Criticals
status : Work in progress
todo : Item Quality system
Core Critical Rule
When a creature scores a critical hit:
- Roll damage normally
- Add the maximum possible damage of the damage dice
- Apply the damage-type critical effect
Formula: Total Damage = Rolled Damage + Max Damage
When a Critical Occurs
- Weapon Attacks: Natural 20
- Spell Attacks: Natural 20
- Saving Throws: Target rolls a natural 1
If a class feature or feat already modifies critical hits, this system extends it rather than replaces it.
Magic items that have additional damage types do not get a secondary effect unless otherwise stated by the magical item. Example: A fire sword (1d6+STR+1d4 fire) on critical only applies the secondary slashing effects, not the fire critical effects.
Physical Damage
Bludgeoning
On a critical hit:
- If actively shielded, shield is targeted first.
- Armor degrades 1 quality. (non-magical)
- Roll 1d6:
1: Knocked prone
2: Non-magical weapon damaged
3: Non-magical armor damaged
4: Agonized until their next turn
5: Rattled until their next turn
6: Severe bodily trauma (DM discretion) - If the target is killed:
- Nearby enemies of similar station make a Morale check
- Very low intelligence creatures are immune to the Morale Check
Piercing
On a critical hit:
- The attack continues in a straight line behind the target
- Resolve additional hits without new attack rolls:
- Use original roll result
- Apply –5 to hit per additional creature
- Roll damage for each hit
- If a creature in the line is killed:
- Remaining creatures are pushed 5ft
- Piercing-related features resolve first; this effect extends them
Slashing
On a critical hit:
- Target gains Bleed
- Bleed damage by proficiency bonus
| Proficiency | Bleed Die |
|---|---|
| +2 | d4 |
| +3 | d6 |
| +4 | d8 |
| +5 | d10 |
| +6 | d12 |
- Bleed rules:
- Damage triggers at start of target’s turn
- Damage halves each round
- Any magical healing ends Bleed
- Creatures without blood or auto-healing are immune
- If the attack kills the target:
- Attack transfers to one adjacent enemy
- Extends cleave-style features by one additional target
Elemental Damage
Acid
On a critical hit:
- One non-magical or unprotected item is degraded or destroyed
- Severity depends on Item Craft Quality
- Magical items are immune unless stated otherwise
Cold
On a critical hit:
- Target’s speed is halved
- If the spell already slows:
- Increase potency (duration, severity, or added disadvantage)
Fire
On a critical hit:
- Target is set on fire
- Takes 1d6 fire damage per round
- Fire lasts a number of rounds equal to item or creature quality
- Each round not addressed, damage increases by +1 until item is destroyed.
- A bonus action may be used to douse flames
- Magical items do not catch fire unless they are designed that way
Lightning
On a critical hit:
- Damage chains to adjacent creatures within 5 ft
- If no valid path exists:
- Target is stunned until end of next turn
- Conductive terrain may extend effects (DM discretion)
Thunder
On a critical hit:
- Target has disadvantage on saving throws until end of next turn
- Effect area expands beyond target
- Brittle materials (glass, shale, porcelain) are damaged or destroyed
Magical & Energy Damage
Force
On a critical hit:
- Target is pushed back
- If movement is blocked:
- Roll one additional damage die
Radiant
On a critical hit:
- One curse, possession, or undead-affecting property is removed or suppressed
- Target is marked with radiant light for 1d4 rounds
- Emits light
- Prevents concealment
- Does not grant advantage
Necrotic
On a critical hit:
- Target’s maximum HP is reduced (DM discretion)
- If the target dies:
- Caster regains half the necrotic damage dealt
- If this is already a feature, increase potency
Poison
On a critical hit:
- Target gains the Poisoned condition
- If already poisoned:
- Increase potency by raising the save DC or extending duration
Psychic
On a critical hit:
- Reduce mental ability scores (INT, WIS, or CHA) by 1
- Effect ends at the next subsequent round that the target has not received additional Psychic damage
Design Intent
- Crits are decisive, cinematic, and tactical
- Damage types matter beyond numbers
- Existing features are enhanced, not overwritten
- Environmental interaction is encouraged