Critical Miss (d20)

d20 Result

1

Hit yourself for half damage.

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 prone.

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 limb for remainder of encounter.

8

Butterfingers: Drop weapon at your feet. (If unarmed, fall prone.)

9

Lost Grip: Weapon is thrown in a random direction. (If unarmed, stumble in random direction.)

10

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

11

Weapon is damaged or becomes jammed.

12

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

13

"Where'd he go?" Can't attack the same enemy again this round or next round.

14

Clumsy Miss: Enemy laughs or scoffs, and may disengage freely or take an immediate action other than attacking.

15

Lost Confidence: Small penalty to subsequent attack rolls until you hit with one.

16

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

17

"Who turned out the lights?" Helmet slips down, debris in eyes, etc. Blinded for one round.

18

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

19

Winded: Penalty to movement and attacks until you spend a turn to catch your breath.

20

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