Critical Failure Table


2d10 Critical Failures
2 Roll Twice Roll twice on this table, applying both results. Ignore this result if it comes up again, unless it comes up twice – then roll 3 times.
3 Hit self Apply damage normally – where hitting oneself doesn’t make sense, such as with missile weapons and certain natural weapons, this is a normal miss.
4 Hits ally Random ally within reach or in 90 degree arc is struck – normal miss if no target available.
5 Slip and fall prone You are prone. If you have 4 legs, treat as “Over-reached” (unless it comes up twice). Always a normal miss if you have more than 4 legs.
6-7 Over-reached Opponents get advantage on attacks against you until your next turn ends.
8-9 Misjudged timing You provoke Opportunity Attacks from opponents who can make them.
10-12 Normal Miss You miss, and you look bad doing it, too
13-14 Misjudged timing You provoke Opportunity Attacks from opponents who can make them.
15-16 Out of Position You are at disadvantage for all attacks (including reactions) until the end of your next turn.
17 Lose grip on weapon Weapon flies 2d4 feet in random direction, half move to retrieve. 2-Handed weapons only lost if this comes up twice, otherwise treat as “Out of Position.” Natural weapons treat as “Out of Position.”
18 Weapon Unusable Bowstring breaks, crossbow jams, head slips off spear, wrapping on hilt loosens, blade jams in wall, etc. Requires 2d10 rounds to repair/clear/free. Certain magic weapons might be immune to this effect.
19 Weapon Breaks Sword snaps, spear shaft splinters, bow breaks, etc. – weapon is rendered useless. Magic weapons are immune to this effect. For Natural weapons, attacker takes 1d6 damage instead.
20 Roll Twice Roll twice on this table, applying both results. Ignore this result if it comes up again, unless it comes up twice – then roll 3 times.

Critical Failure Table

Crystal Cantrips lucidobservor lucidobservor