Weapon Damage Charts

Bludgeoning d20 Bludgeoning 1 You call that a crit? Roll damage as normal. 2-3 Smashed off balance! Roll damage as normal and the next attack against the creature has advantage. 4-6 Good hit! Do not roll your damage dice, instead deal the maximum result possible with those dice. Critical Hits Revisited 7-8 Sent reeling! Do not roll your damage dice, Presented here are optional rules that expand the instead deal the maximum result possible with scope of critical hits in D&D 5e. Introducing a series of those dice and push the creature up to 15 feet in critical hit charts that vary based on the damage type any direction. of the attack, Critical Hits Revisited can be included in a campaign to add an additional element of uncertainty, 9-11 Great hit! Roll your damage dice twice and add suspense, and surprise to combat. DMs and players them together. may also be interested in utilizing Critical Hits Revisited 12-13 Take a seat! Roll damage dice twice and add them to increase the consequence of engaging in combat, together and the creature is knocked prone. including the potential for death or dismemberment. 14-16 Rocked and rolled! Roll damage dice twice and add them together, push the creature up to 15 feet Revisions to Critical Hits away, and the creature is knocked prone. 17-18 Grievous injury! Deal the maximum amount of Except when noted otherwise below, use the normal damage from your normal damage dice then roll rules for critical hits. your damage dice and add the result. Then roll on the Minor Injury chart. If the creature is wearing • When you land a critical hit on a creature, instead of rolling the attack’s damage dice twice and adding heavy armor roll on the Major Injury chart instead. them together, roll a d20 and use the corresponding 19 Crushed! Deal the twice maximum result of your result on the critical hit chart determined by the damage dice and roll on the major injury chart. damage type of your attack. 20 Splat! Deal the maximum result of your damage • When you score a critical hit with an attack that does dice twice, the creature is stunned until the end of two or more types of damage, choose one of those your next turn, and roll on the major injury chart. damage types and roll on that critical chart. • The Half-Orc Savage Attacks trait and the Barbarian Brutal Critical feature continue to work as written.

Alternate Option: Selective Use of Critical Hits When you implement the rules presented in Critical Hits Revisited the lives of the player characters gets a lot harder. Some players will love it, some will hate it, and some will be perfectly fine with it until the day they get one-shot by a kobold. If you and your players prefer, the normal critical hit rules can be used for monsters of low significance to the story or who are not meant to be a threatening combat for the player characters. Using this alternative rules player characters continue to use the critical hit charts when they deal damage but creatures only roll on the critical hit charts when they have dramatic importance to the story and / or are meant to a potentially lethal encounter for the characters Injuries & Insanity Critical hits can cause minor and major injuries. When a creature suffers a minor injury it can be healed by the spell lesser restoration or by using the recuperating downtime activity (Player’s Handbook, pg. 187). Major injuries will not heal on their own and require the powerful healing spell, greater restoration. Insanities, caused by critical hits that deal psychic damage, must be healed the same way. The text of certain injuries will specify other ways this injuries might resolve. For example, the Blow to the Head! minor injury resolves after the 2d12 hours time period has elapsed while the Decapitated! major injury cannot be healed through the use of the greater restoration spell.

Miscellaneous | Critical Hits Revisited 1 PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot Piercing Damage Charts d20 Piercing Acid 1 You call that a crit? Roll damage as normal. d20 Acid 2-3 Lunge and thrust! Roll damage dice twice and use 1 You call that a crit? Roll damage as normal. the higher result. 2-3 Scalding bile! Roll damage as normal and the 4-6 Good hit! Do not roll your damage dice, instead creature is scarred. While scarred the creature deal the maximum result possible with those dice. has disadvantage on all Charisma ability checks 7-8 Stabbed! Roll your damage dice twice and add except Charisma (Intimidation). Being scarred them together. can be healed in the same way as a minor injury. 9-11 Great hit! Roll your damage dice twice and add 4-6 Good hit! Do not roll your damage dice, instead them together. deal the maximum result possible with those dice. 12-13 Swiss cheese! Roll twice as many damage dice as 7-8 Melted flesh! Roll your damage as normal and normal. Then roll twice on the minor injury chart the creature is disfigured. While disfigured the and use the lower result. creature has disadvantage on all Charisma ability 14-16 Punctured! Roll your damage dice twice and add checks except Charisma (Intimidation). Being them together and roll on the minor injury chart. disfigured can be removed with the spell greater 17-18 Cruel prick! Roll your damage dice twice and add restoration. them together and roll on the major injury chart. 9-11 Great hit! Roll your damage dice twice and add 19 Run through! Deal twice the maximum result of them together. your damage dice and roll on the major injury 12-13 Boiling flesh! Roll twice as many damage dice as chart. normal and if the creature is wearing armor its AC 20 Pierce! Deal the maximum result of your damage modifier is reduced by 1 until it can be repaired dice twice, roll on the minor injury chart, and roll (for 1/4th the price of new armor of the same on the major injury chart. type) or cleaned (if the armor is magical). If the creature is not wearing armor, roll on the minor Slashing injury chart. d20 Slashing 14-16 Horrific mutilation! Roll twice as many damage 1 You call that a crit? Roll damage as normal. dice as normal and roll on the minor injury 2-3 Sliced and diced! Roll damage as normal and the chart. Additionally, the creature is disfigured. creature loses 1d6 hit points at the start of its next While disfigured the creature has disadvantage turn. on all Charisma ability checks except Charisma 4-6 Good hit! Do not roll your damage dice, instead (Intimidation). Being disfigured can be removed deal the maximum result possible with those dice. with the spell greater restoration. 7-8 Open gash! Roll your damage dice as normal and 17-18 Caustic trauma! Deal the maximum amount of the creature is bleeding. For the next minute the damage from your normal damage dice then creature loses 1d4 damage at the start of each of roll your damage dice and add that result. If the its turns until it uses an action to staunch this creature is wearing armor, roll on the minor injury wound. chart and its AC modifier is reduced by 2 until it 9-11 Great hit! Roll your damage dice twice and add can be repaired (for half the price of new armor them together of the same type) or cleaned (if the armor is 12-13 Deep slice! Roll your damage dice twice and add magical). If the creature is not wearing armor, roll them together and the creature is bleeding. For on the major injury chart. the next minute the creature loses 1d8 hit points 19 Vitriolic! Deal twice the maximum result of your at the start of each of its turns until it uses an damage dice and roll on the major injury chart. action to staunch this wound. 20 Acid bath! Deal twice the maximum result of 14-16 Lacerated! Roll your damage dice twice and add your damage dice. If the creature is wearing them together and the creature is bleeding. For armor, the armor is destroyed (if non-magical) the next minute the creature loses 1d12 hit points or rendered useless until cleaned during a long at the start of each of its turns until it uses an rest (if magical) and roll on the major injury chart. action to staunch this wound. If the creature is not wearing armor, roll on the 17-18 Severed! Deal the maximum amount of damage major injury chart and the creature is disfigured. from your normal damage dice then roll your While disfigured the creature has disadvantage damage dice and add the result. Then roll on the on all Charisma ability checks except Charisma Minor Injury chart. If the creature is wearing light (Intimidation). Being disfigured can be removed or no armor roll on the Major Injury chart instead. with the spell greater restoration. 19 Dissected! Deal twice the maximum result of your damage dice and roll on the major injury chart. 20 Slash! Deal the maximum result of your damage dice twice, roll on the major injury chart, and the creature is bleeding. For the next minute the creature loses 2d8 hit points at the start of each of its turns until it uses an action to staunch this wound.

Miscellaneous | Critical Hits Revisited 2 Cold Fire d20 Cold d20 Fire 1 You call that a crit? Roll damage as normal. 1 You call that a crit? Roll damage as normal. 2-3 Chills! Roll damage as normal and the creature 2-3 Heat wave! Roll damage as normal and attack may only move half its movement speed on its rolls for attacks that deal fire damage have next turn. advantage when made against the creature until 4-6 Good hit! Do not roll your damage dice, instead the end of its next turn. deal the maximum result possible with those dice. 4-6 Good hit! Do not roll your damage dice, instead 7-8 Frosty! Roll your damage as normal and the deal the maximum result possible with those dice. creature’s movement speed is 0 until the end of 7-8 Hot flash! Roll your damage as normal and the its next turn. creature is on fire. While the creature is on fire 9-11 Great hit! Roll twice as many damage dice as it takes 2d4 fire damage at the start of each of normal. its turns. The creature can end this condition by 12-13 Freezing! Roll twice as many damage dice as dropping prone and using 5 feet of movement to normal and the creature is paralyzed until the end roll on the ground. of its next turn. 9-11 Great hit! Roll twice as many damage dice as 14-16 Frozen! Roll twice as many damage dice as normal. normal and the creature is paralyzed until the 12-13 Ablaze! Roll twice as many damage dice as normal end of its next turn. If the creature takes damage and the creature is on fire. While the creature is before the end of its next turn, roll on the minor on fire it takes 2d6 fire damage at the start of each injury chart. of its turns. The creature can end this condition 17-18 Ice block! Deal the maximum amount of damage by dropping prone and using 5 feet of movement from your normal damage dice then roll your to roll on the ground. damage dice and add that result. The creature is 14-16 Burnt to a crisp! Roll twice as many damage paralyzed until the end of its next turn and rolls dice as normal and the creature is charred. If on the minor injury chart. the creature has resistance to fire, it loses 19 Glacial! Deal twice the maximum result of your that resistance. If the creature does not have damage dice and roll on the major injury chart. resistance to fire, it gains vulnerability to fire. Both 20 Subzero! Deal twice the maximum result of your of these effects can be ended the same as a minor damage dice, roll on the major injury chart, and injury. the creature is paralyzed for the next minute. The 17-18 Hellfire! Deal the maximum amount of damage creature may attempt a saving throw at the end from your normal damage dice then roll your of each of its turns (DC 16) to end this effect. If damage dice and add that result then roll on the it fails this saving throw three times it is frozen minor injury chart. Additionally, the creature is solid and becomes a petrified but frozen solid in a on fire. While the creature is on fire it takes 2d6 block of ice rather than turned to stone. fire damage at the start of each of its turns. The creature can end this condition by dropping prone and using 5 feet of movement to roll on the ground. 19 Combustion! Deal twice the maximum result of your damage dice and roll on the major injury chart. 20 Inferno! Deal twice the maximum result of your damage dice and roll on the major injury chart. Additionally, the creature is on fire. While the creature is on fire it takes 2d8 fire damage at the start of each of its turns. The creature can end this condition by dropping prone and using 5 feet of movement to roll on the ground.

Miscellaneous | Critical Hits Revisited 3 PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot Force d20 Force 1 You call that a crit? Roll damage as normal. 2-3 Spellstruck! Roll damage as normal and the creature has disadvantage on saving throws against spells until the end of its next turn. 4-6 Good hit! Do not roll your damage dice, instead deal the maximum result possible with those dice. 7-8 Eldritch incandescence! Roll your damage as normal and spell attack rolls against the creature have advantage until the end of its next turn. 9-11 Great hit! Roll twice as many damage dice as normal. 12-13 Bewitching blow! Roll twice as many damage dice as normal and the creature is spellbound until the end of its next turn. While spellbound it makes saving throws against spells with disadvantage and spell attack rolls against it have advantage. 14-16 Mystic magnet! Roll twice as many damage dice as normal and the creature is spellbound for the next minute. While spellbound it makes saving throws against spells with disadvantage and spell attack rolls against it have advantage. At the end of each of the creature’s turns it can make Lightning an Intelligence saving throw (DC 14) to end this d20 Lightning effect. 1 You call that a crit? Roll damage as normal. 17-18 Ensorcelled! Deal the maximum amount of 2-3 Shocking! Roll damage as normal and the damage from your normal damage dice then roll creature cannot use reactions until the end of its your damage dice and add that result then roll on next turn. the minor injury chart. Additionally, the creature is 4-6 Good hit! Do not roll your damage dice, instead spellbound for the next minute. While spellbound deal the maximum result possible with those dice. it makes saving throws against spells with 7-8 Sparks fly! Roll your damage as normal and you disadvantage and spell attack rolls against it have may choose one other creature within 15 ft. of the advantage. At the end of each of the creature’s victim. That creature must succeed on a Dexterity turns it can make an Intelligence saving throw saving throw (DC 14) or take half as much (DC 16) to end this effect. damage. 19 Arcane injury! Deal twice the maximum result of 9-11 Great hit! Roll twice as many damage dice as your damage dice and roll on the major injury normal. chart. 12-13 Electric arc! Roll twice as many damage dice as 20 Magically mauled! Deal twice the maximum result normal and you may choose one other creature of your damage dice and roll on the major injury within 15 ft. of the victim. That creature must chart. Additionally, the creature is spellbound succeed on a Dexterity saving throw (DC 18) or for the next minute. While spellbound it makes take half as much damage. saving throws against spells with disadvantage 14-16 Fulminate! Roll twice as many damage dice as and spell attack rolls against it have advantage. At normal and roll on the minor injury chart. If the the end of each of the creature’s turns it can make creature is wearing metal armor roll on the major an Intelligence saving throw (DC 18) to end this injury chart instead. effect. 17-18 Lit up! Deal the maximum amount of damage from your normal damage dice then roll your damage dice and add that result. The creature and each creature you choose within 15 ft. of it cannot take reactions until the end of their next turn. Then roll on the minor injury chart. 19 Electrocuted! Deal twice the maximum result of your damage dice and roll on the major injury chart. 20 Lightning rod! Deal twice the maximum result of your damage dice and you may choose one other creature within 15 ft. of the victim. That creature must succeed on a Dexterity saving throw (DC 20) or take half as much damage. Then roll on the major injury chart.

Miscellaneous | Critical Hits Revisited 4 Necrotic Poison d20 Necrotic d20 Poison 1 You call that a crit? Roll damage as normal. 1 You call that a crit? Roll damage as normal. 2-3 Spoil! Roll damage as normal and the creature 2-3 Nauseous! Roll damage as normal and the cannot regain hit points until the end of its next creature has disadvantage on its next ability check, turn. attack roll, or saving throw. 4-6 Good hit! Do not roll your damage dice, instead 4-6 Good hit! Do not roll your damage dice, instead deal the maximum result possible with those dice. deal the maximum result possible with those dice. 7-8 Fester! Roll your damage as normal and the 7-8 Sickened! Roll your damage as normal and the creature’s maximum hit points are reduced by the creature has disadvantage on all ability checks, same amount. attack rolls, and saving throws until the end of its 9-11 Great hit! Roll twice as many damage dice as next turn. normal. 9-11 Great hit! Roll twice as many damage dice as 12-13 Decay! Roll twice as many damage dice as normal normal. and the creature’s maximum hit points are 12-13 Poisoned! Roll twice as many damage dice as reduced by the same amount. normal and the creature is poisoned for the next 14-16 Rot! Roll twice as many damage dice as normal minute. The creature may attempt a saving throw and the creature cannot regain hit points for the at the end of each of its turns (DC 12) to end this next minute. It may make a saving throw (DC 16) effect. at the end of each of its turns to end this effect. 14-16 Contaminated! Roll twice as many damage dice as 17-18 Blight! Deal the maximum amount of damage normal and the creature is poisoned for the next from your normal damage dice then roll your minute. The creature may attempt a saving throw damage dice and add that result. The creature’s at the end of each of its turns (DC 16) to end this maximum hit points are reduced by the same effect. amount. Then roll on the minor injury chart. 17-18 Toxic shock! Deal the maximum amount of 19 Atrophy! Deal twice the maximum result of your damage from your normal damage dice then damage dice and roll on the major injury chart. roll your damage dice and add that result. Then 20 Putrefy! Deal twice the maximum result of roll on the minor injury chart and the creature is your damage dice, the creature’s maximum hit poisoned for the next minute. The creature may points are reduced by the same amount, and the attempt a saving throw at the end of each of its creature cannot regain hit points until the end of turns (DC 12) to end this effect. its next turn. Then roll on the major injury chart. 19 System failure! Deal twice the maximum result of your damage dice and roll on the major injury chart. 20 Biological breakdown! Deal twice the maximum result of your damage dice, roll on the major injury chart, and the creature is poisoned for the next minute. The creature may attempt a saving throw at the end of each of its turns (DC 16) to end this effect.

Miscellaneous | Critical Hits Revisited 5 PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot Psychic Radiant d20 Psychic d20 Radiant 1 You call that a crit? Roll damage as normal. 1 You call that a crit? Roll damage as normal. 2-3 Disoriented! Roll your damage dice as normal and 2-3 Dazzled! Roll damage as normal and the creature you control the creature’s movement on its next cannot willingly move closer to you until the end turn. of its next turn. 4-6 Confused! Roll your damage dice as normal and 4-6 Good hit! Do not roll your damage dice, instead the creature cannot differentiate friend from foe deal the maximum result possible with those dice. until the end of its next turn. 7-8 Disheartening blast! Roll your damage as normal 7-8 Good hit! Do not roll your damage dice, instead and the creature is frightened until the end of its deal the maximum result possible with those dice. next turn. 9-11 Great hit! Roll twice as many damage dice as 9-11 Great hit! Roll twice as many damage dice as normal. normal. 12-13 Dominated! Roll twice as many damage dice as 12-13 Awed! Roll twice as many damage dice as normal normal and you control the creature’s action on and the creature is frightened until the end of its its next turn. next turn. 14-16 Psychological fracture! Roll twice as many damage 14-16 Holy terror! Roll twice as many damage dice dice as normal and roll on the Insanity chart with as normal and roll on the minor injury chart. disadvantage. Additionally, the creature is frightened for the 17-18 Psychological break! Deal the maximum amount next minute. It can make a Wisdom saving throw of damage from your normal damage dice then (DC 16) at the end of each of its turns to end this roll your damage dice and add that result. Then effect. roll on the Insanity chart. 17-18 Righteous mark! Deal the maximum amount 19 Madness! Deal twice the maximum result of your of damage for your normal damage dice then damage dice and roll on the Insanity chart. roll your damage dice and add that result, then 20 Mind melt! Deal twice the maximum result of your roll on the minor injury chart. Additionally, the damage dice and roll on the Insanity chart with creature glows for the next minute. While glowing advantage. it produces bright light up 10 feet and dim light up to 30 feet and all successful attacks against the creature deal an additional 1d4 radiant damage. 19 Wrath of the gods! Deal twice the maximum result of your damage dice and roll on the major injury chart. 20 Smote! Deal twice the maximum result of your damage dice and roll on the major injury chart. Additionally, the creature glows for the next minute. While glowing it produces bright light up 10 feet and dim light up to 30 feet and all successful attacks against the creature deal an additional 1d6 radiant damage.

Miscellaneous | Critical Hits Revisited 6 Thunder Minor & Major Injury Charts d20 Thunder Minor & Major Injury Charts 1 You call that a crit? Roll damage as normal. d20 Minor Injury Major Injury 2-3 Boom! Roll damage as normal and the creature is 1-3 Injured leg! The Crippled leg! The deafened until the end of its next turn. creature’s movement creature’s movement 4-6 Good hit! Do not roll your damage dice, instead speed is reduced by speed is reduced deal the maximum result possible with those dice. 10 ft. by 10 feet and it has 7-8 Ka-boom! Roll your damage as normal and the disadvantage on creature is deafened for one minute. Dexterity saving throws. 9-11 Great hit! Roll twice as many damage dice as 4-8 Injured arm! Randomly Crippled arm! Randomly normal. determine one of determine one of 12-13 Thunder clap! Roll twice as many damage dice as the creature’s arms. the creature’s arms. normal and the creature is stunned until the start That arm cannot be That arm cannot be of its next turn and deafened for one minute. used to hold a shield used to hold an 14-16 Burst ear drums! Roll twice as many damage and the creature has and any ability check dice as normal and the creature is deafened disadvantage on any requiring that arm permanently. Then roll on the minor injury chart. rolls involving the use automatically fails or 17-18 Concussive blast! Deal the maximum amount of that arm. has disadvantage (DM’s of damage from your normal damage dice then choice). roll your damage dice and add that result. The 9-11 Multiple injuries! The Severely wounded! The creature stunned until the end of its next turn and creature’s maximum hit creature’s maximum hit deafened permanently. Then roll on the minor points are reduced by points are reduced by injury chart. an amount equivalent an amount equivalent 19 Wall of sound! Deal twice the maximum result to half of the damage to the damage dealt by of your damage dice and roll on the major injury dealt by the attack. the attack. chart. 12-16 Badly beaten! Edge of death! 20 Sonic salvo! Deal twice the maximum result The creature has The creature has of your damage dice, the creature is deafened disadvantage on disadvantage on permanently, and stunned until the end of its next Constitution saving Constitution and death round. Then roll on the major injury chart. throws. saving throws. 17-19 Ringing blow! The My eyes! The creature is creature is stunned blinded. until the end of its next turn and deafened until it completes a the recuperate downtime activity. 20 Blow to the head! The Decapitated! The creature is unconscious creature is dead. for 2d12 hours.

Miscellaneous | Critical Hits Revisited 7 PDF compiled, edited and designed to resemble the official Player’s Handbook by /u/Barkalot Insanity Chart

Insanity d20 Insanity 1 Synesthesia. You can hear colors, smell sounds, or taste textures. Regardless of the specific manifestation, you have disadvantage on all Perception and Investigation skill checks. 2 Kleptomania. Once per day when you are in a personal residence or marketplace, the DM can call on you to succeed on a Wisdom saving throw (DC 12) or attempt to steal an item of insignificant practical and monetary value. 3 Paranoia. Once per day following an interaction with another creature (including other PCs) the DM can call on you to succeed on a Wisdom saving throw (DC 12) or you suspect that creature is secretly plotting against you. 4 Obsession. Choose a person or personal interest you are obsessed with. Once per day, when you are presented with an opportunity to interact with or learn more about the subject of your obsession the DM can call on you to succeed on a Wisdom saving throw (DC 14) or ignore everything else to obsess over the object of your fascination. 5 Addiction. Choose a behavior or substance you have used. Once per day, when you are presented with an opportunity to do the behavior or use the substance the DM can call on you to succeed on a Wisdom saving throw (DC 14) or ignore everything else to indulge in your vice. 6 Odd Thinking. Once per day when you hear a rational explanation for an event or occurrence, your DM may call on you to succeed on a Wisdom saving throw (DC 12) or you reject the rational explanation for a conspiratorial or fantastical explanation. 7 Narcissism. When you take an action or series of action that doesn’t directly benefit you, you must pass a Wisdom saving throw (DC 11) or you can’t take that action / series of actions. If any self-sacrifice on your part would be required the DC of the saving throw is increased to 16. 8 Delusional. When you gain this insanity the DM will tell you a belief that you have. No matter what evidence is presented to the contrary so long as you have this insanity you cannot be persuaded that this belief is not true. 9 Pica. Once per day the DM can call on you to pass a Wisdom saving throw (DC 14) or immediately eat one non-food object (such as dirt, napkins, or a small piece of jewelry) of the DM’s choice. 10 Retrograde amnesia. You forget everything about your personal life prior to the moment you received this insanity. 11 Overwhelmed. If you do not have immunity or resistance to psychic damage, you gain vulnerability to psychic damage. If you have resistance to psychic damage, you lose it. If you have immunity to psychic damage, you lose it but gain resistance to psychic damage. 12 Anterograde amnesia. Whenever you try to recall a fact you learned since you received this insanity, make a Wisdom saving throw (DC 12). If you fail you cannot recall the fact. 13 Dependence. You must pass a Wisdom saving throw (DC 14) to take an action that one or more of your allies disapprove of. 14 Anxious. You have disadvantage on saving throws against being frightened. Additionally, once per day the DM can call on you to succeed a Wisdom saving throw (DC 14) or be frightened by a creature of the DM’s choosing for the next minute. 15 Mute. Whenever you wish to speak allowed (including casting a spell that has verbal components) you must succeed on a Wisdom saving throw (DC 13) to do so. 16 Narcolepsy. You have disadvantage on saving throws against sleeping or unconsciousness. Once per day the DM may call on you to succeed on a Constitution saving throw (DC 12) or fall unconscious for one minute or until you take damage or another creature spends their action trying to rouse you. 17 Insomnia. You cannot take long rests and your short rests take 8 hours to complete. 18 Homicidal. After each long rest you must pass a Wisdom saving throw (DC 14) or be overcome with the urge to end the life of a humanoid creature and you cannot benefit from another long rest until you do so. 19 Suicidal. After each long rest you must pass a Wisdom saving throw (DC 12) or make an attempt to end your own life. 20 Catatonia. You are unconscious for 10d10 years.

Critical Hits Revisited by Benjamin Huffman http://sterlingvermin.com/

Art Credits in Order of Appearance “Critical dices” by Ners “Zems - Double Strike” by Tjota “Ice Magic” by KateMaxPaint “Force Mage” by 1oshuart “Fantasy Weapons 1” by Exphrasis “Drain Life” by JoshCalloway “Dazzle” by DLeoBlack “First Aid: Erste Hilfe” by AvisNocturna “Fantasy Weapons 1” by Exphrasis

Miscellaneous | Critical Hits Revisited 8