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You have learned how to exploit to the fullest, your most powerful melee attacks.

  • If you get a critical hit with a weapon that does Bludgeoning damage, the target of the attack must make a Wisdom saving throw, the DC of which is equal to 10+ the weapon's attack bonus, or get Stunned until the end of the target's next turn.
  • If you get a critical hit with a weapon that does Slashing damage, the target of the attack must make a Constitution saving throw, the DC of which is equal to 10+ the weapon's attack bonus, or the target starts bleeding, and takes damage equal to 1 die that is 1 dice level lower then the weapon's damage die, to a minimum of 1d4, plus the damage modifier at the start of the target's turn for 1d4 turns. (ie. 1d12+2 damage roll becomes 1d8+2, 1d8+3 becomes 1d6+3, while 1d4+1 stays 1d4+1). This bleeding effect cannot stack, but instead, the creature must make the same saving throw, or the bleeding will be extended by 1d4 turns.
  • If you get a critical hit with a weapon that does Piercing damage, the target of the attack must make a Dexterity saving throw, the DC of which is equal to 10+ the weapon's attack bonus, or they take the maximum amount of critical damage for this attack. (ie. 1d8+2 becomes to 2d8+2 with a critical roll, and then, with a failed save, becomes 8+8+2, or 17 piercing damage.)
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