Your attacks are so damaging and powered by pure rage and strength, you're able to deliver devastating hits to your enemies, taking advantage of the limitations of the body.
Your STR score increases by 1, and you also have proficiency in intimidation, or expertise if you were already proficient.
When rolling an attack, on a critical hit, you can roll a d100. The difficulty starts with a success being only on a 99 or 100, then for each failed attempt on the same target the difficulty increases (max being success on a 90-100). On a success you then roll 1d6 and deliver a devastating and severe injury to the target, your DM can also decide to allow the severe injury if the damage dealt is severe enough to not rely on chance (E.G: if the target loses 2/3 of their health in one attack or the player is able to roll maximum damage with multiple dice), as there is no stopping your attack from being devastating. The table is as shown below:
1
Their foot gets stuck on one side of the attack, one of their legs is now severed from their knee and below.
The target falls prone due to lack of balance and is wounded and bleeding, they will lose 1d4 HP at the start of their turn. The target also has their movement speed cut to 10ft and can only crawl or drag themselves.
The target can still recover the limb either by using mending within 1 minute if they keep the foot, lesser restoration or greater restoration, or lay on hands pool using 20 HP recovery or 10HP recovery with the foot retrieved, these will also fix the bleeding condition.
(Prone, Bleeding (1d4), Movement restriction)
2
The wind is knocked from their lungs as they speed through the air in a limb manner, with a sickening thud against the floor afterwards.
The target is sent flying through the air for 30ft (10m), their body limb and appears lifeless until hitting either the ground, a wall or object. The target is winded and has disadvantage on STR, DEX, and CON saves checks and any attacks, and enemies have advantage on attacking the target for one turn. The target takes 1d4 additional damage and gains the prone condition, their body battered by gravity and inertia. The target must make a STR save 15 to get up from being prone and their speed is temporarily 0 until their next turn.
This is negated if they are healed beyond half their max HP or they are still above half their max HP.
(Knockback, Prone, DIS to saves, DIS to attack, Enemy ADV, Movement restriction)
3
The blow sends the target back with a strong and sickening crack, crushing their arm or their shoulder, there could have even been a pop as the shoulder gives out entirely.
The target’s shoulder and arm are rendered completely useless as their arm hangs limply by their side. If the target was holding something in that hand it flies in a random (1d4) direction for 10ft and they are unable to hold anything in that hand or attack with that hand. The target can also only hold one thing at a time, using a bonus action to swap out anything from their functioning hand. The target also has open breaks and injuries within the injured arm, dealing 1d4 necrotic damage as their internal muscles and bones are exposed to the air and dirt.
This is negated when the target recovers 20 or more HP and/or is the target of greater restoration, mending.
However the target can also regain control of their arm if they make a medicine check of 18 or higher to fix the arm back into place (but will still be injured).
(Disarmed, Handling restrictions, Necrotic dmg. (1d4), Wielding restrictions)
4
The target's head moves in a devastating and concerning motion, the room spins, their body feels foggy and like it's falling behind, the concussion drums through their body, as they finally register their head hitting the floor.
The target is now concussed. They have an open head injury and they are bleeding heavily (1d6 damage at the start of their turn), as well as having disadvantage on attacks, WIS and INT checks or saves, and cannot take opportunity attacks or reactions. The target's movement is also reduced by half, not benefitting from the disengage action until their concussion is cured.
This has no effect if the target has the alert feat or the resilient feat. The effects can be removed by healing 20 HP or more and/or casting mending, greater restoration, or taking a long rest.
(Movement restrictions, Cannot Disengage, DIS on saves, DIS on checks, DIS on attacks, Bleeding (1d6), Cannot take reactions)
5
The target watches as the weapon draws closer, and they know they should duck or move, but the weapon draws closer, then you can’t see anymore and a searing pain radiates from your face, as you feel your face burn.
The target is blinded, with the only means of regaining sight being via greater illusion or lay on hand pool of 20HP or higher. The target is bleeding (1d4) at the start of each turn and is unable to navigate their surroundings without a DC 16 INT save, otherwise they are unable to move or will trip over something. The target also has DIS to attack a target within melee range and automatically fails any ranged attack they attempt to make, unless the spell locks onto a target by default, in which case the target is randomised. Enemies also have advantage to attack the target as the target cannot defend as effectively. The target also has disadvantage on any perception regarding any senses and automatically fails any perception checks that require sight.
The bleeding can be negated with any healing spell, however sight can only be returned with a greater restoration spell, or using lay on hands of 20 HP or more.
(Blinded, Bleeding (1d4), Movement Restrictions, DIS to attack, ADV enemy attacks, DIS perception)
6
Either by the weapon the wielder is holding or something in the surroundings impales into the target's side, puncturing through and skewering the target to the ground.
The target is stuck to their current position, unable to move away until they make a STR (16) save to remove themselves from the object, which will initiate bleeding (1d6) at the start of their turn. The object also makes it harder for the target to move, giving disadvantage to attack others. This also lowers the target's max HP by half the damage dealt to the target, and cannot be regained until after a long rest.
This can be negated if the target takes a long rest, mending is cast on them, and / or casting greater restoration, or healing 20 HP or more.
(Movement restrictions, Bleeding (1d6), DIS to attack, Max HP reduction)
You also are granted advantage on intimidation checks, and enemies are frightened by you for one minute after delivering a critical attack and or a devastating attack, as the bloodlust and raw power seeps from your body in a miasmic effect.
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