Fumbles - Melee: Natural 1 on a Melee Attack Roll
Rolling a Natural 1 on an Attack Roll could result in dropping one's weapon. The Attacker who rolls a 1 on their d20 roll needs to immediately make a DC10 Dexterity Saving Throw or drop their weapon.
Use of a wrist strap or gauntlet chain of some kind to help secure the weapon to the attacker's wrist grants Advantage on the Dexterity Saving Throw but does not negate the need to make the Save attempt as straps and chains can of course break.
On a failed Save determine if the weapon drops at the attacker's feet or careens out of their reach in a random direction.
- Roll a d6; on a result of 1 or 2, the weapons falls in the same 5' square the character occupies.
- Retrieving the weapon costs a Bonus Action
- If the result is 3-6, Roll a second d6 plus a d8.
- 1 = NW
- 2 = North
- 3 = NE
- 4 = East
- 5 = SE
- 6 = South
- 7 = SW
- 8 = West
The second d6 gets multiplied by 5 to determine the distance in feet from the character the weapon careens away (5-30 feet The d8 result indicates direction:
1 | 2 | 3 |
8 | x | 4 |
7 | 6 | 5 |
Retrieving the weapon is a Bonus Action but obviously the attacker must use Movement rules to move to the spot where the weapon was dropped.
Additionally, if the weapon comes to rest in a square already occupied by another creature (friend or foe) that creature must also make a DC 10 Dexterity Saving Throw or take half the damage that would have been dealt if the attack had been successfully delivered to the intended target.
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