Triggering a Critical Hit

Critical Hits do double damage.

A Critical Hit occurs under these conditions:

  1. Natural 20: Rolling a natural 20 on an attack roll.
    • Restriction: Does not apply to spell attacks, only regular attacks (e.g., weapon strikes).
  2. AC + 10: Rolling equal to or greater than the target’s Armor Class + 10 on an attack roll.
    • Restriction: Does not apply to spell attacks, only regular attacks.
  3. Elemental Weakness: Successfully exploiting the target’s Elemental Weakness.
    • Applies to: Both regular attacks and spell attacks.

One More

Successfully landing a Critical Hit grants the attacker one additional Action on their current turn. This Action is a standard Action and can be used for any activity that normally costs an Action. It is not a free action, reaction, or special “Hasted” action.

You can use the Action yourself, or you can choose to Pass the Baton to an ally.

Knockdown (Prone/Downed) Status

Characters who are critically hit are knocked Prone (also referred to as “Downed”). Any sustain spells will be disrupted.

Rules for Downed Enemies

  • While Prone, an enemy cannot suffer another Critical Hit. Exploiting weaknesses or rolling high against their AC will only result in normal damage while they are Downed.
  • Standing Up requires the enemy to spend 1 Action.
  • Critically Hitting a Downed Enemy: May cause them to stand up if they succeed on a Fortitude save. See Difficulty Classes for how DCs are determined.
  • Resistance to Repeated Knockdowns: Each time an enemy is knocked down within the same encounter, they gain a cumulative +2 bonus to their Fortitude saves against subsequent effects that would knock them down.

Player Character Differences

Players handle critical hits and knockdowns differently:

  • When an enemy critically hits a player, the player is not automatically knocked Prone. Instead, they must immediately roll a Fortitude save to resist being knocked down. See Saving Throws against Spells for the DC
    • Luck Bonus: Add a flat bonus equal to the player’s Luck stat to this Fortitude save roll. There is no hard cap on this bonus.

Save Outcomes:

  • Critical Success: Avoid being knocked down AND automatically succeed on the next Fortitude save against being knocked down in this encounter.
  • Success: Avoid being knocked down.
  • Failure: Knocked Prone/Downed.
  • 💔 Critical Failure: Knocked Prone/Downed and become Frightened II.

Standing Up (Player):

  • Costs 1 Action for the player to stand up themselves.
  • An adjacent ally can use 1 Action to help the downed player stand up.
  • Passing the Baton to an adjacent downed ally helps them stand up and grants them the passed Action. (This does not apply if the ally is Dying or Dead).
  • Players also gain the cumulative +2 Fortitude save bonus against further knockdowns in the same encounter each time they are knocked down.

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