Gain new effects on critical strikes depending on damage type.
Bludgeoning- Knock the target prone or back up to 5 feet
Piercing- Crit on a 19 unless already critting on a 19 then use 18
Slashing- Add the bleeding effect
Force- Move the target up to 5 feet backwards per hit or knock prone
Poison- No saving throws for poison type
Acid- Reduce AC by 2
Fire- 1d8 burning damage
Cold- Frozen(stunned) until the start of their next turn
Radiant- Sets the target glowing shedding dim light in a 30 foot radius and giving advantage to hit the creature until your next turn
Necrotic- Recover half the damage you did as health and disables healing until your next turn
Lightning- Shocked(stunned) until the start of their next turn
Thunder- Knocked back up to 5 feet per hit or knocked prone
Psychic- Rattled rolls at disadvantage until your next turn
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