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. |