oil will explode for 2d6 hp fire damage, and potions will be destroyed. |
8 | Glowing weapon! Add 1d8 to your damage roll. The target is burning, and the has disadvantage on all attacks until the end of its next turn. |
9 | Glowing armor! Add 1d10 to your damage roll. The target is burning, and all attacks against the target has advantage until the end of your next turn. |
10-11 | Burst into flames! Ongoing 2d6 fire damage. SAVEE 15 DEX. |
12 | Magic influx! Add 1d10 to your damage roll, and the spell slot you used is regained. |
13 | Fireball! Creatures within 15 feet of the target take normal spell damage. |
14 | Burnt items! Anything flammable (including items inside flammable objects) burst into flames. Roll %. Non-magical: The items are 01-50 blackened, or 51-100 destroyed. Magical: The items are 01-75 blackened, or 76-100 destroyed. |
15-16 | Ablaze! Ongoing 2d8 fire damage. SAVEE 15 DEX. |
17 | Burnt to a crisp! Add 2d10 to your damage roll. |
18 | Hellfire! Add 2d12 to your damage roll, then roll on the minor injury chart. |
19 | Combustion! Add 2d12 to your damage roll, ongoing 2d8 fire damage SAVEE 15 DEX, and roll on the major injury chart. |
20 | Inferno! The target drops to 0 hp. |
Force Magic
d20 | Result |
---|---|
1-2 | Spellstruck! The target has disadvantage on all saving throws until the end of its next turn. |
3-4 | Eldritch incandescence! All attack rolls against the target have advantage until the end of its next turn. |
5 | Blown away! Target is pushed 5 feet and falls prone |
6 | Blown away more! Target is pushed 15 feet and falls prone |
7 | Head trauma! Target is deafened and has disadvantage to any attacks until the end of its next round. |
8 | Extra energy! You can cast the same spell again as a free action without spending any spell slots or anything else. |
9 | Extra force! Add 1d8 to your damage roll. |
10 | Forceful spell! Add 1d12 to your damage roll. |
11-12 | Dominoes! The target and all creatures within 10 feet of the target fall prone form the attack. |
13 | Bewitching blow! Add 1d12 to your damage roll, and the target falls prone. |
14 | Wind knocked out! Add 1d12 to your damage roll and the target is incapacitated until the end of its next turn. |
15-16 | Mystic magnet! The target is spellbound until the end of its next turn. While spellbound, all range spells cast within 30 feet of the target will automatically aim for the target instead of original aim. Also, any area of effect spells within 30 feet of target will magically include the target in the spell. |
17 | Big Bang! Add 2d10 to your damage roll, and the target and all adjacent creatures fall prone. |
18 | Arcane injury! Add 2d10 to your damage roll, and roll on the major injury chart. |
19 | Magically mauled! Add 2d12 to your damage roll, and roll on the major injury chart. |
20 | Eldritch power! The target drops to 0 hp. |
Lightning Magic
d20 | Result |
---|---|
1-2 | Shocking! The target is slowed until the end of its next turn. |
3-4 | Sparks fly! Choose one other creature within 15 feet of the victim. That creature takes normal spell damage. |
5 | Nerve damage! The target has disadvantage on DEX checks and saves until the end of its next turn. |
6-7 | Head electrocuted! Add 2d6 to your damage roll. The target has disadvantage on INT checks and saves until the end of its next turn. |
8 | Chain lightning! Adjacent creatures of the target take normal spell damage. |
9 | Electric weapon! Add 2d6 to your damage roll. The target is electrified, and the has disadvantage on all attacks until the end of its next turn. |
10 | Electric armor! Add 2d6 to your damage roll. The target is electrified, and grants advantage on all attacks until the end of its next turn. |
11 | Burst into flame! The target bursts into flame and takes 2d6 ongoing fire damage. SAVEE 15 DEX. |
12 | Electric force! You can pull the target up to 30 feet closer to you whith electric force. |
13 | Lightning arc! You can choose an extra target within 30 feet of the original target and cast the same spell on that target as a free action without using a spell slot or anything else. |
14 | Electric chaos!Two random creatures (those with metallic armor has double chance) within 30 feet of the original target are hit for normal spell damage. |
15 | Mass shock! Add 2d8 to your damage roll, and the target and all creatures within 20 feet of the target are slowed until the end of their next turn. |
16 | Fulminate! Ongoing 2d8 lightning damage. SAVEE 15 DEX. |
17 | Lit up! Add 2d10 to your damage roll, and ongoing 2d8 lightning damage. SAVEE 15 DEX. |
18 | Electrocuted! Add 2d10 to your damage roll, and then roll on the minor injury chart. |
19 | Lightning rod! Add 2d12 to your damage roll, and then roll on the major injury chart. Also you get a Lighting arc - see 13 above. |
20 | Heart attack! The target drops to 0 hp. |
Necrotic Magic
d20 | Result |
---|---|
1-2 | Spoil! Target cannot regain hit points until the end of its next turn. |
3 | Fester! The target's maximum hit points are reduced by the damage rolled. Long rest will fix this. |
4-5 | Arise minions! 1d4 skeletons rise from the ground adjacent to the target. The skeletons are under your control and will attack the target and your enemies unless you spend a bonus action to tell them otherwise. They understand only basic commands and will disappear if dead or after 1 minute. |
6 | Decaying hit! The target gains two levels of exhaustion. |
7 | Rotting flesh! Add 1d12 to your damage roll as the target's flesh is rotting. |
8 | Death toll! The target has disadvantage on CON checks and saves until the end of its next turn. |
9-10 | Drain life! The life energy you drain comes partly back to you. You heal half the damage you take from the attack. |
11 | Bloodsucker! Add 1d12 to your damage roll as the blood of the target is sucked out. You gain 10 temporary hit points. |
12 | Foul Sickness! Add 1d12 damage, and the target starts to vomit black slime. Target is poisoned until the end of its next turn. |
13 | Frightening result! | The target and all it's adjacent allies are frightened of you until the end of their next turn.
14-15 | Decay! Add 1d8 to your damage roll, and ongoing 1d8 necrotic damage, SAVEE 15 CON. |
16 | Rot! Add 2d8 to your damage roll, and ongoing 2d8 necrotic damage, SAVEE 15 CON. |
17 | Blight! Add 1d12 to your damage roll, and the target an all adjacent creatures have ongoing 2d8 necrotic damage, SAVEE 15 CON. |
18 | Atrophy! Add 2d10 to your damage roll, and then roll on the minor injury chart. |
19 | Putrefy! Add 2d12 to your damage roll, and then roll on the major injury chart. |
20 | Vision of death! The target drops to 0 hp. |
Poison Magic
d20 | Result |
---|---|
1-2 | Nauseous! Target has disadvantage on its next attack roll or saving throw. |
3-5 | Poison sickness! Target is poisoned until the end of its next turn. |
6-7 | Poison splash! Poison splashes on a random creature adjacent to the target for normal spell damage. |
9 | Poison spray! Add 1d8 to your damage roll. Poison splashes to all creatures adjacent to the target for normal spell damage. |
10-11 | Dizzy! Add 1d10 to your damage roll, and the target is poisoned until the end of its next turn. |
12 | Paralyzed! The target is paralyzed until the end of its next turn. |
13 | Contaminated! The target is poisoned for the next minute. SAVEE 15 CON. |
14-15 | Seizure! Add 1d12 to your damage roll, and the target is overcome with shaking. The target is poisoned until the end of its next turn. |
16-17 | Toxic shock! Add 1d12 to your damage roll, and the target is poisoned for the next minute. SAVEE 17 CON. |
18 | System failure! Add 2d10 to your damage roll, and then roll on the minor injury chart. |
19 | Biological breakdown! Add 2d12 to your damage roll, then roll on the major injury chart, and the target is poisoned for one minute. SAVEE 17 CON. |
20 | System shock! The target drops to 0 hp. |
Psychic Magic
d20 | Result |
---|---|
1 | Stunned! The target is stunned until the end of its next turn. |
2-3 | Disoriented! You control the target's move action on it's next turn, and that happens first in the turn. |
4-5 | Confused! Target cannot differentiate friend from foe until the end of its next turn. |
6-7 | Domination! You control the target's actions on it's next turn. |
8-9 | Insanity! Target has disadvantage to all INT and WIS checks and saves until the end of its next turn. |
10 | Frightened! Target is frightened of you until the end of its next turn. |
11-12 | Brain shake! Add 2d8 to your damage roll. |
13-14 | Confusion! The target is affected by a Confusion Spell until the end of its next turn. |
15-17 | Psychological fracture! Add 1d12 to your damage roll, and the target is incapacitated until the end of its next turn. |
18 | Madness! Add 2d10 to your damage roll, and the target is stunned until the end of its next turn. |
19 | Mind melt! Add 2d12 to your damage roll, and The target is stunned until the end of its next turn. |
20 | Meltdown! The target drops to 0 hp. |
Radiant Magic
d20 | Result |
---|---|
1 | Dazzled! Target cannot willingly move closer to you until the end of its next turn. |
2-3 | Disheartening blast! Target is frightened of you until the end of its next turn. |
4 | Morale drop! The target and all allies of the target within 10 feet of it become frightened of you until the end of their next turn. |
5-6 | Morale boost! You and all your allies who can see the attack gains advantage to your next attack roll or saving throw (whichever comes first) until the end of your next turn. |
7-9 | The Shining! Radiant beams shines on a new target you choose within 30 feet of the target. The new target heals half the damage you did. |
10-11 | Multiple beams! Two powerful radiant beams shine on up to two targets you choose within 30 feet of the target. The new targets take normal spell damage. |
12 | Mark of the Holy! The target is marked by divine powers, and all attacks against it have advantage until the end of its next turn. |
13-14 | Awed! Add 1d10 to your damage roll, and the target is frightened until the end of its next turn. |
15-16 | Holy terror! Add 1d12 to your damage roll, and the target is frightened of you for the next minute. SAVEE 17 WIS. |
17 | Righteous mark! Add 1d12 to your damage roll, and the target glows and grants advantage for the next minute |
18 | Wrath of the gods! Add 2d10 to your damage roll, and then roll on the minor injury chart. |
19 | Smite! Add 2d12 to your damage roll, and target glows and grants advantage for the next minute. The target also is vulnerable to radiant damage for the next minute. |
20 | Divine intervention! The target drops to 0 hp. |
Thunder Magic
d20 | Result |
---|---|
1-2 | Boom! The target is deafened until the end of its next turn. |
3 | Ka-boom! The target and all creatures within 10 feet are deafened until the end of their next turn. |
4-5 | Earbleed! Add 1d8 to the damage roll and the target is incapacitated until the end of its next turn. |
6-7 | Massive thunder clap! Add 2d8 to your damage roll. |
8-9 | Internal resonance!The target is stunned until the end of its next turn. |
10 | Rolling thunder! The target and all creatures within 20 feet of the target are incapacitated until the end of their next turn. |
11 | Magic influx! Add 1d10 to your damage roll, and the spell slot you used is regained. |
12-13 | Electric bogaloo! Add 1d10 to your damage roll, and cast the spell on an another creature as a free action without spending a spell slot or anything else. |
14 | Burst ear drums! Add 1d12 to your damage roll, and the target is deafened permanently. |
15-16 | Concussive blast! Add 1d12 to your damage roll, and the target is stunned until the end of its next turn. |
17-18 | Wall of sound! Add 2d10 to your damage roll, and then roll on the minor injury chart. |
19 | Sonic salvo! Add 2d12 to your damage roll, the target is deafened permanently, and stunned until the end of its next round. |
20 | System shock! The target drops to 0 hp. |
Magic Failures
d20 | Result |
---|---|
1 | Slot burn! In addition to the spell slot you had used for this spell, you burn your lowest available slot. |
2 | Spell it out!! You are unable to cast this spell again until you complete a long rest. |
3-6 | Wild magic! Roll on the wild magic surge table in PHB page 104. |
7-8 | Wrong energy!! You accidentally heal instead of your original spell. The original target(s) heal 1d6 hp per spell slot level. |
9-10 | Bad aim! Your aim is way off, and you hit the creature closest to the target (random if more than one). |
11 | Energy drain! You gain two levels of exhaustion. |
12-14 | Burning hands! Your hands start to burn, and you take 1d6 hp fire damage pr spell slot level. |
15-16 | Magical vacuum! Any spell you concentrate on and spell effects on you vanishes. |
17-18 | Distance rift! You switch places with the target(s). |
19-20 | Blackout! Your brain can't handle this. You are stunned until the end of your next turn. |
Minor and Major Injury Chart
d20 | Minor injury | Major injury |
---|---|---|
1-3 | Injured leg! The target's movement speed is reduced by 10 ft until healed. | Crippled leg! The target's movement speed is reduced by 10 feet and it has disadvantage on Dexterity saving throws. |
4-8 | Injured arm! Randomly determine one of the target's arms. That arm cannot be used to hold a shield and the target has disadvantage on any rolls involving the use of that arm. | Crippled arm! Randomly determine one of the target's arms. That arm cannot be used to hold an item and any ability check requiring that arm automatically fails. |
9-11 | Multiple injuries! The target's maximum hit points are reduced by an amount equivalent to half of the damage dealt by the attack. | Severely wounded! The target's maximum hit points are reduced by an amount equivalent to the damage dealt by the attack. |
12-16 | Badly beaten! The target has disadvantage on Constitution saving throws. | Edge of death! The target has disadvantage on Constitution and death saving throws. |
17-19 | Ringing blow! The target is stunned until the end of its next turn and deafened until it completes a the recuperate downtime activity. | My eyes! The target is stunned until the end of its next turn and is permanently blinded. |
20 | Blow to the head! The target falls unconscious. | Instant death! Instant death... |