Critical Failures (d10)

So I use the rule that a 1 on a skill check or attack roll is a critical failure. Recently I've found that my descriptions and effects from a critical failure have become a bit uninteresting so I thought I'd write a table that would allow me spark my creativity when I am running a game and someone rolls a critical failure on an attack roll.

d10 Melee Attack Ranged Attack

1

A random item from your carried possessions is flung from you by accident.

A random item from your carried possessions is flung from you by accident.

2

In your overzealous attempt to attack, you lost control of your weapon. Roll a Dex check (DC 10). On a failure, your weapon falls to the ground. On a success, you manage to hold on to your weapon but are unable to use any reactions that require it until your next turn.

In your overzealous attempt to attack, you lost control of your weapon. Roll a Dex check (DC 10). On a failure, your weapon falls to the ground. On a success, you manage to hold on to your weapon but are unable to use any reactions that require it until your next turn.

3

You lose your footing and stumble. Roll a Dex check (DC 10). On a failure, you fall to the ground prone. On a success, you manage to say afoot but cannot perform reactions until your next turn.

You lose your footing and stumble. Roll a Dex check (DC 10). On a failure, you fall to the ground prone. On a success, you manage to say afoot but cannot perform reactions until your next turn.

4

You've manage to hit yourself with your own attack. Roll a Dex check (DC 10). On a failure, you take full damage from your attack. On a success, you take half damage.

You've manage to hit yourself with your own attack. Roll a Dex check (DC 10). On a failure, you take full damage from your attack. On a success, you take half damage.

5

Your attack hits one of your compatriots. Roll for damage.

Your attack hits one of your compatriots. Roll for damage.

6

Your target catches your weapon mid swing. You must win a contested Strength check as an action in order to free your weapon.

Your target catches your missile and throws it to the ground. Roll a Wisdom Saving Throw (DC 12). On a failure you are intimidated and cannot react until your next turn.

7

Your weapon strikes a nearby object, wall, or the floor. If the object is hard your weapon is now at -1 for attacks and damage until it can be repaired. If the object is soft, your weapon becomes embedded in the object and must be freed with an action.

Your weapon breaks. Your bow string pops, your sling tears, etc. Your weapon is useless until repaired.

8

Your opponent dodges the blow and sets you off balance. You move 5' in the direction of your attack.

You drop the projectile instead of unleashing it. The blow-back from your weapon swing causes 2 (Roll 1d4) bludgeoning damage.

9

Your vicious swing and miss, pulls a muscle in your arm. You take 2 (1d4) damage and have -1 to attack and damage rolls for one round.

You pull a muscle attempting to launch your attack. You take 2 (Roll 1d4) damage and a have a -1 to attack and damage rolls for one round.

10

You slip and fall 5' backwards. Roll a Dex check (DC 10). On a failure you fall prone and take 2 (1d4) bludgeoning damage and drop your weapon.

You slip and fall 5' backwards. Roll a Dex check (DC 10). On a failure you fall prone and take 2 (Roll 1d4) bludgeoning damage and drop your weapon.