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. |