Critical Failure Table for Melee Weapon Attacks

Instructions: Whenever a critical failure occurs on a melee weapon attack, roll 1d20 and consult the table below for the result. Adapt effects as necessary for the specific situation.

Roll Result Description
1 Slippery Slope You lose your footing and fall prone, sliding 5 feet in a random direction. If an obstacle is in the way, you take 1d6 bludgeoning damage.
2 Equipment Jam Your weapon gets stuck or tangled, requiring an additional action to free it before it can be used again.
3 Friendly Fire You accidentally hit an ally within melee range. If no allies are within range, you hit yourself, dealing half the weapon’s damage to yourself.
4 Off Balance You overextend yourself and become flat-footed until the start of your next turn.
5 Disarmed You lose your grip and drop your weapon. It lands in an adjacent square of the GM’s choice.
6 Pulled Muscle You strain a muscle. You take a -2 penalty to attack rolls and Strength-based skill checks for the next round.
7 Weapon Malfunction If your weapon is magical, it temporarily loses its magic properties for 1 minute. If not, it gains the broken condition until repaired.
8 Heavy Swing Your weapon becomes awkward to handle. You take a -1 penalty to attack rolls with this weapon for the next round.
9 Stumbling Strike You stumble forward 5 feet and become flat-footed until the start of your next turn.
10 Vision Impaired Blood or sweat gets in your eyes, giving you a -2 penalty to attack rolls and Perception checks for the next round.
11 Memory Lapse You forget a critical technique. You are confused for 1 round.
12 Shock You experience a moment of shock. You are stunned 1.
13 Auditory Distraction A loud noise disorients you. You must use 1 action on your next turn to roll a perception check to determine the source of the noise.
14 Blinded by Sweat Sweat stings your eyes, causing you to be blinded until the start of your next turn.
15 Clumsy Fumble You drop your weapon, and it falls and bounces 10 feet away in a random direction. You must retrieve it, which takes 1 action.
16 Fatigue Nausea You feel nauseous. You spend a single action retching in an attempt to recover on your next turn.
17 Brief Paralysis Your muscles seize up briefly. You are paralyzed for 1 round.
18 Invisible Obstacle You swing into an invisible obstacle and are stunned for 1 round, taking 1d6 bludgeoning damage.
19 Awkward Position You end up in an awkward position. You are flat-footed until the start of your next turn.
20 Overzealous Swing Your exaggerated swing throws you off balance. You end up in a random square adjacent to your starting position and are flat-footed until the start of your next turn.