TEXT: 1
  
  2
  INSTRUCTIONS
  When a member of the party rolls a natural 20 on an attack roll 
  against an enemy, roll a d100 to select a table. Each table has four 
  entries for different damage types; slashing, piercing, bludgeoning, 
  and magic.
  Each table also has a severity level in the left hand column; Setback, 
  Dangerous, Life-Threatening, or Deadly. We would recommend 
  using only Setback results at level 1. Dangerous results are 
  appropriate from level 5, Life-Threatening from level 9, and Deadly 
  from level 13. Of course, you can choose to play with all the tables 
  from level 1; just don’t be surprised if the GM has to add a few 
  extra monsters to compensate... 
  These tables are intended to enhance the characters’ stories, and 
  some carry long term, or even permanent effects. Where an end 
  point is not specified for an effect, it is up to the GM how to end 
  the effect, or even if it can be ended at all. Indeed, setting out to do 
  so could be the seed of an adventure in itself.
  If an effect would not make sense in the specific situation, simply 
  ignore the result and roll again, or default to double damage as the 
  effect for speed of play. 
  For creatures who would normally roll extra dice on a critical hit 
  (such as half-orcs and barbarians), roll a d100 the same number of 
  times, and choose one result to play. 
  When using these cards, ‘you’ refers to the player character who 
  scored the hit.
  d100
  Table
  Setback
  1–2
  Table 1
  3–4
  Table 2
  5–6
  Table 3
  7–8
  Table 4
  9–10
  Table 5
  11–12
  Table 6
  13–14
  Table 7
  15–16
  Table 8
  17–18
  Table 9
  19–20
  Table 10
  21–22
  Table 11
  23–24
  Table 12
  25–26
  Table 13
  27–28
  Table 14
  29–30
  Table 15
  31–32
  Table 16
  Dangerous
  33–34
  Table 17
  35–36
  Table 18
  37–38
  Table 19
  39–40
  Table 20
  41–42
  Table 21
  43–44
  Table 22
  45–46
  Table 23
  47–48
  Table 24
  49–50
  Table 25
  Dangerous
  51–52
  Table 26
  53–54
  Table 27
  55–56
  Table 28
  57–58
  Table 29
  59–60
  Table 30
  61–62
  Table 31
  Life-Threatening
  63–64
  Table 32
  65–66
  Table 33
  67–68
  Table 34
  69–70
  Table 35
  71–72
  Table 36
  73–74
  Table 37
  75–76
  Table 38
  77–78
  Table 39
  79–80
  Table 40
  81–82
  Table 41
  83–84
  Table 42
  85–86
  Table 43
  87–88
  Table 44
  89–90
  Table 45
  91–92
  Table 46
  Deadly
  93–94
  Table 47
  95–96
  Table 48
  97–98
  Table 49
  99–100
  Table 50
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  3
  TABLE 1
  Damage  
  Type
  Effect
  Slashing
  Brow slash. Double damage, and the target is 
  blinded until the end of its next turn.
  Piercing
  Pierced ear. Maximum damage.
  Bludgeoning
  Bashed nose. Double damage.
  Magical
  Magical barrage. Maximum damage, and an 
  additional target within range is affected at half 
  potency, or the spell’s area of effect is increased 
  by 5 ft.
  TABLE 2
  Damage  
  Type
  Effect
  Slashing
  Terrifying slash. Maximum damage, and the 
  target must make a DC 12 Wisdom saving throw. 
  On a failed save, the target is frightened of you 
  until the end of its next turn.
  Piercing
  With a sharp stick. Double damage, and the 
  target must make a DC 12 Dexterity saving 
  throw. On a failed save, the target loses an eye 
  (GM decides which one).
  Bludgeoning
  Bonk on the noggin. Maximum damage.
  Magical
  Spell storm. Double damage.
  TABLE 3
  Damage  
  Type
  Effect
  Slashing
  Slice to the cheek. Double damage.
  Piercing
  Right in the kisser. Maximum damage, and the 
  target cannot speak for 1d4 rounds.
  Bludgeoning
  Nighty night! Double damage, and the target 
  must make a DC 12 Constitution saving 
  throw. On a failed save, the target is knocked 
  unconscious.
  Magical
  Impact. Maximum damage.
  TABLE 4
  Damage  
  Type
  Effect
  Slashing
  Bloodied nose. Maximum damage.
  Piercing
  Neck wound. Double damage.
  Bludgeoning
  Stunning blow. Maximum damage, and the 
  target must make a DC 12 Constitution saving 
  throw. On a failed save, the target is stunned.
  Magical
  Spell drain. Double damage, and the target must 
  make a DC 12 saving throw using its spellcasting 
  ability. On a failed save, the target is unable to 
  cast spells on its next turn.
  TABLE 5
  Damage  
  Type
  Effect
  Slashing
  Vexing cut. Double damage, and the target must 
  make a DC 12 Constitution saving throw. On a 
  failed save, the target cannot take reactions until 
  the end of your next turn.
  Piercing
  Between the shoulders. Maximum damage.
  Bludgeoning
  Gut punch. Double damage.
  Magical
  Guiding attack. Maximum damage, and the 
  target has disadvantage on saving throws against 
  your spells for 1d4 rounds.
  TABLE 6
  Damage  
  Type
  Effect
  Slashing
  Follow-up. Maximum damage, and you may 
  make another attack against the same target.
  Piercing
  Press the advantage. Double damage and, if 
  this was a melee attack, you can make a DC 16 
  Strength (Athletics) check to increase this to 
  triple damage. 
  Bludgeoning
  Winded. Maximum damage.
  Magical
  Bombardment. Double damage.
  TABLE 7
  Damage  
  Type
  Effect
  Slashing
  Nave to chops. Double damage.
  Piercing
  Follow-up. Maximum damage, and you may 
  make another attack with disadvantage against 
  the same target.
  Bludgeoning
  Soften ‘em up. Double damage, and the target 
  must make a DC 12 Constitution saving throw. 
  On a failed save, the target has disadvantage on 
  saving throws until the end of their next turn.
  Magical
  Precise magic. Maximum damage.
  TABLE 8
  Damage  
  Type
  Effect
  Slashing
  Slash to the ribs. Maximum damage.
  Piercing
  Poke in the belly. Double damage.
  Bludgeoning
  Get back! Maximum damage, and the target 
  must make a DC 12 Constitution saving throw. 
  On a failed save, the target is pushed back 5 ft.
  Magical
  Terrifying display. Double damage, and all 
  enemies that can see you must make a DC 12 
  Wisdom saving throw. On a failed save, they are 
  frightened of you until the end of your next turn.
  
  4
  TABLE 9
  Damage  
  Type
  Effect
  Slashing
  Sliced tendon. Double damage, and the target’s 
  speed is reduced by 1/2 until the end of the 
  target’s next turn.
  Piercing
  In the knee. Maximum damage.
  Bludgeoning
  Low blow. Double damage.
  Magical
  Surge of power. Maximum damage, and you can 
  immediately cast the same spell against the same 
  target, expending a spell slot as normal.
  TABLE 10
  Damage  
  Type
  Effect
  Slashing
  Sweep the legs. Maximum damage, and the 
  target must make a DC 12 Dexterity saving 
  throw. On a failed save, the target is knocked 
  prone.
  Piercing
  Pinned. Double damage, and the target is 
  pinned to the ground and becomes restrained.
  Bludgeoning
  Shin bash. Maximum damage.
  Magical
  Blast of power. Double damage.
  TABLE 11
  Damage  
  Type
  Effect
  Slashing
  Calf slash. Double damage.
  Piercing
  Target practice. Maximum damage, and any 
  enemy of the target within range may make an 
  attack of opportunity with disadvantage against 
  it.
  Bludgeoning
  ...And stay down. Double damage, and the 
  target must make a DC 12 Constitution saving 
  throw. On a failed save, the target is knocked 
  prone.
  Magical
  Targeted spell. Maximum damage.
  TABLE 12
  Damage  
  Type
  Effect
  Slashing
  Low slash. Maximum damage.
  Piercing
  Pierced thigh. Double damage.
  Bludgeoning
  Something slipped. Maximum damage, and the 
  target’s AC is reduced by 1d4 until the end of its 
  next turn.
  Magical
  Big boom. Double damage. If this attack deals 
  force or thunder damage: the target is pushed 
  back 1d4 × 5 ft. if it is Large or smaller, taking 
  1d6 bludgeoning damage for every 5 ft. traveled.
  TABLE 13
  Damage  
  Type
  Effect
  Slashing
  Slow recovery. Double damage, and the target 
  must make a DC 12 Constitution saving throw. 
  On a failed save, the target can make one less 
  attack on their next turn.
  Piercing
  Shoulder jab. Maximum damage.
  Bludgeoning
  Rap on the knuckles. Double damage.
  Magical
  Resistance is futile. Maximum damage and, if 
  the target is resistant to this damage type, it loses 
  that resistance for 1 minute.
  TABLE 14
  Damage  
  Type
  Effect
  Slashing
  You get what you pay for. Maximum damage, 
  and you and the target must make a contested 
  Strength check. If the target loses, their weapon 
  is partially broken and deals 1/2 damage until it 
  is repaired.
  Piercing
  Distracting jab. Double damage, and the target 
  must make a DC 12 Constitution saving throw. 
  On a failed save, the target has disadvantage on 
  their next attack.
  Bludgeoning
  Battered shoulder. Maximum damage.
  Magical
  Eruption. Double damage.
  TABLE 15
  Damage  
  Type
  Effect
  Slashing
  Forearm blow. Double damage.
  Piercing
  Find an opening. Maximum damage, and you 
  have advantage on your next attack against the 
  target.
  Bludgeoning
  Drop it! Double damage, and the target must 
  make a DC 12 Strength or Dexterity saving 
  throw. On a failed save, the target drops what 
  they are holding (GM decides which hand, or 
  determines randomly).
  Magical
  Onslaught. Maximum damage.
  
  5
  TABLE 16
  Damage  
  Type
  Effect
  Slashing
  Slashed shoulder. Maximum damage.
  Piercing
  Pierced hand. Double damage.
  Bludgeoning
  Bruised joints. Maximum damage, and 
  the target must make a DC 12 Constitution 
  saving throw. On a failed save, the target has 
  disadvantage on its next melee attack.
  Magical
  Didn’t want it anyway... Double damage, and 
  a non-magical item the target is holding or 
  wearing is also affected by the damage type of 
  the spell.
  TABLE 17
  Damage  
  Type
  Effect
  Slashing
  Brow slash. Triple damage, and the target is 
  blinded for 1d4 + 1 rounds.
  Piercing
  Pierced ear. Maximum damage, and roll the 
  damage dice again.
  Bludgeoning
  Bashed nose. Triple damage.
  Magical
  Magical barrage. Maximum damage, and 2 
  additional targets within range are affected 
  at half potency, or the spell’s area of effect is 
  increased by 10 ft.
  TABLE 18
  Damage  
  Type
  Effect
  Slashing
  Terrifying slash. Maximum damage, and the 
  target must make a DC 14 Wisdom saving throw. 
  On a failed save, the target is frightened of you 
  for 2d4 rounds.
  Piercing
  With a sharp stick. Triple damage, and the 
  target must make a DC 14 Dexterity saving 
  throw. On a failed save, the target loses an eye 
  (GM decides which one).
  Bludgeoning
  Bonk on the noggin. Maximum damage, and 
  roll the damage dice again.
  Magical
  Spell storm. Triple damage.
  TABLE 19
  Damage  
  Type
  Effect
  Slashing
  Slice to the cheek. Triple damage.
  Piercing
  Right in the kisser. Maximum damage, and the 
  target cannot speak for 2d4 rounds.
  Bludgeoning
  Nighty night! Triple damage, and the target must 
  make a DC 14 Constitution saving throw. On a 
  failed save, the target is knocked unconscious.
  Magical
  Impact. Maximum damage, and roll the damage 
  dice again.
  TABLE 20
  Damage  
  Type
  Effect
  Slashing
  Bloodied nose. Maximum damage, and roll the 
  damage dice again.
  Piercing
  Neck wound. Triple damage.
  Bludgeoning
  Stunning blow. Maximum damage, and the 
  target must make a DC 14 Constitution saving 
  throw. On a failed save, the target is stunned.
  Magical
  Spell drain. Triple damage, and the target must 
  make a DC 14 saving throw using its spellcasting 
  ability. On a failed save, the target is unable to 
  cast spells for 1d4 + 1 rounds.
  TABLE 21
  Damage  
  Type
  Effect
  Slashing
  Vexing cut. Triple damage, and the target must 
  make a DC 14 Constitution saving throw. On a 
  failed save, the target cannot take reactions for 
  2d4 rounds.
  Piercing
  Between the shoulders. Maximum damage, and 
  roll the damage dice again.
  Bludgeoning
  Gut punch. Triple damage.
  Magical
  Guiding attack. Maximum damage, and the 
  target has disadvantage on saving throws against 
  your spells for 2d4 rounds.
  TABLE 22
  Damage  
  Type
  Effect
  Slashing
  Follow-up. Maximum damage, and you may 
  make another attack with advantage against the 
  same target.
  Piercing
  Press the advantage. Triple damage and, if 
  this was a melee attack, you can make a DC 14 
  Strength (Athletics) check to increase this to 
  quadruple damage. 
  Bludgeoning
  Winded. Maximum damage, and roll the 
  damage dice again.
  Magical
  Bombardment. Triple damage.
  
  6
  TABLE 23
  Damage  
  Type
  Effect
  Slashing
  Nave to chops. Triple damage.
  Piercing
  Follow-up. Maximum damage, and you may 
  make another attack against the same target.
  Bludgeoning
  Soften ‘em up. Triple damage, and the target 
  must make a DC 14 Constitution saving throw. 
  On a failed save, the target has disadvantage on 
  saving throws for 1d4 + 1 rounds.
  Magical
  Precise magic. Maximum damage, and roll the 
  damage dice again.
  TABLE 24
  Damage  
  Type
  Effect
  Slashing
  Slash to the ribs. Maximum damage, and roll 
  the damage dice again.
  Piercing
  Poke in the belly. Triple damage.
  Bludgeoning
  Get back! Maximum damage, and the target 
  must make a DC 14 Constitution saving throw. 
  On a failed save, the target is pushed back 10 ft.
  Magical
  Terrifying display. Triple damage, and all 
  enemies that can see you must make a DC 14 
  Wisdom saving throw. On a failed save, they are 
  frightened of you for 1d4 + 1 rounds.
  TABLE 25
  Damage  
  Type
  Effect
  Slashing
  Sliced tendon. Triple damage, and the target’s 
  speed is reduced to 5 ft. until the end of the 
  target’s next turn.
  Piercing
  In the knee. Maximum damage, and roll the 
  damage dice again.
  Bludgeoning
  Low blow. Triple damage.
  Magical
  Surge of power. Maximum damage, and you 
  can immediately cast the same spell against any 
  target within range, expending a spell slot as 
  normal.
  TABLE 26
  Damage  
  Type
  Effect
  Slashing
  Sweep the legs. Maximum damage, and the 
  target must make a DC 14 Dexterity saving 
  throw. On a failed save, the target is knocked 
  prone.
  Piercing
  Pinned. Triple damage, and the target is pinned 
  to the ground and becomes restrained.
  Bludgeoning
  Shin bash. Maximum damage, and roll the 
  damage dice again.
  Magical
  Blast of power. Triple damage.
  TABLE 27
  Damage  
  Type
  Effect
  Slashing
  Calf slash. Triple damage.
  Piercing
  Target practice. Maximum damage, and any 
  enemy of the target within range may make an 
  attack of opportunity against it.
  Bludgeoning
  ...And stay down. Triple damage, and the target 
  must make a DC 14 Constitution saving throw. 
  On a failed save, the target is knocked prone.
  Magical
  Targeted spell. Maximum damage, and roll the 
  damage dice again.
  TABLE 28
  Damage  
  Type
  Effect
  Slashing
  Low slash. Maximum damage, and roll the 
  damage dice again.
  Piercing
  Pierced thigh. Triple damage.
  Bludgeoning
  Something slipped. Maximum damage, and the 
  target’s AC is reduced by 2d4 until the end of its 
  next turn.
  Magical
  Big boom. Triple damage. If this attack deals 
  force or thunder damage: the target is pushed 
  back 2d4 × 5 ft. if it is Large or smaller, taking 
  1d6 bludgeoning damage for every 5 ft. traveled.
  TABLE 29
  Damage  
  Type
  Effect
  Slashing
  Slow recovery. Triple damage, and the target 
  must make a DC 14 Constitution saving throw. 
  On a failed save, the target can make two fewer 
  attacks on their next turn.
  Piercing
  Shoulder jab. Maximum damage, and roll the 
  damage dice again.
  Bludgeoning
  Rap on the knuckles. Triple damage.
  Magical
  Resistance is futile. Maximum damage and, if 
  the target is resistant to this damage type, it loses 
  that resistance for 1 minute. If the target isn’t 
  resistant, it becomes vulnerable to this damage 
  type for 1 minute.
  
  7
  TABLE 30
  Damage  
  Type
  Effect
  Slashing
  You get what you pay for. Maximum damage, 
  and you and the target must make a contested 
  Strength check. If the target loses, their weapon 
  is partially broken and deals 1/4 damage until it 
  is repaired.
  Piercing
  Distracting jab. Triple damage, and the target 
  must make a DC 14 Constitution saving throw. 
  On a failed save, the target has disadvantage on 
  attacks for 1d4 + 1 rounds.
  Bludgeoning
  Drop it! Triple damage, and the target must 
  make a DC 14 Strength or Dexterity saving 
  throw. On a failed save, the target drops what 
  they are holding (GM decides which hand, or 
  determines randomly).
  Magical
  Eruption. Triple damage.
  TABLE 31
  Damage  
  Type
  Effect
  Slashing
  Slashed shoulder. Maximum damage, and roll 
  the damage dice again.
  Piercing
  Find an opening. Maximum damage, and you 
  have advantage on attacks against the target for 
  1d4 + 1 rounds.
  Bludgeoning
  Bruised joints. Maximum damage, and 
  the target must make a DC 14 Constitution 
  saving throw. On a failed save, the target has 
  disadvantage on attacks for 1d4 + 1 rounds.
  Magical
  Didn’t want it anyway... Triple damage, and 
  two non-magical items the target is holding or 
  wearing are also affected by the damage type of 
  the spell.
  TABLE 32
  Damage  
  Type
  Effect
  Slashing
  Brow slash. Quadruple damage, and the target is 
  blinded for 3d4 + 2 rounds.
  Piercing
  Pierced ear. Maximum double damage.
  Bludgeoning
  Bashed nose. Quadruple damage.
  Magical
  Magical barrage. Maximum damage, and 3 
  additional targets within range are affected 
  at half potency, or the spell’s area of effect is 
  increased by 15 ft.
  TABLE 33
  Damage  
  Type
  Effect
  Slashing
  Terrifying slash. Maximum damage, and the 
  target must make a DC 16 Wisdom saving throw. 
  On a failed save, the target is frightened of you 
  for 3d4 rounds.
  Piercing
  With a sharp stick. Quadruple damage, and 
  the target must make a DC 16 Dexterity saving 
  throw. On a failed save, the target loses an eye 
  (GM decides which one).
  Bludgeoning
  Bonk on the noggin. Maximum double damage.
  Magical
  Spell storm. Quadruple damage.
  TABLE 34
  Damage  
  Type
  Effect
  Slashing
  Slice to the cheek. Quadruple damage.
  Piercing
  Right in the kisser. Maximum damage, and the 
  target cannot speak for 3d4 rounds.
  Bludgeoning
  Nighty night! Quadruple damage, and the 
  target must make a DC 16 Constitution saving 
  throw. On a failed save, the target is knocked 
  unconscious.
  Magical
  Impact. Maximum double damage.
  TABLE 35
  Damage  
  Type
  Effect
  Slashing
  Bloodied nose. Maximum double damage.
  Piercing
  Neck wound. Quadruple damage.
  Bludgeoning
  Stunning blow. Maximum damage, and the 
  target must make a DC 16 Constitution saving 
  throw. On a failed save, the target is stunned.
  Magical
  Spell drain. Quadruple damage, and the target 
  must make a DC 16 saving throw using its 
  spellcasting ability. On a failed save, the target is 
  unable to cast spells for 3d4 rounds.
  TABLE 36
  Damage  
  Type
  Effect
  Slashing
  Vexing cut. Quadruple damage, and the target 
  must make a DC 16 Constitution saving throw. 
  On a failed save, the target cannot take reactions 
  for 3d4 rounds.
  Piercing
  Between the shoulders. Maximum double 
  damage.
  Bludgeoning
  Gut punch. Quadruple damage.
  Magical
  Guiding attack. Maximum damage, and the 
  target has disadvantage on saving throws against 
  your spells for 3d4 rounds.
  
  8
  TABLE 37
  Damage  
  Type
  Effect
  Slashing
  Follow-up. Maximum damage, and you may 
  make another attack.
  Piercing
  Press the advantage. Quadruple damage and, 
  if this was a melee attack, you can make a DC 
  16 Strength (Athletics) check to increase this to 
  quintuple damage. 
  Bludgeoning
  Winded. Maximum double damage.
  Magical
  Bombardment. Quadruple damage.
  TABLE 38
  Damage  
  Type
  Effect
  Slashing
  Nave to chops. Quadruple damage.
  Piercing
  Follow-up. Maximum damage, and you may 
  make another attack with advantage against the 
  same target.
  Bludgeoning
  Soften ‘em up. Quadruple damage, and 
  the target must make a DC 16 Constitution 
  saving throw. On a failed save, the target has 
  disadvantage on saving throws for 2d4 + 2 
  rounds.
  Magical
  Precise magic. Maximum double damage.
  TABLE 39
  Damage  
  Type
  Effect
  Slashing
  Slash to the ribs. Maximum double damage.
  Piercing
  Poke in the belly. Quadruple damage.
  Bludgeoning
  Get back! Maximum damage, and the target 
  must make a DC 16 Constitution saving throw. 
  On a failed save, the target is pushed back 15 ft.
  Magical
  Terrifying display. Quadruple damage, and all 
  enemies that can see you must make a DC 16 
  Wisdom saving throw. On a failed save, they are 
  frightened of you for 2d4 + 2 rounds.
  TABLE 40
  Damage  
  Type
  Effect
  Slashing
  Sliced tendon. Quadruple damage, and the 
  target’s speed is reduced to 0 ft. until the end of 
  the target’s next turn.
  Piercing
  In the knee. Maximum double damage.
  Bludgeoning
  Low blow. Quadruple damage.
  Magical
  Surge of power. Maximum damage, and you 
  can immediately cast the same spell against any 
  target within range. This second attack does not 
  expend a spell slot.
  TABLE 41
  Damage  
  Type
  Effect
  Slashing
  Sweep the legs. Maximum damage, and the 
  target must make a DC 16 Dexterity saving 
  throw. On a failed save, the target is knocked 
  prone.
  Piercing
  Pinned. Quadruple damage, and the target is 
  pinned to the ground and becomes restrained.
  Bludgeoning
  Shin bash. Maximum double damage.
  Magical
  Blast of power. Quadruple damage.
  TABLE 42
  Damage  
  Type
  Effect
  Slashing
  Calf slash. Quadruple damage.
  Piercing
  Target practice. Maximum damage, and any 
  enemy of the target within range may make an 
  attack of opportunity with advantage against it.
  Bludgeoning
  ...And stay down. Quadruple damage, and the 
  target must make a DC 16 Constitution saving 
  throw. On a failed save, the target is knocked 
  prone.
  Magical
  Targeted spell. Maximum double damage.
  TABLE 43
  Damage  
  Type
  Effect
  Slashing
  Low slash. Maximum double damage.
  Piercing
  Pierced thigh. Quadruple damage.
  Bludgeoning
  Something slipped. Maximum damage, and the 
  target’s AC is reduced by 3d4 until the end of its 
  next turn.
  Magical
  Big boom. Quadruple damage. If this attack 
  deals force or thunder damage: the target is 
  pushed back 3d4 × 5 ft. if it is Large or smaller, 
  taking 1d6 bludgeoning damage for every 5 ft. 
  traveled.
  TABLE 44
  Damage  
  Type
  Effect
  Slashing
  Slow recovery. Quadruple damage, and the 
  target must make a DC 16 Constitution saving 
  throw. On a failed save, the target can make three 
  fewer attacks on their next turn.
  Piercing
  Shoulder jab. Maximum double damage.
  Bludgeoning
  Rap on the knuckles. Quadruple damage.
  Magical
  Resistance is futile. Maximum damage, and the 
  target becomes vulnerable to this damage type 
  for 1 minute.
  
  9
  TABLE 45
  Damage  
  Type
  Effect
  Slashing
  You get what you pay for. Maximum damage, 
  and you and the target must make a contested 
  Strength check. If the target loses, their weapon 
  is broken.
  Piercing
  Distracting jab. Quadruple damage, and 
  the target must make a DC 16 Constitution 
  saving throw. On a failed save, the target has 
  disadvantage on attacks for 2d4 + 2 rounds.
  Bludgeoning
  Bruised joints. Maximum damage, and 
  the target must make a DC 16 Constitution 
  saving throw. On a failed save, the target has 
  disadvantage on attacks for 2d4 + 2 rounds.
  Magical
  Eruption. Quadruple damage.
  TABLE 46
  Damage  
  Type
  Effect
  Slashing
  Forearm blow. Quadruple damage.
  Piercing
  Find an opening. Maximum damage, and you 
  have advantage on attacks against the target for 
  2d4 + 2 rounds.
  Bludgeoning
  Drop it! Quadruple damage, and the target 
  must make a DC 16 Strength or Dexterity saving 
  throw. On a failed save, the target drops what 
  they are holding (GM decides which hand, or 
  determines randomly).
  Magical
  Didn’t want it anyway... Quadruple damage, 
  and three items the target is holding or wearing 
  are also affected by the damage type of the spell.
  TABLE 47
  Damage  
  Type
  Effect
  Slashing
  Don’t lose your head! Quadruple damage and, if 
  the damage the target takes is equal to or greater 
  than 1/2 of their maximum hit points, they are 
  decapitated.
  Piercing
  Pressure point. Quadruple damage, and the 
  target must make a DC 18 Constitution saving 
  throw. On a failed save, the target is paralyzed.
  Bludgeoning
  Nighty night! Quadruple damage and, if the 
  damage the target takes is equal to or greater 
  than 1/4 of its maximum hit points, it is knocked 
  unconscious.
  Magical
  Rejuvenation. Quadruple damage, and you 
  regain a spell slot. Roll a d6 to determine the 
  level of the spell slot.
  TABLE 48
  Damage  
  Type
  Effect
  Slashing
  Gutted. Quadruple damage and, if the damage 
  the target takes is equal to or greater than 
  1/2 of their maximum hit points, they are 
  disemboweled.
  Piercing
  Shot through the heart. Quadruple damage, 
  and the target loses 1/4 of their maximum 
  hit points at the beginning of their turn for 3 
  rounds.
  Bludgeoning
  Tenderizer. Quadruple damage, and the target 
  becomes vulnerable to bludgeoning damage for 
  1 minute.
  Magical
  Detonation. Quadruple damage, and all 
  creatures within 15 ft. of the target are also 
  affected.
  TABLE 49
  Damage  
  Type
  Effect
  Slashing
  I never touched a drop! Quadruple damage 
  and, if the damage the target takes is equal to or 
  greater than 1/4 of their maximum hit points, 
  they lose a leg.
  Piercing
  Chink in the armor. Quadruple damage, 
  and the target becomes vulnerable to piercing 
  damage for 1 minute.
  Bludgeoning
  Shattered knee. Quadruple damage, and the 
  target’s speed is reduced by 1/2. Additionally, for 
  every 5 ft. the target moves, it takes 1d6 damage.
  Magical
  Blink and you’ll miss it. Quadruple damage, 
  and the target must make a DC 18 Wisdom 
  saving throw. On a failed save, the target is 
  unable to see you for 1 minute.
  TABLE 50
  Damage  
  Type
  Effect
  Slashing
  Disarmed. Quadruple damage and, if the 
  damage the target takes is equal to or greater 
  than 1/2 of their maximum hit points, they lose 
  an arm/hand.
  Piercing
  Distracting jab. Quadruple damage, and the 
  target has disadvantage on attacks until the end 
  of the encounter.
  Bludgeoning
  Crushed hand. Quadruple damage, and the 
  target loses use of one of its arms or hands.
  Magical
  Terrifying display. Quadruple damage, and all 
  enemies that can see you must make a DC 18 
  Wisdom saving throw. On a failed save, they 
  are frightened of you. An enemy can repeat this 
  saving throw at the end of its turn to stop being 
  frightened. 
  
  10
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