Critical Miss (d20)

d20 Result

1

Weapon is damaged or becomes jammed.

2

Can't do anything else this turn or react until your next turn.

3

Lost Balance: Move in a random direction. Roll to stay standing.

4

Tripped: Fall down.

5

A random item on your person is flung away.

6

Tangled: Belt/pants fall, weapon caught, etc. Can't move until you untangle yourself.

7

Limb Thrown Out: Can't use arm/leg for remainder of encounter.

8

Drop weapon at your feet.

9

Weapon is thrown in a random direction. (Or stumble in random direction.)

10

Wild Swing/Shot: Unintended target, collateral damage, or weapon becomes stuck.

11

Hit yourself for half damage.

12

Exposed: A nearby enemy can attack you as a reaction.

13

Can't attack the same enemy until after your next turn.

14

Clumsy miss. Enemy laughs or scoffs, and may take an immediate action other than attacking.

15

Lost Confidence: Small penalty to subsequent attack rolls until you succeed at one.

16

Tantrum: Must attack same enemy again next turn if possible, with a small penalty.

17

Helmet slips, hair in eyes, etc. Blinded for d4 turns or until you use an action.

18

Bump into an ally and knock them back, or into an object and knock it over.

19

Overexerted. Become exhausted.

20

Foot Stuck: Can't move. Requires an action and a strength or dexterity roll to get free.