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Efeitos para Acerto e Erros Criticos

Acertos Críticos
Acido
Concussão
Cortante
Elétrico
Fogo
Força
Gelo
Necrótico
Perfurante
Psíquico
Radiante
Trovão
Erros Críticos
Arma Corpo a Corpo
Desarmado ou Arma Natural
Ataque à Distancia com Arma
Ataque Magico
Essa House Rule serve para dar um flavor a mais na campanha. A ideia é deixar as batalhas mais intensas e emocionant
Algumas regras para utilização:
Vale para todos. Tanto players quanto NPCs e Foe são afetados.
Só vale para acertos e erros críticos naturais (20 e 1). Portanto, habilidades e efeitos que causem ou forcem crítico não se
Efeitos para Acerto e Erros Criticos D100

Acertos Críticos
Acido 01 – 03
Concussão 04 – 06
Cortante 07 – 09
Elétrico 10
Fogo 11 – 13
Força 14 – 16
Gelo 17 – 19
Necrótico 20
Perfurante 21 – 23
Psíquico 24 – 26
Radiante 27 – 29
Trovão 30
Erros Críticos 31 – 33
Arma Corpo a Corpo 34 – 36
Desarmado ou Arma Natural 37 – 39
Ataque à Distancia com Arma 40
Ataque Magico 41 – 43
44 – 46
47 – 49
50
56 – 57
60
61 – 63
64 – 66
67 – 69
70
71 – 73
74 – 76
77 – 79
80
81 – 83
84 – 86
87 – 89
90
91 – 93
94 – 96
97 – 99
100
Role 1 D100
• Golpe terrivel. O alvo deve fazer um Teste de Resitencia bem sucedido CD 10 CON ou receber desvantagem para o próximo ataque.
• Corte debilitante. Role um dado extra do dano da arma para o alvo.
• Laceração viciosa. O alvo deve fazer um Save CD 10 CON com sucesso ou levar um dano adicional de 1d8.
• Corte Horrível. O alvo perde seu próximo ataque enquanto ele cambaleia em choque por sua ferida.
• Ferida Brutal. O alvo deve fazer um bem-sucedido CD10 CON ou sua velocidade é dividida pela metade para o restante do encontro.
• Talho desagradável. Rerole todos 1 e 2 na rolagem de dano para este ataque.
• Corte Selvagem. O alvo também é derrubado ao chão.
• Golpe inspirador. Seus aliados dentro de 4,5 mt ganham um dado d6 de inspiração que pode ser usado durante esse encontro..
• Ataque Cruel. Como uma ação livre, você pode imediatamente fazer um ataque corpo a corpo contra o mesmo alvo.
• Corte na Arteria. O alvo deve fazer um save de COM CD 12 bem-sucedido ou sofrer dano adicional de 1dv a cada rd. Até que ele passe no teste ou morra.
• Trauma Sangrento. Os ataques corpo-a-corpo do alvo apenas dão meio dano ao restante do encontro, a menos que ele passe no Save CD 10 CON.
• Corte Trespassante. Um inimgo adjacente do alvo também é atingido por este ataque e sofre o equivalente a metade dos danos infligidos
• Ataque Horripilante. O alvo fica assustado pelo restante do encontro.
• Ferimento nauseante. O alvo fica atordoado por 1 rodada.
• Golpe de Rasgar a Carne. Alvo agora está vulnerável a danos cortantes até o fim do encontro.
• Dano Monstruoso. O alvo sofre o triplo de dano.
• Insuficiência Tortuosa. O alvo fica incapacitado por 1 rodada.
• Violência Chocante. Você recebe vantagem para todos os ataques corpo-a-corpo contra este oponente pelo restante do encontro.
• Dor Traumatizante. O alvo ficado com a condicão exausto nível 4.
• Golpe Severo. A mão inabil do alvo é decepada. O alvo tem desvantagem para o restante do encontro e 1d10 de dano a cada rodada ou até ser curado.
• Mutilação Perversa. O alvo sofre uma perda -1 permanente para o CAR devido a cicatrizes horríveis.
• Golpe Calamitoso. O alvo deve fazer um teste bem-sucedido CD 10 DES ou ele solta o que ele tem na mão.
• Castigo hediondo. Todos os aliados do alvo sofrem desvantagem no próximo ataque..
• Vil Sofrimento. O alvo deve fazer um teste bem-sucedido CD 15 CON ou receber desvantagem no seu próximo ataque.
• Ruina Prejudicial. O alvo deve fazer um teste CD 14 CON com sucesso ou sofrer um dano adicional de 1d12.
• Morte lenta e agonizante. O alvo deve fazer um bem-sucedido CD 15 CON ou sofrer um dano adicional de 2d8 a cada rodada. Ou até ele passe.
• Consequências horríveis. Seus aliados recebem vantagem em todos os ataques contra o alvo até o início do próximo turno.
• Dano excruciante. Rerole todos os 1s e 2s e 3s de dano para este ataque.
• Angústia irritante. Você recebe vantagem para todos os ataques corpo-a-corpo versus o alvo e o alvo tem desvantagem para o restante do encontro.
• Mutilado. O braço do alvo está cortado. Ele sofre desvantagem pelo restante do encontro e sofre dano de 2d10 a cada rodada. até ser curado.
• Eviscerado. O alvo sofre dano triplo e está incapacitado por 1 rodada.
• Feridas Abertas. O alvo sofre o dano causado pelo o ataque toda rodada até ser curado.
• Arduamente Desfigurado. O alvo sofre uma perda -2 permanente em CAR devido a cicatrizes horríveis.
• Membro Cortado. O braço do alvo está cortado. Ele sofre desvantagem pelo restante do encontro e sofre uma perda de HP de 50% a cada rodada. Até ser curado.
• Armadura Estilhaçada. A CA do alvo é reduzida em 2 para o restante do encontro.
• Estripado. O alvo tem desvantagem para o resto do encontro e sofre o dano rolado a cada rodada. Até ser curado.
• Custo Devastador. Como uma ação livre, você pode imediatamente fazer um ataque corpo a corpo com vantagem contra o mesmo alvo.
• Decapitado. O alvo morre.
Efeitos para Acerto e Erros Criticos D100

Acertos Críticos
Acido 01 – 03
Concussão 04 – 06
Cortante 07 – 09
Elétrico 10
Fogo 11 – 13
Força 14 – 16
Gelo 17 – 19
Necrótico 20
Perfurante 21 – 23
Psíquico 24 – 26
Radiante 27 – 29
Trovão 30
Erros Críticos 31 – 33
Arma Corpo a Corpo 34 – 36
Desarmado ou Arma Natural 37 – 39
Ataque à Distancia com Arma 40
Ataque Magico 41 – 43
44 – 46
47 – 49
50
51 – 53
54 – 55
56 – 57
60
61 – 63
64 – 66
67 – 69
70
71 – 73
74 – 76
77 – 79
80
81 – 83
84 – 86
87 – 89
90
91 – 93
94 – 96
97 – 99
100
Role 1 D100
• Crushing blow. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
• Debilitating smash. Roll one extra die of the weapon’s damage to the target.
• Shattering wallop. The target must make a successful DC 10 CON Save or suffer an additional 1d8 damage.
• Bone-crushing force. The target loses its next attack as it staggers in shock from its wound.
• Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounte
• Devastating strike. Reroll all 1s and 2s on the damage roll for this attack.
• Savage pounding. The target is also knocked prone.
• Inspiring stroke. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
• Ruthless assault. As a free action you may immediately make one melee attack vs. the same target.
• Smashed. The target must make a successful DC 12 CON Save or suffer and additional 1d8 damage every rd. until it saves.
• Bruising trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC
• Pulverizing crunch. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted
• Blood-curdling attack. The target becomes frightened for the remainder of the encounter.
• Nauseating injury. The target is stunned for 1 rd.
• Pummeled. The target is now vulnerable to bludgeoning damage for the remainder of the encounter.
• Monstrous damage. The target suffers triple damage.
• Torturous impairment. The target becomes incapacitated for 1 rd.
• Shocking violence. You receive advantage for all melee attacks vs. this opponent for the remainder of the encounter.
• Traumatizing pain. The target becomes exhausted to level 4 of that condition.
• Severing strike. The target’s off-hand is cut off. The target has disadvantage for the remainder of the encounter and 1d10 da
• Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
• Grievous hurt. Roll twice on this chart and apply both effects to the target.
• Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring.
• Calamitous blow. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.
• Heinous punishment. The target’s allies all suffer disadvantage for their next attack.
• Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
• Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 damage.
• Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 damage every
• Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn.
• Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
• Vexing anguish. You receive advantage for all melee attacks vs. the target and the target has disadvantage for the remaind
• Broken bones. The target’s arm is broken. It suffers disadvantage for the remainder of the encounter and suffers 2d10 dama
• Fracturing bash. The target suffers triple damage and is incapacitated for 1 rd.
• Crushed. The target suffers the damage rolled for the attack each round until healed.
• Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring.
• Ruined limb. The target’s arm is crushed. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP lo
• Crumpled armor. The target’s AC is reduced by 2 for the remainder of the encounter.
• Massive thrashing. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until he
• Devastating cost. As a free action you may immediately make one melee attack with advantage vs. the same target.
• Blown apart. The target is slain.
Efeitos para Acerto e Erros Criticos D100

Acertos Críticos
Acido 01 – 03
Concussão 04 – 06
Cortante 07 – 09
Elétrico 10
Fogo 11 – 13
Força 14 – 16
Gelo 17 – 19
Necrótico 20
Perfurante 21 – 23
Psíquico 24 – 26
Radiante 27 – 29
Trovão 30
Erros Críticos 31 – 33
Arma Corpo a Corpo 34 – 36
Desarmado ou Arma Natural 37 – 39
Ataque à Distancia com Arma 40
Ataque Magico 41 – 43
44 – 46
47 – 49
50
51 – 53
54 – 55
56 – 57
60
61 – 63
64 – 66
67 – 69
70
71 – 73
74 – 76
77 – 79
80
81 – 83
84 – 86
87 – 89
90
91 – 93
94 – 96
97 – 99
100
Role 1 D100
• Piercing lunge. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
• Debilitating stab. Roll one extra die of the weapon’s damage to the target.
• Shattering thrust. The target must make a successful DC 10 CON Save or suffer an additional 1d8 damage.
• Perforated. The target loses its next attack as it staggers in shock from its wound.
• Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
• Devastating strike. Reroll all 1s and 2s on the damage roll for this attack.
• Ventilated. The target is also knocked prone.
• Inspiring stroke. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
• Ruthless assault. As a free action you may immediately make one melee attack vs. the same target.
• Skewered. The target must make a successful DC 12 CON Save or suffer and additional 1d8 damage every rd. until it saves.
• Ghastly trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 C
• Run through. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage.
• Blood-curdling attack. The target becomes frightened for the remainder of the encounter.
• Nauseating injury. The target is stunned for 1 rd.
• Punctured. The target is now vulnerable to piercing damage for the remainder of the encounter.
• Monstrous damage. The target suffers triple damage.
• Torturous impairment. The target becomes incapacitated for 1 rd.
• Shocking violence. You receive advantage for all melee attacks vs. this opponent for the remainder of the encounter.
• Traumatizing pain. The target becomes exhausted to level 4 of that condition.
• Penetrating strike. The target has disadvantage for the remainder of the encounter and suffers 1d10 damage every rd. until hea
• Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
• Grievous hurt. Roll twice on this chart and apply both effects to the target.
• Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring.
• Stinging blow. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.
• Heinous punishment. The target’s allies all suffer disadvantage for their next attack.
• Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
• Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 damage.
• Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 damage every rd.
• Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn.
• Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
• Vexing anguish. You receive advantage for all melee attacks vs. the target and the target has disadvantage for the remainder o
• Speared. The target’s arm is rendered useless. It suffers disadvantage for the remainder of the encounter and suffers 2d10 dam
• Impaled. The target suffers triple damage and is incapacitated for 1 rd.
• Pierced artery. The target suffers the damage rolled for the attack each round until healed.
• Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring.
• Blinded. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss ever
• Punctured armor. The target’s AC is reduced by 2 for the remainder of the encounter.
• Bullseye. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.
• Devastating cost. As a free action you may immediately make one melee attack with advantage vs. the same target.
• Killing blow. The target is slain.
Efeitos para Acerto e Erros Criticos

Acertos Críticos
Acido
Concussão
Cortante
Elétrico
Fogo
Força
Gelo
Necrótico
Perfurante
Psíquico
Radiante
Trovão
Erros Críticos
Arma Corpo a Corpo
Desarmado ou Arma Natural
Ataque à Distancia com Arma
Ataque Magico
Role 1 D100
01 – 03 • Burning pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
04 – 06 • Flickering flames. Roll one extra die of the attack’s damage to the target.
07 – 09 • Withering heat. The target must make a successful DC 10 CON Save or suffer an additional 1d8 fire damage.
10 • Smoldering. The target loses its next attack as it staggers in shock from its wound.
11 – 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the enco
14 – 16 • Devastating inferno. Reroll all 1s and 2s on the damage roll for this attack.
17 – 19 • Smoking ruin. The target is also knocked prone.
20 • Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
21 – 23 • Blistering assault. As a free action you may immediately make one attack vs. the same target.
24 – 26 • Roasted. The target must make a successful DC 12 CON Save or suffer and additional 1d8 fire damage every rd. until it
27 – 29 • Ghastly trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a
30 • Fuming conflagration. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflict
31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter.
34 – 36 • Smoldering injury. The target is stunned for 1 rd.
37 – 39 • Seared. The target is now vulnerable to fire damage for the remainder of the encounter.
40 • Monstrous damage. The target suffers triple damage.
41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd.
44 – 46 • Scalding violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter.
47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition.
50 • Fiery doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 fire damage every rd. until hea
51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
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.
60 • Catastrophic burning. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.
61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack.
64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 fire damage.
70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 fire damage ev
71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn.
74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
77 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder
80 • Consumed. The target’s arm is burnt to ash. It suffers disadvantage for the remainder of the encounter and 2d10 fire damage
81 – 83 • Scorching devastation. The target suffers triple damage and is incapacitated for 1 rd.
84 – 86 • Burnt to ash. The target suffers the damage rolled for the attack each round until healed.
87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring.
90 • Cauterized. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP los
91 – 93 • Melted armor. The target’s AC is reduced by 2 for the remainder of the encounter.
94 – 96 • All-consuming flame. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd.
97 – 99 • Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.
100 • Vaporized. The target is slain.
Efeitos para Acerto e Erros Criticos

Acertos Críticos
Acido
Concussão
Cortante
Elétrico
Fogo
Força
Gelo
Necrótico
Perfurante
Psíquico
Radiante
Trovão
Erros Críticos
Arma Corpo a Corpo
Desarmado ou Arma Natural
Ataque à Distancia com Arma
Ataque Magico
Role 1 D100
01 – 03 • Freezing pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
04 – 06 • Iced over. Roll one extra die of the attack’s damage to the target.
07 – 09 • Shivering cold. The target must make a successful DC 10 CON Save or suffer an additional 1d8 cold damage.
10 • Numbing effect. The target loses its next attack as it staggers in shock from its wound.
11 – 13 • Crystallize. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encoun
14 – 16 • Winter’s wrath. Reroll all 1s and 2s on the damage roll for this attack.
17 – 19 • Steaming ruin. The target is also knocked prone.
20 • Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
21 – 23 • Frigid assault. As a free action you may immediately make one attack vs. the same target.
24 – 26 • Roasted. The target must make a successful DC 12 CON Save or suffer and additional 1d8 cold damage every rd. until
27 – 29 • Ghastly trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a
30 • Chilling spasm. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted dam
31 – 33 • Blood-congealing attack. The target becomes frightened for the remainder of the encounter.
34 – 36 • Tundra’s fist. The target is stunned for 1 rd.
37 – 39 • Chilled. The target is now vulnerable to cold damage for the remainder of the encounter.
40 • Monstrous damage. The target suffers triple damage.
41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd.
44 – 46 • Snowblind. You receive advantage for all attacks vs. this opponent for the remainder of the encounter.
47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition.
50 • Killing frost. The target has disadvantage for the remainder of the encounter and suffers 1d10 cold damage every rd. until he
51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
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.
60 • Deep freeze. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.
61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack.
64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 cold damage.
70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 cold damage ev
71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn.
74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
77 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder
80 • Icy grip. The target’s arm shatters. It suffers disadvantage for the remainder of the encounter and 2d10 cold damage every rd
81 – 83 • Wintry devastation. The target suffers triple damage and is incapacitated for 1 rd.
84 – 86 • Snowstruck. The target suffers the damage rolled for the attack each round until healed.
87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring.
90 • Frostbitten. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP los
91 – 93 • Shattered armor. The target’s AC is reduced by 2 for the remainder of the encounter.
94 – 96 • Cold as the grave. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. unt
97 – 99 • Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.
100 • Frozen solid. The target is slain.
Efeitos para Acerto e Erros Criticos D100

Acertos Críticos
Acido 01 – 03 • Shocking pain. The target must make a successful DC 10 CON Save or receive dis
Concussão 04 – 06 • Crackling flashes. Roll one extra die of the attack’s damage to the target.
Cortante 07 – 09 • Lingering sparks. The target must make a successful DC 10 CON Save or suffer a
Elétrico 10 • Electrified. The target loses its next attack as it staggers in shock from its wound.
Fogo 11 – 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is
Força 14 – 16 • Devastating bolt. Reroll all 1s and 2s on the damage roll for this attack.
Gelo 17 – 19 • Sparking ruin. The target is also knocked prone.
Necrótico 20 • Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used durin
Perfurante 21 – 23 • Jarring assault. As a free action you may immediately make one attack vs. the sam
Psíquico 24 – 26 • Zapped. The target must make a successful DC 12 CON Save or suffer and addition
Radiante 27 – 29 • Frazzling trauma. The target’s melee attacks only deal half damage for the remaind
Trovão 30 • Electrifying agony. One adjacent ally of the target is also struck by this attack and suffer
Erros Críticos 31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the enc
Arma Corpo a Corpo 34 – 36 • Convulsing injury. The target is stunned for 1 rd.
Desarmado ou Arma Natural 37 – 39 • Jolted. The target is now vulnerable to lightning damage for the remainder of the en
Ataque à Distancia com Arma 40 • Monstrous damage. The target suffers triple damage.
Ataque Magico 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd.
44 – 46 • Stunning violence. You receive advantage for all attacks vs. this opponent for the r
47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition.
50 • Twitching doom. The target has disadvantage for the remainder of the encounter and su
51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of t
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 horribl
60 • Shocked. The target must make a successful DC 10 DEX save or it drops whatever it ha
61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack
64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disa
67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an a
70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or suf
71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until
74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack
77 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target
80 • Consumed. The target’s arm is burnt to ash. It suffers disadvantage for the remainder of
81 – 83 • Staggering charge. The target suffers triple damage and is incapacitated for 1 rd.
84 – 86 • Lingering static. The target suffers the damage rolled for the attack each round unt
87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to
90 • Cauterized. The target is rendered blind. It suffers disadvantage for the remainder of the
91 – 93 • Fused armor. The target’s AC is reduced by 2 for the remainder of the encounter.
94 – 96 • Sizzled. The target has disadvantage for the rest of the encounter and suffers the d
97 – 99 • Devastating cost. As a free action you may immediately make one attack with adva
100 • Electrocuted. The target is slain.
Role 1 D100
1 – 03 • Shocking pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
4 – 06 • Crackling flashes. Roll one extra die of the attack’s damage to the target.
7 – 09 • Lingering sparks. The target must make a successful DC 10 CON Save or suffer an additional 1d8 lightning damage.
0 • Electrified. The target loses its next attack as it staggers in shock from its wound.
1 – 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
4 – 16 • Devastating bolt. Reroll all 1s and 2s on the damage roll for this attack.
7 – 19 • Sparking ruin. The target is also knocked prone.
0 • Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
1 – 23 • Jarring assault. As a free action you may immediately make one attack vs. the same target.
4 – 26 • Zapped. The target must make a successful DC 12 CON Save or suffer and additional 1d8 lightning damage every rd. until it saves
7 – 29 • Frazzling trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 C
0 • Electrifying agony. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage.
1 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter.
4 – 36 • Convulsing injury. The target is stunned for 1 rd.
7 – 39 • Jolted. The target is now vulnerable to lightning damage for the remainder of the encounter.
0 • Monstrous damage. The target suffers triple damage.
1 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd.
4 – 46 • Stunning violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter.
7 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition.
0 • Twitching doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 lightning damage every rd. until hea
1 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
4 – 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target.
6 – 57 • Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring.
0 • Shocked. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.
1 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack.
4 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
7 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 lightning damage.
0 • Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 lightning damage every rd
1 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn.
4 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
7 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the enco
0 • Consumed. The target’s arm is burnt to ash. It suffers disadvantage for the remainder of the encounter and 2d10 fire damage every rd.
1 – 83 • Staggering charge. The target suffers triple damage and is incapacitated for 1 rd.
4 – 86 • Lingering static. The target suffers the damage rolled for the attack each round until healed.
7 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring.
0 • Cauterized. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd.
1 – 93 • Fused armor. The target’s AC is reduced by 2 for the remainder of the encounter.
4 – 96 • Sizzled. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.
7 – 99 • Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.
00 • Electrocuted. The target is slain.
encounter.

d. until it saves.
kes a DC 10 CON Save.
ed damage.

ery rd. until healed.

mage every rd. until it saves.

der of the encounter.


mage every rd. until healed.

P loss every rd. until healed.


Efeitos para Acerto e Erros Criticos D100

Acertos Críticos
Acido 01 – 03 • Supernatural shock. The target must make a successful DC 10 CON Save or rece
Concussão 04 – 06 • Flickering chaos. Roll one extra die of the attack’s damage to the target.
Cortante 07 – 09 • Withering arcana. The target must make a successful DC 10 CON Save or suffer a
Elétrico 10 • Seething wreck. The target loses its next attack as it staggers in shock from its wound.
Fogo 11 – 13 • Brutal magicks. The target must make a successful DC 10 CON Save or its speed
Força 14 – 16 • Devastating wizardry. Reroll all 1s and 2s on the damage roll for this attack.
Gelo 17 – 19 • Blasted ruin. The target is also knocked prone.
Necrótico 20 • Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used durin
Perfurante 21 – 23 • Preternatural assault. As a free action you may immediately make one attack vs. t
Psíquico 24 – 26 • Ensorcelled. The target must make a successful DC 12 CON Save or suffer and ad
Radiante 27 – 29 • Ghastly trauma. The target’s melee attacks only deal half damage for the remainde
Trovão 30 • Arcane conflagration. One adjacent ally of the target is also struck by this attack and su
Erros Críticos 31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the enc
Arma Corpo a Corpo 34 – 36 • Dweomer-struck injury. The target is stunned for 1 rd.
Desarmado ou Arma Natural 37 – 39 • Wracked. The target is now vulnerable to force damage for the remainder of the en
Ataque à Distancia com Arma 40 • Monstrous damage. The target suffers triple damage.
Ataque Magico 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd.
44 – 46 • Supranatural violence. You receive advantage for all attacks vs. this opponent for
47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition.
50 • Eldritch doom. The target has disadvantage for the remainder of the encounter and suf
51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of
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 horrib
60 • Catastrophic effect. The target must make a successful DC 10 DEX save or it drops wh
61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attac
64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive dis
67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an a
70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or su
71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target unt
74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attac
77 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target
80 • Consumed. The target’s arm is burnt to ash. It suffers disadvantage for the remainder of
81 – 83 • Sorcerous devastation. The target suffers triple damage and is incapacitated for 1
84 – 86 • Burnt to ash. The target suffers the damage rolled for the attack each round until h
87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to
90 • Cauterized. The target is rendered blind. It suffers disadvantage for the remainder of the
91 – 93 • Chaos-touched armor. The target’s AC is reduced by 2 for the remainder of the en
94 – 96 • All-consuming power. The target has disadvantage for the rest of the encounter a
97 – 99 • Devastating cost. As a free action you may immediately make one attack with adv
100 • Disintegrated. The target is slain.
Role 1 D100
– 03 • Supernatural shock. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
– 06 • Flickering chaos. Roll one extra die of the attack’s damage to the target.
– 09 • Withering arcana. The target must make a successful DC 10 CON Save or suffer an additional 1d8 force damage.
Seething wreck. The target loses its next attack as it staggers in shock from its wound.
– 13 • Brutal magicks. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
– 16 • Devastating wizardry. Reroll all 1s and 2s on the damage roll for this attack.
– 19 • Blasted ruin. The target is also knocked prone.
Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
– 23 • Preternatural assault. As a free action you may immediately make one attack vs. the same target.
– 26 • Ensorcelled. The target must make a successful DC 12 CON Save or suffer and additional 1d8 force damage every rd. until it saves
– 29 • Ghastly trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON
Arcane conflagration. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage.
– 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter.
– 36 • Dweomer-struck injury. The target is stunned for 1 rd.
– 39 • Wracked. The target is now vulnerable to force damage for the remainder of the encounter.
Monstrous damage. The target suffers triple damage.
– 43 • Torturous impairment. The target becomes incapacitated for 1 rd.
– 46 • Supranatural violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter.
– 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition.
Eldritch doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 force damage every rd. until healed.
– 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
– 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target.
– 57 • Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring.
Catastrophic effect. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.
– 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack.
– 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
– 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 force damage.
Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 force damage every rd. unti
– 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn.
– 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
– 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encou
Consumed. The target’s arm is burnt to ash. It suffers disadvantage for the remainder of the encounter and 2d10 force damage every rd.
– 83 • Sorcerous devastation. The target suffers triple damage and is incapacitated for 1 rd.
– 86 • Burnt to ash. The target suffers the damage rolled for the attack each round until healed.
– 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring.
Cauterized. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. u
– 93 • Chaos-touched armor. The target’s AC is reduced by 2 for the remainder of the encounter.
– 96 • All-consuming power. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed
– 99 • Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.
• Disintegrated. The target is slain.
Efeitos para Acerto e Erros Criticos D100

Acertos Críticos
Acido 01 – 03 • Rotting pain. The target must make a successful DC 10 CON Save or receive disa
Concussão 04 – 06 • Rattle of bones. Roll one extra die of the attack’s damage to the target.
Cortante 07 – 09 • Withering necromancy. The target must make a successful DC 10 CON Save or s
Elétrico 10 • Condemned. The target loses its next attack as it staggers in shock from its wound.
Fogo 11 – 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is
Força 14 – 16 • Devastation. Reroll all 1s and 2s on the damage roll for this attack.
Gelo 17 – 19 • Morbid ruin. The target is also knocked prone.
Necrótico 20 • Intimidating blast. Your allies within 30 feet gain a d6 inspiration die that can be used d
Perfurante 21 – 23 • Grim assault. As a free action you may immediately make one attack vs. the same
Psíquico 24 – 26 • Final judgment. The target must make a successful DC 12 CON Save or suffer and
Radiante 27 – 29 • Ghastly trauma. The target’s melee attacks only deal half damage for the remainde
Trovão 30 • Doomed. One adjacent ally of the target is also struck by this attack and suffers the equi
Erros Críticos 31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the enc
Arma Corpo a Corpo 34 – 36 • Grave injury. The target is stunned for 1 rd.
Desarmado ou Arma Natural 37 – 39 • Calamitous loss. The target is now vulnerable to necrotic damage for the remainde
Ataque à Distancia com Arma 40 • Monstrous damage. The target suffers triple damage.
Ataque Magico 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd.
44 – 46 • Necromantic violence. You receive advantage for all attacks vs. this opponent for
47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition.
50 • Necrotic doom. The target has disadvantage for the remainder of the encounter and su
51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of
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 horrib
60 • Terrifying effect. The target must make a successful DC 10 DEX save or it drops whate
61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attac
64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive dis
67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an a
70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or su
71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target unt
74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attac
77 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target
80 • Withered. The target’s arm is rotted away. It suffers disadvantage for the remainder of th
81 – 83 • Dark finality. The target suffers triple damage and is incapacitated for 1 rd.
84 – 86 • Lost cause. The target suffers the damage rolled for the attack each round until he
87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to
90 • Abyssal decay. The target is made blind. It suffers disadvantage for the remainder of th
91 – 93 • Decayed armor. The target’s AC is reduced by 2 for the remainder of the encounte
94 – 96 • Hungry death. The target has disadvantage for the rest of the encounter and the d
97 – 99 • Devastating cost. As a free action you may immediately make one attack with adv
100 • Termination. The target is slain.
Role 1 D100
– 03 • Rotting pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
– 06 • Rattle of bones. Roll one extra die of the attack’s damage to the target.
– 09 • Withering necromancy. The target must make a successful DC 10 CON Save or suffer an additional 1d8 necrotic damage.
Condemned. The target loses its next attack as it staggers in shock from its wound.
– 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
– 16 • Devastation. Reroll all 1s and 2s on the damage roll for this attack.
– 19 • Morbid ruin. The target is also knocked prone.
Intimidating blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
– 23 • Grim assault. As a free action you may immediately make one attack vs. the same target.
– 26 • Final judgment. The target must make a successful DC 12 CON Save or suffer and additional 1d8 necrotic damage every rd. until it
– 29 • Ghastly trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON
Doomed. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage.
– 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter.
– 36 • Grave injury. The target is stunned for 1 rd.
– 39 • Calamitous loss. The target is now vulnerable to necrotic damage for the remainder of the encounter.
Monstrous damage. The target suffers triple damage.
– 43 • Torturous impairment. The target becomes incapacitated for 1 rd.
– 46 • Necromantic violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter.
– 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition.
Necrotic doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 necrotic damage every rd. until healed.
– 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
– 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target.
– 57 • Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring.
Terrifying effect. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.
– 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack.
– 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
– 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 necrotic damage.
Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 necrotic damage every rd. u
– 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn.
– 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
– 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encou
Withered. The target’s arm is rotted away. It suffers disadvantage for the remainder of the encounter and 2d10 necrotic damage every rd.
– 83 • Dark finality. The target suffers triple damage and is incapacitated for 1 rd.
– 86 • Lost cause. The target suffers the damage rolled for the attack each round until healed.
– 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring.
Abyssal decay. The target is made blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd.
– 93 • Decayed armor. The target’s AC is reduced by 2 for the remainder of the encounter.
– 96 • Hungry death. The target has disadvantage for the rest of the encounter and the damage rolled for the attack each round until heale
– 99 • Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.
• Termination. The target is slain.
Efeitos para Acerto e Erros Criticos D100

Acertos Críticos
Acido 01 – 03 • Glorious pain. The target must make a successful DC 10 CON Save or receive dis
Concussão 04 – 06 • Purifying flames. Roll one extra die of the attack’s damage to the target.
Cortante 07 – 09 • Virtuous glory. The target must make a successful DC 10 CON Save or suffer an a
Elétrico 10 • Cleansed. The target loses its next attack as it staggers in shock from its wound.
Fogo 11 – 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is
Força 14 – 16 • Devastating righteousness. Reroll all 1s and 2s on the damage roll for this attack.
Gelo 17 – 19 • Luminous ruin. The target is also knocked prone.
Necrótico 20 • Inspiring aura. Your allies within 30 feet gain a d6 inspiration die that can be used durin
Perfurante 21 – 23 • Exalted assault. As a free action you may immediately make one attack vs. the sam
Psíquico 24 – 26 • Scintillating glow. The target must make a successful DC 12 CON Save or suffer a
Radiante 27 – 29 • Cleansing trauma. The target’s melee attacks only deal half damage for the remain
Trovão 30 • Shining splendor. One adjacent ally of the target is also struck by this attack and suffer
Erros Críticos 31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the enc
Arma Corpo a Corpo 34 – 36 • Smoldering injury. The target is stunned for 1 rd.
Desarmado ou Arma Natural 37 – 39 • Dazzled. The target is now vulnerable to radiant damage for the remainder of the e
Ataque à Distancia com Arma 40 • Monstrous damage. The target suffers triple damage.
Ataque Magico 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd.
44 – 46 • Magisterial violence. You receive advantage for all attacks vs. this opponent for th
47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition.
50 • Heaven’s wrath. The target has disadvantage for the remainder of the encounter and su
51 – 53 • Angelic vengeance. The target suffers the effects of a bane spell for the remainde
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 horrib
60 • Divine wrath. The target must make a successful DC 10 DEX save or it drops whatever
61 – 63 • Celestial punishment. The target’s allies all suffer disadvantage for their next attac
64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive dis
67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an a
70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or su
71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target unt
74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attac
77 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target
80 • Hallowed. The target’s arm is burnt to ash. It suffers disadvantage for the remainder of t
81 – 83 • Scorching devastation. The target suffers triple damage and is incapacitated for 1
84 – 86 • Everlasting shame. The target suffers the damage rolled for the attack each round
87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to
90 • Judged. The target is rendered blind. It suffers disadvantage for the remainder of the en
91 – 93 • Shriven armor. The target’s AC is reduced by 2 for the remainder of the encounter
94 – 96 • All-consuming radiance. The target has disadvantage for the rest of the encounte
97 – 99 • Devastating cost. As a free action you may immediately make one attack with adv
100 • Purified. The target is slain.
Role 1 D100
– 03 • Glorious pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
– 06 • Purifying flames. Roll one extra die of the attack’s damage to the target.
– 09 • Virtuous glory. The target must make a successful DC 10 CON Save or suffer an additional 1d8 radiant damage.
Cleansed. The target loses its next attack as it staggers in shock from its wound.
– 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
– 16 • Devastating righteousness. Reroll all 1s and 2s on the damage roll for this attack.
– 19 • Luminous ruin. The target is also knocked prone.
Inspiring aura. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
– 23 • Exalted assault. As a free action you may immediately make one attack vs. the same target.
– 26 • Scintillating glow. The target must make a successful DC 12 CON Save or suffer and additional 1d8 radiant damage every rd. until
– 29 • Cleansing trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CO
Shining splendor. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage.
– 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter.
– 36 • Smoldering injury. The target is stunned for 1 rd.
– 39 • Dazzled. The target is now vulnerable to radiant damage for the remainder of the encounter.
Monstrous damage. The target suffers triple damage.
– 43 • Torturous impairment. The target becomes incapacitated for 1 rd.
– 46 • Magisterial violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter.
– 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition.
Heaven’s wrath. The target has disadvantage for the remainder of the encounter and suffers 1d10 radiant damage every rd. until healed.
– 53 • Angelic vengeance. The target suffers the effects of a bane spell for the remainder of the encounter.
– 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target.
– 57 • Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring.
Divine wrath. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.
– 63 • Celestial punishment. The target’s allies all suffer disadvantage for their next attack.
– 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
– 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 radiant damage.
Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 radiant damage every rd. un
– 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn.
– 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
– 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encou
Hallowed. The target’s arm is burnt to ash. It suffers disadvantage for the remainder of the encounter and 2d10 radiant damage every rd.
– 83 • Scorching devastation. The target suffers triple damage and is incapacitated for 1 rd.
– 86 • Everlasting shame. The target suffers the damage rolled for the attack each round until healed.
– 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring.
Judged. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. until
– 93 • Shriven armor. The target’s AC is reduced by 2 for the remainder of the encounter.
– 96 • All-consuming radiance. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until hea
– 99 • Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.
• Purified. The target is slain.
Efeitos para Acerto e Erros Criticos D100

Acertos Críticos
Acido 01 – 03 • Burning acid. The target must make a successful DC 10 CON Save or receive disa
Concussão 04 – 06 • Choking fumes. Roll one extra die of the attack’s damage to the target.
Cortante 07 – 09 • Acrid bile. The target must make a successful DC 10 CON Save or suffer an additi
Elétrico 10 • Bitter pungency. The target loses its next attack as it staggers in shock from its wound.
Fogo 11 – 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is
Força 14 – 16 • Bubbling grief. Reroll all 1s and 2s on the damage roll for this attack.
Gelo 17 – 19 • Deteriorating ruin. The target is also knocked prone.
Necrótico 20 • Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used durin
Perfurante 21 – 23 • Decomposing assault. As a free action you may immediately make one attack vs.
Psíquico 24 – 26 • Scoured. The target must make a successful DC 12 CON Save or suffer and additi
Radiante 27 – 29 • Corroding trauma. The target’s melee attacks only deal half damage for the remain
Trovão 30 • Fuming disruption. One adjacent ally of the target is also struck by this attack and suffe
Erros Críticos 31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the enc
Arma Corpo a Corpo 34 – 36 • Biting injury. The target is stunned for 1 rd.
Desarmado ou Arma Natural 37 – 39 • Corroded. The target is now vulnerable to acid damage for the remainder of the en
Ataque à Distancia com Arma 40 • Monstrous damage. The target suffers triple damage.
Ataque Magico 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd.
44 – 46 • Liquefying violence. You receive advantage for all attacks vs. this opponent for th
47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition.
50 • Caustic doom. The target has disadvantage for the remainder of the encounter and suff
51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of
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 horrib
60 • Catastrophic misery. The target must make a successful DC 10 DEX save or it drops w
61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attac
64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive dis
67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an a
70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or su
71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target unt
74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attac
77 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target
80 • Consumed. The target’s arm is dissolved. It suffers disadvantage for the remainder of th
81 – 83 • Acidic devastation. The target suffers triple damage and is incapacitated for 1 rd.
84 – 86 • Eaten away. The target suffers the damage rolled for the attack each round until he
87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to
90 • Cauterized. The target is rendered blind. It suffers disadvantage for the remainder of the
91 – 93 • Dissolving armor. The target’s AC is reduced by 2 for the remainder of the encoun
94 – 96 • All-consuming flame. The target has disadvantage for the rest of the encounter an
97 – 99 • Devastating cost. As a free action you may immediately make one attack with adv
100 • Dissolved. The target is slain.
Role 1 D100
– 03 • Burning acid. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
– 06 • Choking fumes. Roll one extra die of the attack’s damage to the target.
– 09 • Acrid bile. The target must make a successful DC 10 CON Save or suffer an additional 1d8 acid damage.
Bitter pungency. The target loses its next attack as it staggers in shock from its wound.
– 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
– 16 • Bubbling grief. Reroll all 1s and 2s on the damage roll for this attack.
– 19 • Deteriorating ruin. The target is also knocked prone.
Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
– 23 • Decomposing assault. As a free action you may immediately make one attack vs. the same target.
– 26 • Scoured. The target must make a successful DC 12 CON Save or suffer and additional 1d8 acid damage every rd. until it saves.
– 29 • Corroding trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CO
Fuming disruption. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage.
– 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter.
– 36 • Biting injury. The target is stunned for 1 rd.
– 39 • Corroded. The target is now vulnerable to acid damage for the remainder of the encounter.
Monstrous damage. The target suffers triple damage.
– 43 • Torturous impairment. The target becomes incapacitated for 1 rd.
– 46 • Liquefying violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter.
– 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition.
Caustic doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 acid damage every rd. until healed.
– 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
– 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target.
– 57 • Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring.
Catastrophic misery. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.
– 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack.
– 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
– 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 acid damage.
Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 acid damage every rd. until
– 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn.
– 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
– 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encou
Consumed. The target’s arm is dissolved. It suffers disadvantage for the remainder of the encounter and 2d10 acid damage every rd. unt
– 83 • Acidic devastation. The target suffers triple damage and is incapacitated for 1 rd.
– 86 • Eaten away. The target suffers the damage rolled for the attack each round until healed.
– 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring.
Cauterized. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. u
– 93 • Dissolving armor. The target’s AC is reduced by 2 for the remainder of the encounter.
– 96 • All-consuming flame. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.
– 99 • Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.
• Dissolved. The target is slain.
Efeitos para Acerto e Erros Criticos D100

Acertos Críticos
Acido 01 – 03 • Psychic pain. The target must make a successful DC 10 CON Save or receive disa
Concussão 04 – 06 • Nightmarish visions. Roll one extra die of the attack’s damage to the target.
Cortante 07 – 09 • Broken will. The target must make a successful DC 10 CON Save or suffer an add
Elétrico 10 • Mind-blasted. The target loses its next attack as it staggers in shock from its wound.
Fogo 11 – 13 • Brutal effect. The target must make a successful DC 10 CON Save or its speed is
Força 14 – 16 • Devastating psychosis. Reroll all 1s and 2s on the damage roll for this attack.
Gelo 17 – 19 • Wasted. The target is also knocked prone.
Necrótico 20 • Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used durin
Perfurante 21 – 23 • Mental assault. As a free action you may immediately make one attack vs. the sam
Psíquico 24 – 26 • Unhinged. The target must make a successful DC 12 CON Save or suffer and addi
Radiante 27 – 29 • Subliminal trauma. The target’s melee attacks only deal half damage for the remai
Trovão 30 • Paranoid delusions. One adjacent ally of the target is also struck by this attack and suff
Erros Críticos 31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the enc
Arma Corpo a Corpo 34 – 36 • Lingering injury. The target is stunned for 1 rd.
Desarmado ou Arma Natural 37 – 39 • Touched. The target is now vulnerable to psychic damage for the remainder of the
Ataque à Distancia com Arma 40 • Monstrous damage. The target suffers triple damage.
Ataque Magico 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd.
44 – 46 • Psionic violence. You receive advantage for all attacks vs. this opponent for the re
47 – 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition.
50 • Psychotic doom. The target has disadvantage for the remainder of the encounter and s
51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of
54 – 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target.
56 – 57 • Unnerved. The target suffers a permanent -1 loss to its CHA due to horrible scarrin
60 • Catastrophic raving. The target must make a successful DC 10 DEX save or it drops w
61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attac
64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive dis
67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an a
70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or su
71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target unt
74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attac
77 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target
80 • Catatonic. The target suffers disadvantage for the remainder of the encounter and 2d10
81 – 83 • Rational devastation. The target suffers triple damage and is incapacitated for 1 rd
84 – 86 • Cognitive disruption. The target suffers the damage rolled for the attack each roun
87 – 89 • Harrowing ordeal. The target suffers a permanent -2 loss to its CHA due to stress-
90 • Dumbstruck. The target is rendered blind. It suffers disadvantage for the remainder of th
91 – 93 • Rendered defenseless. The target’s AC is reduced by 2 for the remainder of the e
94 – 96 • Shattered mind. The target has disadvantage for the rest of the encounter and suff
97 – 99 • Devastating cost. As a free action you may immediately make one attack with adv
100 • Lobotomized. The target is slain.
Role 1 D100
– 03 • Psychic pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
– 06 • Nightmarish visions. Roll one extra die of the attack’s damage to the target.
– 09 • Broken will. The target must make a successful DC 10 CON Save or suffer an additional 1d8 psychic damage.
Mind-blasted. The target loses its next attack as it staggers in shock from its wound.
– 13 • Brutal effect. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
– 16 • Devastating psychosis. Reroll all 1s and 2s on the damage roll for this attack.
– 19 • Wasted. The target is also knocked prone.
Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
– 23 • Mental assault. As a free action you may immediately make one attack vs. the same target.
– 26 • Unhinged. The target must make a successful DC 12 CON Save or suffer and additional 1d8 psychic damage every rd. until it saves
– 29 • Subliminal trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 C
Paranoid delusions. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage.
– 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter.
– 36 • Lingering injury. The target is stunned for 1 rd.
– 39 • Touched. The target is now vulnerable to psychic damage for the remainder of the encounter.
Monstrous damage. The target suffers triple damage.
– 43 • Torturous impairment. The target becomes incapacitated for 1 rd.
– 46 • Psionic violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter.
– 49 • Traumatizing pain. The target becomes exhausted to level 4 of that condition.
Psychotic doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 psychic damage every rd. until healed
– 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
– 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target.
– 57 • Unnerved. The target suffers a permanent -1 loss to its CHA due to horrible scarring.
Catastrophic raving. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.
– 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack.
– 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
– 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 psychic damage.
Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 psychic damage every rd. u
– 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn.
– 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
– 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encou
Catatonic. The target suffers disadvantage for the remainder of the encounter and 2d10 psychic damage every rd. until healed.
– 83 • Rational devastation. The target suffers triple damage and is incapacitated for 1 rd.
– 86 • Cognitive disruption. The target suffers the damage rolled for the attack each round until healed.
– 89 • Harrowing ordeal. The target suffers a permanent -2 loss to its CHA due to stress-related injuries.
Dumbstruck. The target is rendered blind. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd.
– 93 • Rendered defenseless. The target’s AC is reduced by 2 for the remainder of the encounter.
– 96 • Shattered mind. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.
– 99 • Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.
• Lobotomized. The target is slain.
Efeitos para Acerto e Erros Criticos D100

Acertos Críticos
Acido 01 – 03 • Deafening pain. The target must make a successful DC 10 CON Save or receive d
Concussão 04 – 06 • Thundering roar. Roll one extra die of the attack’s damage to the target.
Cortante 07 – 09 • Earsplitting crash. The target must make a successful DC 10 CON Save or suffer
Elétrico 10 • Reverberating agony. The target loses its next attack as it staggers in shock from its wo
Fogo 11 – 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is
Força 14 – 16 • Devastating barrage. Reroll all 1s and 2s on the damage roll for this attack.
Gelo 17 – 19 • Wave of sound. The target is also knocked prone.
Necrótico 20 • Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used durin
Perfurante 21 – 23 • Booming assault. As a free action you may immediately make one attack vs. the s
Psíquico 24 – 26 • Detonated. The target must make a successful DC 12 CON Save or suffer and add
Radiante 27 – 29 • Ghastly trauma. The target’s melee attacks only deals half damage for the remaind
Trovão 30 • Cacaphony. One adjacent ally of the target is also struck by this attack and suffers the e
Erros Críticos 31 – 33 • Blood-curdling attack. The target becomes frightened for the remainder of the enc
Arma Corpo a Corpo 34 – 36 • Thunderous injury. The target is stunned for 1 rd.
Desarmado ou Arma Natural 37 – 39 • Inescapable fury. The target is now vulnerable to thunder damage for the remaind
Ataque à Distancia com Arma 40 • Monstrous damage. The target suffers triple damage.
Ataque Magico 41 – 43 • Torturous impairment. The target becomes incapacitated for 1 rd.
44 – 46 • Explosive violence. You receive advantage for all attacks vs. this opponent for the
47 – 49 • Traumatizing effect. The target becomes exhausted to level 4 of that condition.
50 • Noisy doom. The target has disadvantage for the remainder of the encounter and suffer
51 – 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of
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 horrib
60 • Sonic wave. The target must make a successful DC 10 DEX save or it drops whatever it
61 – 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attac
64 – 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive dis
67 – 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an a
70 • Slow and agonizing death. The target must make a successful DC 15 CON Save or su
71 – 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target unt
74 – 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attac
77 – 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target
80 • Blown to pieces. The target suffers disadvantage for the remainder of the encounter an
81 – 83 • Rumbling devastation. The target suffers triple damage and is incapacitated for 1
84 – 86 • Thunderstruck. The target suffers the damage rolled for the attack each round unt
87 – 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to
90 • Cannonade. The target is rendered deaf. It suffers disadvantage for the remainder of the
91 – 93 • Broken armor. The target’s AC is reduced by 2 for the remainder of the encounter.
94 – 96 • All-consuming clamor. The target has disadvantage for the rest of the encounter a
97 – 99 • Devastating cost. As a free action you may immediately make one attack with adv
100 • Imploded. The target is slain.
Role 1 D100
– 03 • Deafening pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.
– 06 • Thundering roar. Roll one extra die of the attack’s damage to the target.
– 09 • Earsplitting crash. The target must make a successful DC 10 CON Save or suffer an additional 1d8 thunder damage.
Reverberating agony. The target loses its next attack as it staggers in shock from its wound.
– 13 • Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.
– 16 • Devastating barrage. Reroll all 1s and 2s on the damage roll for this attack.
– 19 • Wave of sound. The target is also knocked prone.
Inspiring blast. Your allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
– 23 • Booming assault. As a free action you may immediately make one attack vs. the same target.
– 26 • Detonated. The target must make a successful DC 12 CON Save or suffer and additional 1d8 thunder damage every rd. until it saves
– 29 • Ghastly trauma. The target’s melee attacks only deals half damage for the remainder of the encounter unless it succeeds on a DC 1
Cacaphony. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage.
– 33 • Blood-curdling attack. The target becomes frightened for the remainder of the encounter.
– 36 • Thunderous injury. The target is stunned for 1 rd.
– 39 • Inescapable fury. The target is now vulnerable to thunder damage for the remainder of the encounter.
Monstrous damage. The target suffers triple damage.
– 43 • Torturous impairment. The target becomes incapacitated for 1 rd.
– 46 • Explosive violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter.
– 49 • Traumatizing effect. The target becomes exhausted to level 4 of that condition.
Noisy doom. The target has disadvantage for the remainder of the encounter and suffers 1d10 thunder damage every rd. until healed.
– 53 • Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.
– 55 • Grievous hurt. Roll twice on this chart and apply both effects to the target.
– 57 • Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring.
Sonic wave. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.
– 63 • Heinous punishment. The target’s allies all suffer disadvantage for their next attack.
– 66 • Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack
– 69 • Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 thunder damage.
Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 thunder damage every rd. u
– 73 • Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn.
– 76 • Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.
– 79 • Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encou
Blown to pieces. The target suffers disadvantage for the remainder of the encounter and 2d10 thunder damage every rd. until healed.
– 83 • Rumbling devastation. The target suffers triple damage and is incapacitated for 1 rd.
– 86 • Thunderstruck. The target suffers the damage rolled for the attack each round until healed.
– 89 • Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring.
Cannonade. The target is rendered deaf. It suffers disadvantage for the remainder of the encounter and suffers a 50% HP loss every rd. u
– 93 • Broken armor. The target’s AC is reduced by 2 for the remainder of the encounter.
– 96 • All-consuming clamor. The target has disadvantage for the rest of the encounter and the damage rolled for the attack each round u
– 99 • Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.
• Imploded. The target is slain.
Efeitos para Acerto e Erros Criticos D100

Acertos Críticos
Acido 01 – 05 • Slipped. You must make a successful DC 10 DEX Save or immediately fall prone.
Concussão 06 – 09 • Pulled up lame. You must make a successful DC 10 CON save or your speed is ha
Cortante 10 • Something in your eye. Your melee attacks only do half damage for the remainder of th
Elétrico 11 - 15 • Wicked backswing. You strike yourself slightly on your backswing and take 1d8 da
Fogo 16 – 19 • Wind knocked out of you. You become exhausted to level 1 of that condition.
Força 20 • Loss of confidence. You gain disadvantage for your attacks against this opponent for th
Gelo 21 – 25 • Shook yourself up. You are stunned for 1 rd.
Necrótico 26 - 29 • Give them hope. Your target’s allies within 30 feet gain a d6 inspiration die that can
Perfurante 30 • Panic attack. You must make a successful DC 10 WIS Save or become frightened for th
Psíquico 31 – 35 • Dropped weapon. Your drop your weapon and it falls 10’ from your location in a ra
Radiante 36 – 39 • Discombobulated. You become incapacitated for 1 rd.
Trovão 40 • You’ve fallen and you can’t get up. You immediately fall prone and lose all movement
Erros Críticos 41 – 45 • Bad timing. You drop to last in the imitative order for the combat but do not act aga
Arma Corpo a Corpo 46 – 49 • Broken bone. You break a bone in your hand. You suffer disadvantage for the rest
Desarmado ou Arma Natural 50 • Easy prey. Allies of the target within 20’ will attack you with their next turn, unless they w
Ataque à Distancia com Arma 51 - 55 • Exposed defenses. Your swing unbalances you so much that your target may take
Ataque Magico 56 – 59 • Your own worst enemy. You suffer the effects of a bane spell for the remainder of
60 • Unguarded. All adjacent allies of your target may immediately take an attack of opportun
61 – 65 • Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next
66 - 69 • Revealed intentions. You and your allies all suffer disadvantage for your next attac
70 • Wrong target. You mistakenly strike an ally adjacent to you with your attack.
71 – 75 • Lodged weapon. Your weapon becomes stuck in the floor or a nearby object. You
76 – 79 • Devastating error. Your opponent may immediately make one melee attack with ad
80 • Shattered. Your weapon breaks if it is non-magical. Enchanted weapons must make a D
81 – 85 • Thrown weapon. You lose your grip and throw your weapon. It lands 30’ from your
86 – 89 • Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd.
90 • Horrible aftermath. Roll twice on this chart and apply both effects to yourself.
91 - 95 • Self-inflicted wound. Your attack ricochets back and you hit yourself. Roll your dam
96 – 99 • Did you see that? Your attack ricochets back and you hit yourself. Apply the maxim
100 • No! Your attack ricochets back and you hit yourself. Apply the maximum critical damag
Role 1 D100
– 05 • Slipped. You must make a successful DC 10 DEX Save or immediately fall prone.
– 09 • Pulled up lame. You must make a successful DC 10 CON save or your speed is halved until the encounter ends..
Something in your eye. Your melee attacks only do half damage for the remainder of the encounter.
15 • Wicked backswing. You strike yourself slightly on your backswing and take 1d8 damage.
– 19 • Wind knocked out of you. You become exhausted to level 1 of that condition.
Loss of confidence. You gain disadvantage for your attacks against this opponent for the remainder of the encounter.
– 25 • Shook yourself up. You are stunned for 1 rd.
29 • Give them hope. Your target’s allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
Panic attack. You must make a successful DC 10 WIS Save or become frightened for the remainder of the encounter.
– 35 • Dropped weapon. Your drop your weapon and it falls 10’ from your location in a random direction.
– 39 • Discombobulated. You become incapacitated for 1 rd.
You’ve fallen and you can’t get up. You immediately fall prone and lose all movement this round.
– 45 • Bad timing. You drop to last in the imitative order for the combat but do not act again this turn.
– 49 • Broken bone. You break a bone in your hand. You suffer disadvantage for the rest of the encounter and take 1d6 damage every rd.
Easy prey. Allies of the target within 20’ will attack you with their next turn, unless they would suffer an Attack of Opportunity to do so.
55 • Exposed defenses. Your swing unbalances you so much that your target may take one melee attack against you as a reaction.
– 59 • Your own worst enemy. You suffer the effects of a bane spell for the remainder of the encounter.
Unguarded. All adjacent allies of your target may immediately take an attack of opportunity against you.
– 65 • Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next successful melee attack vs. you.
69 • Revealed intentions. You and your allies all suffer disadvantage for your next attack.
Wrong target. You mistakenly strike an ally adjacent to you with your attack.
– 75 • Lodged weapon. Your weapon becomes stuck in the floor or a nearby object. You must make a DC 14 STR check to remove it as an
– 79 • Devastating error. Your opponent may immediately make one melee attack with advantage against you as a reaction.
Shattered. Your weapon breaks if it is non-magical. Enchanted weapons must make a DC 8 Save and get a +1 to their roll for every + of t
– 85 • Thrown weapon. You lose your grip and throw your weapon. It lands 30’ from your location in a random direction.
– 89 • Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd.
Horrible aftermath. Roll twice on this chart and apply both effects to yourself.
95 • Self-inflicted wound. Your attack ricochets back and you hit yourself. Roll your damage as if you had hit your target and apply it to yo
– 99 • Did you see that? Your attack ricochets back and you hit yourself. Apply the maximum damage to yourself as if you had hit your targ
• No! Your attack ricochets back and you hit yourself. Apply the maximum critical damage to yourself as if you had hit your target.
Efeitos para Acerto e Erros Criticos D100

Acertos Críticos
Acido 01 – 05 • Slipped. You must make a successful DC 10 DEX Save or immediately fall prone.
Concussão 06 – 09 • Pulled up lame. You must make a successful DC 10 CON save or your speed is ha
Cortante 10 • Something in your eye. Your melee attacks only do half damage for the remainder of th
Elétrico 11 - 15 • Wicked backswing. You strike yourself slightly on your backswing and take 1d8 da
Fogo 16 – 19 • Wind knocked out of you. You become exhausted to level 1 of that condition.
Força 20 • Loss of confidence. You gain disadvantage for your attacks against this opponent for th
Gelo 21 – 25 • Shook yourself up. You are stunned for 1 rd.
Necrótico 26 - 29 • Give them hope. Your target’s allies within 30 feet gain a d6 inspiration die that can
Perfurante 30 • Panic attack. You must make a successful DC 10 WIS Save or become frightened for th
Psíquico 31 – 35 • Bruised. You injure yourself slightly; you take 1d6 damage every round until healed
Radiante 36 – 39 • Discombobulated. You become incapacitated for 1 rd.
Trovão 40 • You’ve fallen and you can’t get up. You immediately fall prone and lose all movement
Erros Críticos 41 – 45 • Bad timing. You drop to last in the imitative order for the combat but do not act aga
Arma Corpo a Corpo 46 – 49 • Broken bone. You break a bone in your hand. You suffer disadvantage for the rest
Desarmado ou Arma Natural 50 • Easy prey. Allies of the target within 20’ will attack you with their next turn, unless they w
Ataque à Distancia com Arma 51 - 55 • Exposed defenses. Your attack unbalances you so much that your target may take
Ataque Magico 56 – 59 • Your own worst enemy. You suffer the effects of a bane spell for the remainder of
60 • Unguarded. All adjacent allies of your target may immediately take an attack of opportun
61 – 65 • Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next
66 - 69 • Revealed intentions. You and your allies all suffer disadvantage for your next attac
70 • Wrong target. You mistakenly strike an ally adjacent to you with your attack.
71 – 75 • Stuck! Your foot becomes lodged in the floor or a nearby object. You are restrained
76 – 79 • Devastating error. Your opponent may immediately make one melee attack with ad
80 • Collision. You collide with an adjacent ally, knocking you both prone.
81 – 85 • Thrown into chaos. You crash into all adjacent allies; you are all knocked prone an
86 – 89 • Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd.
90 • Horrible aftermath. Roll twice on this chart and apply both effects to yourself.
91 - 95 • Self-inflicted wound. Your missed attack is costly. Roll your damage as if you had
96 – 99 • Did you see that? Your missed attack is costly. Apply the maximum damage to you
100 • No! Your missed attack is costly. Apply the maximum critical damage to yourself as if yo
Role 1 D100
– 05 • Slipped. You must make a successful DC 10 DEX Save or immediately fall prone.
– 09 • Pulled up lame. You must make a successful DC 10 CON save or your speed is halved until the encounter ends..
Something in your eye. Your melee attacks only do half damage for the remainder of the encounter.
15 • Wicked backswing. You strike yourself slightly on your backswing and take 1d8 damage.
– 19 • Wind knocked out of you. You become exhausted to level 1 of that condition.
Loss of confidence. You gain disadvantage for your attacks against this opponent for the remainder of the encounter.
– 25 • Shook yourself up. You are stunned for 1 rd.
29 • Give them hope. Your target’s allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
Panic attack. You must make a successful DC 10 WIS Save or become frightened for the remainder of the encounter.
– 35 • Bruised. You injure yourself slightly; you take 1d6 damage every round until healed.
– 39 • Discombobulated. You become incapacitated for 1 rd.
You’ve fallen and you can’t get up. You immediately fall prone and lose all movement this round.
– 45 • Bad timing. You drop to last in the imitative order for the combat but do not act again this turn.
– 49 • Broken bone. You break a bone in your hand. You suffer disadvantage for the rest of the encounter and take 1d6 damage every rd.
Easy prey. Allies of the target within 20’ will attack you with their next turn, unless they would suffer an Attack of Opportunity to do so.
55 • Exposed defenses. Your attack unbalances you so much that your target may take one melee attack against you as a reaction.
– 59 • Your own worst enemy. You suffer the effects of a bane spell for the remainder of the encounter.
Unguarded. All adjacent allies of your target may immediately take an attack of opportunity against you.
– 65 • Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next successful melee attack vs. you.
69 • Revealed intentions. You and your allies all suffer disadvantage for your next attack.
Wrong target. You mistakenly strike an ally adjacent to you with your attack.
– 75 • Stuck! Your foot becomes lodged in the floor or a nearby object. You are restrained. You must make a DC 14 STR check to remove
– 79 • Devastating error. Your opponent may immediately make one melee attack with advantage against you.
Collision. You collide with an adjacent ally, knocking you both prone.
– 85 • Thrown into chaos. You crash into all adjacent allies; you are all knocked prone and lose all movement this round.
– 89 • Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd.
Horrible aftermath. Roll twice on this chart and apply both effects to yourself.
95 • Self-inflicted wound. Your missed attack is costly. Roll your damage as if you had hit your target and apply it to yourself.
– 99 • Did you see that? Your missed attack is costly. Apply the maximum damage to yourself as if you had hit your target.
• No! Your missed attack is costly. Apply the maximum critical damage to yourself as if you had hit your target.
Efeitos para Acerto e Erros Criticos D100

Acertos Críticos
Acido 01 – 05 • Slipped. You must make a successful DC 10 DEX Save or immediately fall prone.
Concussão 06 – 09 • Pulled up lame. You must make a successful DC 10 CON save or your speed is ha
Cortante 10 • Something in your eye. Your melee and ranged attacks only do half damage for the rem
Elétrico 11 - 15 • Whiplashed. Your weapon kicks back, striking you slightly and you take 1d8 damag
Fogo 16 – 19 • Wind knocked out of you. You become exhausted to level 1 of that condition.
Força 20 • Loss of confidence. You gain disadvantage for your attacks against this opponent for th
Gelo 21 – 25 • Shook yourself up. You are stunned for 1 rd.
Necrótico 26 - 29 • Give them hope. Your target’s allies within 30 feet gain a d6 inspiration die that can
Perfurante 30 • Panic attack. You must make a successful DC 10 WIS Save or become frightened for th
Psíquico 31 – 35 • Dropped weapon. Your drop your weapon and it falls 10’ from your location in a ra
Radiante 36 – 39 • Discombobulated. You become incapacitated for 1 rd.
Trovão 40 • You’ve fallen and you can’t get up. You immediately fall prone and lose all movement
Erros Críticos 41 – 45 • Bad timing. You drop to last in the imitative order for the combat but do not act aga
Arma Corpo a Corpo 46 – 49 • Broken bone. You break a bone in your hand. You suffer disadvantage for the rest
Desarmado ou Arma Natural 50 • Easy prey. Allies of the target within 20’ will attack you with their next turn, unless they w
Ataque à Distancia com Arma 51 - 55 • Exposed defenses. Your attack unbalances you so much that your target may take
Ataque Magico 56 – 59 • Your own worst enemy. You suffer the effects of a bane spell for the remainder of
60 • Unguarded. All adjacent allies of your target may immediately take an attack of opportun
61 – 65 • Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next
66 - 69 • Revealed intentions. You and your allies all suffer disadvantage for your next attac
70 • Wrong target. You mistakenly strike an ally adjacent to you with your attack.
71 – 75 • Lodged weapon. Your weapon becomes stuck in the floor or a nearby object. You
76 – 79 • Devastating error. Your opponent may immediately make one attack with advantag
80 • Shattered. Your weapon breaks if it is non-magical. Enchanted weapons must make a D
81 – 85 • Thrown weapon. You lose your grip and throw your weapon. It lands 30’ from your
86 – 89 • Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd.
90 • Horrible aftermath. Roll twice on this chart and apply both effects to yourself.
91 - 95 • Self-inflicted wound. Your attack ricochets back and you hit yourself. Roll your dam
96 – 99 • Did you see that? Your attack ricochets back and you hit yourself. Apply the maxim
100 • No! Your attack ricochets back and you hit yourself. Apply the maximum critical damag
Role 1 D100
– 05 • Slipped. You must make a successful DC 10 DEX Save or immediately fall prone.
– 09 • Pulled up lame. You must make a successful DC 10 CON save or your speed is halved until the encounter ends..
Something in your eye. Your melee and ranged attacks only do half damage for the remainder of the encounter.
15 • Whiplashed. Your weapon kicks back, striking you slightly and you take 1d8 damage.
– 19 • Wind knocked out of you. You become exhausted to level 1 of that condition.
Loss of confidence. You gain disadvantage for your attacks against this opponent for the remainder of the encounter.
– 25 • Shook yourself up. You are stunned for 1 rd.
29 • Give them hope. Your target’s allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
Panic attack. You must make a successful DC 10 WIS Save or become frightened for the remainder of the encounter.
– 35 • Dropped weapon. Your drop your weapon and it falls 10’ from your location in a random direction.
– 39 • Discombobulated. You become incapacitated for 1 rd.
You’ve fallen and you can’t get up. You immediately fall prone and lose all movement this round.
– 45 • Bad timing. You drop to last in the imitative order for the combat but do not act again this turn.
– 49 • Broken bone. You break a bone in your hand. You suffer disadvantage for the rest of the encounter and take 1d6 damage every rd.
Easy prey. Allies of the target within 20’ will attack you with their next turn, unless they would suffer an Attack of Opportunity to do so.
55 • Exposed defenses. Your attack unbalances you so much that your target may take one attack against you as a reaction.
– 59 • Your own worst enemy. You suffer the effects of a bane spell for the remainder of the encounter.
Unguarded. All adjacent allies of your target may immediately take an attack of opportunity against you.
– 65 • Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next successful attack vs. you.
69 • Revealed intentions. You and your allies all suffer disadvantage for your next attack.
Wrong target. You mistakenly strike an ally adjacent to you with your attack.
– 75 • Lodged weapon. Your weapon becomes stuck in the floor or a nearby object. You must make a DC 14 STR check to remove it as an
– 79 • Devastating error. Your opponent may immediately make one attack with advantage against you as a reaction.
Shattered. Your weapon breaks if it is non-magical. Enchanted weapons must make a DC 8 Save and get a +1 to their roll for every + of t
– 85 • Thrown weapon. You lose your grip and throw your weapon. It lands 30’ from your location in a random direction.
– 89 • Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd.
Horrible aftermath. Roll twice on this chart and apply both effects to yourself.
95 • Self-inflicted wound. Your attack ricochets back and you hit yourself. Roll your damage as if you had hit your target and apply it to yo
– 99 • Did you see that? Your attack ricochets back and you hit yourself. Apply the maximum damage to yourself as if you had hit your targ
• No! Your attack ricochets back and you hit yourself. Apply the maximum critical damage to yourself as if you had hit your target.
Efeitos para Acerto e Erros Criticos D100

Acertos Críticos
Acido 01 – 05 • Slipped. You must make a successful DC 10 DEX Save or immediately fall prone.
Concussão 06 – 09 • Pulled up lame. You must make a successful DC 10 CON save or your speed is ha
Cortante 10 • Something in your eye. Your attacks only do half damage for the remainder of the enco
Elétrico 11 - 15 • Oops! You clonk your head on something, take 1d8 damage.
Fogo 16 – 19 • Wind knocked out of you. You become exhausted to level 1 of that condition.
Força 20 • Loss of confidence. You gain disadvantage for your attacks against this opponent for th
Gelo 21 – 25 • Shook yourself up. You are stunned for 1 rd.
Necrótico 26 - 29 • Give them hope. Your target’s allies within 30 feet gain a d6 inspiration die that can
Perfurante 30 • Panic attack. You must make a successful DC 10 WIS Save or become frightened for th
Psíquico 31 – 35 • Lose your grip. Your drop anything you had in hand and it falls 10’ from your locati
Radiante 36 – 39 • Discombobulated. You become incapacitated for 1 rd.
Trovão 40 • You’ve fallen and you can’t get up. You immediately fall prone and lose all movement
Erros Críticos 41 – 45 • Bad timing. You drop to last in the imitative order for the combat but do not act aga
Arma Corpo a Corpo 46 – 49 • Broken bone. You break a bone in your hand. You suffer disadvantage for the rest
Desarmado ou Arma Natural 50 • Easy prey. Allies of the target within 20’ will attack you with their next turn, unless they w
Ataque à Distancia com Arma 51 - 55 • Exposed defenses. Your attack unbalances you so much that your target may take
Ataque Magico 56 – 59 • Your own worst enemy. You suffer the effects of a bane spell for the remainder of
60 • Unguarded. All adjacent allies of your target may immediately take an attack of opportun
61 – 65 • Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next
66 - 69 • Revealed intentions. You and your allies all suffer disadvantage for your next attac
70 • Wrong target. You mistakenly strike an ally adjacent to you with your attack.
71 – 75 • Lodged weapon. Your weapon becomes stuck in the floor or a nearby object. You
76 – 79 • Devastating error. Your target may immediately make one attack with advantage a
80 • Shattered. Your weapon breaks if it is non-magical. Enchanted weapons must make a D
81 – 85 • Thrown weapon. You lose your grip on whatever you had in hand. It lands 30’ from
86 – 89 • Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd.
90 • Horrible aftermath. Roll twice on this chart and apply both effects to yourself.
91 - 95 • Self-inflicted wound. Your attack ricochets back and you hit yourself. Roll your dam
96 – 99 • Did you see that? Your attack ricochets back and you hit yourself. Apply the maxim
100 • No! Your attack ricochets back and you hit yourself. Apply the maximum critical damag
Role 1 D100
– 05 • Slipped. You must make a successful DC 10 DEX Save or immediately fall prone.
– 09 • Pulled up lame. You must make a successful DC 10 CON save or your speed is halved until the encounter ends..
Something in your eye. Your attacks only do half damage for the remainder of the encounter.
15 • Oops! You clonk your head on something, take 1d8 damage.
– 19 • Wind knocked out of you. You become exhausted to level 1 of that condition.
Loss of confidence. You gain disadvantage for your attacks against this opponent for the remainder of the encounter.
– 25 • Shook yourself up. You are stunned for 1 rd.
29 • Give them hope. Your target’s allies within 30 feet gain a d6 inspiration die that can be used during this encounter.
Panic attack. You must make a successful DC 10 WIS Save or become frightened for the remainder of the encounter.
– 35 • Lose your grip. Your drop anything you had in hand and it falls 10’ from your location in a random direction.
– 39 • Discombobulated. You become incapacitated for 1 rd.
You’ve fallen and you can’t get up. You immediately fall prone and lose all movement this round.
– 45 • Bad timing. You drop to last in the imitative order for the combat but do not act again this turn.
– 49 • Broken bone. You break a bone in your hand. You suffer disadvantage for the rest of the encounter and take 1d6 damage every rd.
Easy prey. Allies of the target within 20’ will attack you with their next turn, unless they would suffer an Attack of Opportunity to do so.
55 • Exposed defenses. Your attack unbalances you so much that your target may take one attack against you as a reaction.
– 59 • Your own worst enemy. You suffer the effects of a bane spell for the remainder of the encounter.
Unguarded. All adjacent allies of your target may immediately take an attack of opportunity against you.
– 65 • Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next successful attack vs. you.
69 • Revealed intentions. You and your allies all suffer disadvantage for your next attack.
Wrong target. You mistakenly strike an ally adjacent to you with your attack.
– 75 • Lodged weapon. Your weapon becomes stuck in the floor or a nearby object. You must make a DC 14 STR check to remove it as an
– 79 • Devastating error. Your target may immediately make one attack with advantage against you as a reaction.
Shattered. Your weapon breaks if it is non-magical. Enchanted weapons must make a DC 8 Save and get a +1 to their roll for every + of t
– 85 • Thrown weapon. You lose your grip on whatever you had in hand. It lands 30’ from your location in a random direction.
– 89 • Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd.
Horrible aftermath. Roll twice on this chart and apply both effects to yourself.
95 • Self-inflicted wound. Your attack ricochets back and you hit yourself. Roll your damage as if you had hit your target and apply it to yo
– 99 • Did you see that? Your attack ricochets back and you hit yourself. Apply the maximum damage to yourself as if you had hit your targ
• No! Your attack ricochets back and you hit yourself. Apply the maximum critical damage to yourself as if you had hit your target.

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