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CRITICAL HIT RULES (CHART & NEW RULES)

Critical attacks are already dangerous in Dungeons and Dragons 5th edition, but that just isn't enough.  Ohr is a dangerous place and heroes often find themselves facing creatures and opponents who are just as skilled as they are.  As a result, combat is a dangerous affair.  Players, yes, even heroes should consider all options before jumping headlong into a combat situation. Ohr rewards players who use clever tactics and diplomacy.

Critical Attacks:  When rolling an attack against an enemy you score a critical attack on a natural 20 roll.  The target suffers damage as normal as per the rules in the PHB, in addition you also roll once on the critical chart table. For every critical strike you suffer, the next critical strike you roll on the table add an additional +10.  Critical injuries linger after combat until healed.

Example:  You've taken two critical strikes this round, you're barely standing.  Sadly the next the enemy crits you as well.  He rolls a 80, but because you have two critical injuries already it adds an additional +20.  You actually suffer the 100 result on the critical chart.

New Critical Rule Features:
  • Mooks & Minions: Creatures who are extremely low CR will often die instantly when suffering a critical strike.
  • I'm the biggest so I'm the boss:  A number of larger creatures, or "boss" characters are often immune to critical strikes.
  • Reduced to ZERO HP:  When you are reduced to zero hit points during combat, you will drop to the ground and automatically roll on the critical chart. These critical injures ACCUMULATE JUST AS IF YOU WERE CRIT BY A NATURAL 20.
  • BY THE GODS, HELP!: Yes, these critical effects are devastating and intentionally so.  However there are a number of ways to mitigate these effects and to heal them.  Naturally resting for ONE WEEK will reduce your critical injury count by one.  A cleric or any other spell-casting class who is capable of casting healing spells can choose to heal one critical injury at the cost of two spell slots per critical injury or by casting Greater Restoration on the target.  You can only heal ONE CRITICAL INJURY PER WEEK through resting.
    • ​Every Monday all characters with critical injuries will have their critical injuries reduced by one to represent the natural resting process.


CRITICAL HIT CHART:

01-03: Gruesome Slash - The target must make a successful DC 15 CON save or receive disadvantage on their next attack.
04-06: Debilitating Cut - The target suffers disadvantage on their next attack and suffer an additional weapon die of damage.
07-09: Vicious Laceration - The target suffers 1D4 damage every round until the end of the encounter.
10: Horrific Gash - The target loses its next attack action as it staggers in shock from its wound, and takes an additional 10 damage.
11-13: Brutal Wound - The target must make a successful DC 15 CON save or its speed is halved for the remainder of the encounter.
14-16: Nasty Slice - Reroll all 1s and 2s on the damage roll for this attack.
17-19: Savage Chop - The target takes an additional 5 damage and is knocked prone.
20: Inspiring Carnage - All allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
21-23: Ruthless Assault - As a free action you may immediately make one melee attack vs. the same target.
24-26: Artery Slash - The target must make a successful DC 15 CON save or suffer an additional 1d8 damage every round.
27-29: Bloody Trauma - The targets melee attacks only deal half damage for the remainder of the encounter.
30: Cleaving Hack - One adjacent ally of the target is also struck by this attack and suffers the same amount of damage.
31-33: Blood-curdling Attack - The target becomes frightened until the end of the encounter.
34-36: Nauseating Injury - The target is stunned for 1 round.
37-39: Flesh-rending Strike - The target is now vulnerable to slashing damage for the remainder of the encounter.
40: Monstrous Damage - The target suffers losing 50% of their current HP and +5 damage.
41-43: Torturous Impairment - The target becomes incapacitated for 1 round.
44-46: Shocking Violence - You receive advantage on all melee attacks vs this opponent for the remainder of the encounter.
47-49: Traumatizing Pain - The target gains exhaustion level 4 and suffers an additional 5 damage.
50: Severing Strike - The target's off-hand is cut off.  The target has disadvantage for the remainder of the encounter and suffers 1d10 damage every round until healed.
51-53: Hellish Distress - The target suffers tremendously as the weapon attack deals triple damage.
54-55: Grievous Hurt - Roll twice on this chart and apply both effects to the target.
56-57: Wicked Mutilation - The target suffers a permanent -1 loss to its CHA due to horrible scarring.
58-59: Devastating  Chop - The target suffers an additional 10 damage, is knocked prone and is blinded for 1 round.
60: Calamitous Blow - The target suffers 50% of their current HP, +10 in damage.  In addition the target is also stunned for 1d4 rounds.
61-65: Heinous Punishment - The target and his allies all suffer disadvantage on their next attacks.
66-69: Vile Suffering - The target suffers a harsh blow and has disadvantage on their next attack and suffers an additional 2d12 damage.
70: Slow and Agonizing Death - The target must make a DC 16 Con save or suffer an additional 4d6 damage every round until saves.
71-73: Dire Consequences - Your allies gain advantage on all attacks versus this target until the start of your next turn.
74-76: Excruciating Damage - Treat all 1s, 2s, and 3s rolled as maximum rolled results instead, and deal an additional 15 damage.
77-79: Vexing Anguish - You gain advantage on all melee attacks versus the target, and the target has disadvantage.
80: Maimed - The target suffers disadvantage for the remainder of the encounter and suffers 2d10 damage every round until healed.
81-83: Gutted - The target suffers triple damage and is incapacitated for 1 round.
84-86: Gaping Wound - The target suffers the damage from the attack each round until healed.
87-89: Harrowing Disfigurement - The target suffers a permanent -2 loss to CHA due to horrible scarring.
90: Severed Limb - The target's arm is severed.  It suffers disadvantage for the remainder of the encounter and suffers 50% HP loss every round until healed.
91-93: Rent Armor - The target's AC is reduced by 2 permanently and they suffer an additional 10 damage.
94-96: Disemboweled - The target has disadvantage for the rest of the encounter and suffers the damage rolled every round until healed.
97-99: Monster Kill! - The target is blinded, knocked prone and stunned for 1d4 rounds.  They also suffer an additional 10 damage.
100: I'm Coming Home - The target rolls three times on the critical chart table, treating each roll as a stacking critical injury.
101-110: End This! - The target takes damage equal to 80% of their current HP and is knocked prone, blinded, and feared for 1 round.
111-120: STOP HURTING ME - The target suffers damage equal to 50% of their current HP and 1d20 damage every round until healed.
121-130: MAKE IT STOP - The target suffers damage equal to 75% of their current HP and is stunned for 1d6 rounds.
131-140: How am I alive?! - The target's AC is reduced by 4 permanently and they suffer 2d20 damage every round until healed.
141-149: Grace of the Gods - Somehow you're still alive, you suffer 80% of your current HP in damage and an additional 20 damage.
150: Decapitated - Instantaneous death.
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The Ohr Gaming Network  is a tabletop gaming community focused on fostering a group of mature, intelligent, funny and down to earth players who are more interested in camaraderie over competitiveness. We want the Iron Circle to be a place for adults that can enjoy socializing with friends as much as they enjoy playing the games themselves.

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  • Home
  • Events
    • Event Calendar
    • Event Submission
    • Adventure Reports
  • Campaign Updates
  • Player Resources
    • House Rules
    • SETTING INFORMATION
    • Magic of Ohr
    • Character Creation
    • Strongholds
    • Game Masters
    • Recruit a Friend
    • Submissions
  • Community
    • Forum
    • Discord
    • World Anvil
    • Social Contract
    • Credits
    • Donations
  • About
  • Road Map

CRITICAL HIT RULES (CHART & NEW RULES)

Critical attacks are already dangerous in Dungeons and Dragons 5th edition, but that just isn't enough.  Ohr is a dangerous place and heroes often find themselves facing creatures and opponents who are just as skilled as they are.  As a result, combat is a dangerous affair.  Players, yes, even heroes should consider all options before jumping headlong into a combat situation. Ohr rewards players who use clever tactics and diplomacy.

Critical Attacks:  When rolling an attack against an enemy you score a critical attack on a natural 20 roll.  The target suffers damage as normal as per the rules in the PHB, in addition you also roll once on the critical chart table. For every critical strike you suffer, the next critical strike you roll on the table add an additional +10.  Critical injuries linger after combat until healed.

Example:  You've taken two critical strikes this round, you're barely standing.  Sadly the next the enemy crits you as well.  He rolls a 80, but because you have two critical injuries already it adds an additional +20.  You actually suffer the 100 result on the critical chart.

New Critical Rule Features:
  • Mooks & Minions: Creatures who are extremely low CR will often die instantly when suffering a critical strike.
  • I'm the biggest so I'm the boss:  A number of larger creatures, or "boss" characters are often immune to critical strikes.
  • Reduced to ZERO HP:  When you are reduced to zero hit points during combat, you will drop to the ground and automatically roll on the critical chart. These critical injures ACCUMULATE JUST AS IF YOU WERE CRIT BY A NATURAL 20.
  • BY THE GODS, HELP!: Yes, these critical effects are devastating and intentionally so.  However there are a number of ways to mitigate these effects and to heal them.  Naturally resting for ONE WEEK will reduce your critical injury count by one.  A cleric or any other spell-casting class who is capable of casting healing spells can choose to heal one critical injury at the cost of two spell slots per critical injury or by casting Greater Restoration on the target.  You can only heal ONE CRITICAL INJURY PER WEEK through resting.
    • ​Every Monday all characters with critical injuries will have their critical injuries reduced by one to represent the natural resting process.


CRITICAL HIT CHART:

01-03: Gruesome Slash - The target must make a successful DC 15 CON save or receive disadvantage on their next attack.
04-06: Debilitating Cut - The target suffers disadvantage on their next attack and suffer an additional weapon die of damage.
07-09: Vicious Laceration - The target suffers 1D4 damage every round until the end of the encounter.
10: Horrific Gash - The target loses its next attack action as it staggers in shock from its wound, and takes an additional 10 damage.
11-13: Brutal Wound - The target must make a successful DC 15 CON save or its speed is halved for the remainder of the encounter.
14-16: Nasty Slice - Reroll all 1s and 2s on the damage roll for this attack.
17-19: Savage Chop - The target takes an additional 5 damage and is knocked prone.
20: Inspiring Carnage - All allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
21-23: Ruthless Assault - As a free action you may immediately make one melee attack vs. the same target.
24-26: Artery Slash - The target must make a successful DC 15 CON save or suffer an additional 1d8 damage every round.
27-29: Bloody Trauma - The targets melee attacks only deal half damage for the remainder of the encounter.
30: Cleaving Hack - One adjacent ally of the target is also struck by this attack and suffers the same amount of damage.
31-33: Blood-curdling Attack - The target becomes frightened until the end of the encounter.
34-36: Nauseating Injury - The target is stunned for 1 round.
37-39: Flesh-rending Strike - The target is now vulnerable to slashing damage for the remainder of the encounter.
40: Monstrous Damage - The target suffers losing 50% of their current HP and +5 damage.
41-43: Torturous Impairment - The target becomes incapacitated for 1 round.
44-46: Shocking Violence - You receive advantage on all melee attacks vs this opponent for the remainder of the encounter.
47-49: Traumatizing Pain - The target gains exhaustion level 4 and suffers an additional 5 damage.
50: Severing Strike - The target's off-hand is cut off.  The target has disadvantage for the remainder of the encounter and suffers 1d10 damage every round until healed.
51-53: Hellish Distress - The target suffers tremendously as the weapon attack deals triple damage.
54-55: Grievous Hurt - Roll twice on this chart and apply both effects to the target.
56-57: Wicked Mutilation - The target suffers a permanent -1 loss to its CHA due to horrible scarring.
58-59: Devastating  Chop - The target suffers an additional 10 damage, is knocked prone and is blinded for 1 round.
60: Calamitous Blow - The target suffers 50% of their current HP, +10 in damage.  In addition the target is also stunned for 1d4 rounds.
61-65: Heinous Punishment - The target and his allies all suffer disadvantage on their next attacks.
66-69: Vile Suffering - The target suffers a harsh blow and has disadvantage on their next attack and suffers an additional 2d12 damage.
70: Slow and Agonizing Death - The target must make a DC 16 Con save or suffer an additional 4d6 damage every round until saves.
71-73: Dire Consequences - Your allies gain advantage on all attacks versus this target until the start of your next turn.
74-76: Excruciating Damage - Treat all 1s, 2s, and 3s rolled as maximum rolled results instead, and deal an additional 15 damage.
77-79: Vexing Anguish - You gain advantage on all melee attacks versus the target, and the target has disadvantage.
80: Maimed - The target suffers disadvantage for the remainder of the encounter and suffers 2d10 damage every round until healed.
81-83: Gutted - The target suffers triple damage and is incapacitated for 1 round.
84-86: Gaping Wound - The target suffers the damage from the attack each round until healed.
87-89: Harrowing Disfigurement - The target suffers a permanent -2 loss to CHA due to horrible scarring.
90: Severed Limb - The target's arm is severed.  It suffers disadvantage for the remainder of the encounter and suffers 50% HP loss every round until healed.
91-93: Rent Armor - The target's AC is reduced by 2 permanently and they suffer an additional 10 damage.
94-96: Disemboweled - The target has disadvantage for the rest of the encounter and suffers the damage rolled every round until healed.
97-99: Monster Kill! - The target is blinded, knocked prone and stunned for 1d4 rounds.  They also suffer an additional 10 damage.
100: I'm Coming Home - The target rolls three times on the critical chart table, treating each roll as a stacking critical injury.
101-110: End This! - The target takes damage equal to 80% of their current HP and is knocked prone, blinded, and feared for 1 round.
111-120: STOP HURTING ME - The target suffers damage equal to 50% of their current HP and 1d20 damage every round until healed.
121-130: MAKE IT STOP - The target suffers damage equal to 75% of their current HP and is stunned for 1d6 rounds.
131-140: How am I alive?! - The target's AC is reduced by 4 permanently and they suffer 2d20 damage every round until healed.
141-149: Grace of the Gods - Somehow you're still alive, you suffer 80% of your current HP in damage and an additional 20 damage.
150: Decapitated - Instantaneous death.