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Critical Fumble Table

Roll (1d100) Result
1 Critically hit and injure ally closest to your target.
2-5 Critical hit and injure yourself.
6-10 Injure an ally closest to your target.
11-15 Critically hit ally closest to your target.
16-20 Injure yourself.
21-25 Critically hit yourself.
26-30 Hit ally closest to your target for normal damage.
31-35 Hit yourself for normal damage.
36-40 Fall and become stunned until the end of the next round.
41-45 Mundane weapon breaks. If you do not have a mundane weapon, see 36-40.
46-50 A piece of your armor or shield (DM's discretion) is broken and needs repaired. Lose the bonus to Armor Class until it is fixed.
51-55 Your vision is blurred, gain disadvantage on attack rolls for the rest of the combat.
56-60 A piece of your armor or shield (DM's discretion) is damaged and needs repaired. Lose half the bonus to Armor Class until it is fixed.
61-65 You fall and are hurt, gaining a level of exhaustion.
66-70 You are nauseous and considered poisoned until the end of the next round.
71-75 You are disoriented, gain disadvantage on saving throws until the end of the next round.
76-80 Dirt blinds your eyes, giving you disadvantage on attack rolls until the end of the next round.
81-85 You fall and hurt yourself, roll 1d6 and gain a Lesser Injury. You are now prone.
86-90 You fall prone and it is not considered forced movement.
91-95 Your foot is stuck, and you are considered restrained until the end of the next round.
96-99 Nothing happens.
100 Your attack roll attempts to strike the target as normal.

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