Critical Hit Table (4e Variant Rule)

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Scales.png This page is of questionable balance. Reason: In 4e, crits do not cause "double damage"; they cause the maximum possible damage. In this way, they scale with character level and power type (at-will, encounter, daily). This variant starts off weak, and becomes weaker through the higher tiers. "Save Ends (DC 12)" doesn't mean anything. It also assumes the target is humanoid.


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Critical Hit Table[edit]

Use this table as stated below in place of the standard maximum damage for critical hits as laid out in 4th edition rules.

Use[edit]

Instead of maximum damage, on critical hits, players roll 1d100 and consult this table to see the result of their hit.

Example1: On a critical the 1d100 roll produces a 33 which falls into the 31-40 category. The attack would deal normal damage +1d6 along with ongoing 1d6+2 damage of the same type as the attack. Save ends ongoing damage.

Example2: On a critical the 1d100 roll produces a 88 which falls into the 81-90 category. The attack would deal normal damage +2d6 along with causing the target to grant combat advantage until they end this effect with a save.

Table[edit]

Roll 1-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-99 100
Physcial Action You land a blow on the target's leg You land a blow on the target's arm Your attack leaves a wound Your attack leaves a large wound Your attack connects with the target's head The force of your attack knocks the target down Your attack hits your target square in the face Your attack hits the target's face, blurring its vision Your attack disheartens the target's will to fight Your attack connects hard with the target's head Your attack is epic.
Bonus Damage +1d4 +1d4 +1d4 +1d6 +1d6 +1d8 +1d8 +2d4 +2d6 +4d4 +3d8
Effect Slowed Weakened Ongoing Damage of same type as attack Ongoing Damage of same type as attack Dazed Prone Blinded Penalty to attack rolls Penalty to all defenses Stunned Target knocked unconscious for 1d4 rounds.
1-3 Until end of target's turn Until end of your next turn 1d4+2 Save Ends 1d6+2 Save Ends Until end of target's turn Until start of your next turn Until end of target's next turn Until start of targets next turn Until end of your next turn
4-6 Save Ends Save Ends 1d6+2 Save Ends 2d4+2 Save Ends Until end of your next turn Until end of target's next turn Until end of target's next turn Until start of your next turn Save Ends
7-9 Save Ends Save Ends (DC 12) 1d8+2 Save Ends 1d10+2 Save Ends Save Ends Save Ends Save Ends Save Ends Save Ends
10 Until end of Encounter Until end of Encounter 1d10+2 Save Ends 2d6+2 Save Ends Until end of Encounter Save Ends (DC 12) Save Ends Save Ends (DC 12) Until end of encounter


  • If the target already suffered from the listed effect, or if the attack power used on the critical hit roll causes the effect, the effect from the table become an aftereffect.
  • Any of the effects suffered from taking a critical hit may be ended by spending a healing surge, the creature or player affected regains no hit points and must be able to legally use a healing surge



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