Critical Lightning damage 5e (d100)

Slight changes yet to be made

d100 result

1

Shocking pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.

2

Shocking pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.

3

Shocking pain. The target must make a successful DC 10 CON Save or receive disadvantage for its next attack.

4

Crackling flashes. Roll one extra die of the attack’s damage to the target.

5

Crackling flashes. Roll one extra die of the attack’s damage to the target.

6

Crackling flashes. Roll one extra die of the attack’s damage to the target.

7

Lingering sparks. The target must make a successful DC 10 CON Save or suffer an additional 1d8 lightning damage.

8

Lingering sparks. The target must make a successful DC 10 CON Save or suffer an additional 1d8 lightning damage.

9

Lingering sparks. The target must make a successful DC 10 CON Save or suffer an additional 1d8 lightning damage.

10

Electrified. The target loses its next attack as it staggers in shock from its wound.

11

Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.

12

Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.

13

Brutal wound. The target must make a successful DC 10 CON Save or its speed is halved for the remainder of the encounter.

14

Devastating bolt. Reroll all 1s and 2s on the damage roll for this attack.

15

Devastating bolt. Reroll all 1s and 2s on the damage roll for this attack.

16

Devastating bolt. Reroll all 1s and 2s on the damage roll for this attack.

17

Sparking ruin. The target is also knocked prone.

18

Sparking ruin. The target is also knocked prone.

19

Sparking 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

Jarring assault. As a free action you may immediately make one attack vs. the same target.

22

Jarring assault. As a free action you may immediately make one attack vs. the same target.

23

Jarring assault. As a free action you may immediately make one attack vs. the same target.

24

Zapped. The target must make a successful DC 12 CON Save or suffer and additional 1d8 lightning damage every rd. until it saves.

25

Zapped. The target must make a successful DC 12 CON Save or suffer and additional 1d8 lightning damage every rd. until it saves.

26

Zapped. The target must make a successful DC 12 CON Save or suffer and additional 1d8 lightning damage every rd. until it saves.

27

Frazzling trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save.

28

Frazzling trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save.

29

Frazzling trauma. The target’s melee attacks only deal half damage for the remainder of the encounter unless it makes a DC 10 CON Save.

30

Electrifying agony. One adjacent ally of the target is also struck by this attack and suffers the equivalent of half the inflicted damage.

31

Blood-curdling attack. The target becomes frightened for the remainder of the encounter.

32

Blood-curdling attack. The target becomes frightened for the remainder of the encounter.

33

Blood-curdling attack. The target becomes frightened for the remainder of the encounter.

34

Convulsing injury. The target is stunned for 1 rd.

35

Convulsing injury. The target is stunned for 1 rd.

36

Convulsing injury. The target is stunned for 1 rd.

37

Jolted. The target is now vulnerable to lightning damage for the remainder of the encounter.

38

Jolted. The target is now vulnerable to lightning damage for the remainder of the encounter.

39

Jolted. The target is now vulnerable to lightning damage for the remainder of the encounter.

40

Monstrous damage. The target suffers triple damage.

41

Torturous impairment. The target becomes incapacitated for 1 rd.

42

Torturous impairment. The target becomes incapacitated for 1 rd.

43

Torturous impairment. The target becomes incapacitated for 1 rd.

44

Stunning violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter.

45

Stunning violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter.

46

Stunning violence. You receive advantage for all attacks vs. this opponent for the remainder of the encounter.

47

Traumatizing pain. The target becomes exhausted to level 4 of that condition.

48

Traumatizing pain. The target becomes exhausted to level 4 of that condition.

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 suffers 1d10 lightning damage every rd. until healed.

51

Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.

52

Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.

53

Hellish distress. The target suffers the effects of a bane spell for the remainder of the encounter.

54

Grievous hurt. Roll twice on this chart and apply both effects to the target.

55

Grievous hurt. Roll twice on this chart and apply both effects to the target.

56

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.

58

Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring.

59

Wicked mutilation. The target suffers a permanent -1 loss to its CHA due to horrible scarring.

60

Shocked. The target must make a successful DC 10 DEX save or it drops whatever it has in hand.

61

Heinous punishment. The target’s allies all suffer disadvantage for their next attack.

62

Heinous punishment. The target’s allies all suffer disadvantage for their next attack.

63

Heinous punishment. The target’s allies all suffer disadvantage for their next attack.

64

Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack

65

Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack

66

Vile suffering. The target must make a successful DC 15 CON Save or receive disadvantage for its next attack

67

Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 lightning damage.

68

Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 lightning damage.

69

Ruinous harm. The target must make a successful DC 14 CON Save or suffer an additional 1d12 lightning damage.

70

Slow and agonizing death. The target must make a successful DC 15 CON Save or suffer an additional 2d8 lightning damage every rd. until it saves.

71

Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn.

72

Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn.

73

Dire consequences. Your allies receive advantage on all attacks vs. the target until the start of your next turn.

74

Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.

75

Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.

76

Excruciating damage. Reroll all 1s and 2s and 3s on the damage roll for this attack.

77

Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encounter.

78

Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encounter.

79

Vexing anguish. You receive advantage for all attacks vs. the target and the target has disadvantage for the remainder of the encounter.

80

Consumed. The target’s arm is burnt to ash. It suffers disadvantage for the remainder of the encounter and 2d10 fire damage every rd. until healed.

81

Staggering charge. The target suffers triple damage and is incapacitated for 1 rd.

82

Staggering charge. The target suffers triple damage and is incapacitated for 1 rd.

83

Staggering charge. The target suffers triple damage and is incapacitated for 1 rd.

84

Lingering static. The target suffers the damage rolled for the attack each round until healed.

85

Lingering static. The target suffers the damage rolled for the attack each round until healed.

86

Lingering static. The target suffers the damage rolled for the attack each round until healed.

87

Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring.

88

Harrowing disfigurement. The target suffers a permanent -2 loss to its CHA due to horrible scarring.

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 loss every rd. until healed.

91

Fused armor. The target’s AC is reduced by 2 for the remainder of the encounter.

92

Fused armor. The target’s AC is reduced by 2 for the remainder of the encounter.

93

Fused armor. The target’s AC is reduced by 2 for the remainder of the encounter.

94

Sizzled. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.

95

Sizzled. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.

96

Sizzled. The target has disadvantage for the rest of the encounter and suffers the damage rolled each rd. until healed.

97

Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.

98

Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.

99

Devastating cost. As a free action you may immediately make one attack with advantage vs. the same target.

100

Electrocuted. The target is slain.