Using the Critical Fumble tables should be decided during Session 0.
Result (d10) | Mechanic... |
|---|---|
1 Over reach | Opponet gains advantage on the next strike at the attacker. |
2 Misjudge distance | Opponet has an opportunity to disengage and they also have advantage on the next strike at the attacker. |
3 Lose balance | Attacker is unable to take any further attacks or actions this round (including attacks of opportunity or any bonus actions). The opponent has advantage on the next strike |
4 Slip | Attacker must make a DEX check or become prone. Success and they may take no further actions this round (including attacks of opportunity or bonus actions.) The |
5 Juggle Weapon | Attacker's next strike at the opponent is at a dissadvantage and cannot employ any feats or class abilities with the strike. The opponent has advantage on the next strike |
6 Dropped | Attacker must make a STR check or drop their weapon (bonus action to retreve). Success and the next strike at the opponent is at dissadvantage while the opponent has |
7 Crisis of confidence | Attacker must make a CHR check or become frightened of their opponent (Check as a bonus action each round to shake out of it). The opponent has advantage on their |
8 Collide | Opponenet gains an immediate attack of opportunity that must be a brawling attack. After this, the opponent has advantage on the next strike against the attacker. |
9 Obvious preperation | The Opponent gains an immediate attack of opportunity on the attacker. |
10 Strained | Attacker takes D4 muscle damage and the opponent has advantage on the next strike at the attacker. |
Result (d10) | Mechanic... |
|---|---|
Result (d10) | Mechanic... |
|---|---|
Result (d10) | Mechanic... |
|---|---|