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Critical Misses Table (Melee Weapons)
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d20Result
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1-3Weapon Damaged. The force of your blow, or parrying that of your opponent’s, causes your weapon to to be damaged. A damaged weapon is -1 on future attack and damage rolls. If it was already damaged is is further damaged increasing the penalty by 1 and having a chance equal to the current penalty on d6 roll to break and become useless. Magical weapons can roll a saving throw adding their plus to hit to the roll, DC5, to avoid the damage.
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4-5Goodbye Fair Blade! STR(Athletics) or DEX(Acrobatics) check DC15, or your weapon flies d10 feet out of your hand in a random direction. If you have any movement and a bonus action left you can go and pick it up. In doing so you provoke an opportunity attack from anyone in the area.
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6-7Wild Swing. You overextend yourself going for the kill. Your opponent gains advantage on their next attack roll.
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8Stuck Weapon. Your weapon gets stuck in your opponent’s shield, armor, hide, or else in a tree or wall, or the ground. Roll a STR check without STR mod, DC8, to see if you can free it using a bonus action.
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9Ooops! You hit an unintended foe in combat. Randomize all combatants within 5 feet and roll a second attack roll, if you beat their armor class roll damage as if they were your intended target. (Discount special non-weapon damage, like rogue sneak attack).
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10Self Inflicted wound. You manage to hit yourself with your own weapon, roll normal damage and half it. (Discount special non-weapon damage, like rogue sneak attack).
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11-15Slip Up. You lose your footing. Roll DEX (Acrobatics) check, DC15 or fall prone.
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16Pulled Muscle (Arms). Roll a CON Saving Throw DC15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed three long rests, received magical healing, or a long rest and successful medicine check DC15.
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17Pulled Muscle (Legs). Roll a Constitution Saving Throw DC15 or the strain of combat causes you to pull a muscle in your leg. Your movement is halved, and you lose your dex modifier to AC and initiative, and you have disadvantage on any ability checks that require lower body strength, until you have completed three long rests, received magical healing, or a long rest and successful medicine check DC15.
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18-19Loss of Nerve. Man your opponent looks tough. Make a WIS saving throw DC10 modified by +2 for every hit dice higher than you your opponent has (or -2 for every hit dice less). On a fail you are frightened. After one turn you can attempt the saving throw again.
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20Broken Item. In the hurly burly of combat, something – like a magic potion – you’re carrying breaks. DM selects object you have in your possession that is broken/damaged. (Note, better to do this when the combat is over).
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