Critical Fumbles

Using the Critical Fumble tables should be decided during Session 0.

Critical Fumble for Melee

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
at the attacker.

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
opponent has advantage on the next strike at the attacker.

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
at the attacker.

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
advantage on their next strike at the attacker.

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
next strike at the attacker.

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.

Critical Fumble for Unarmed

Result (d10)

Mechanic...





















Critical Fumble for Range

Result (d10)

Mechanic...





















Critical Fumble for Magic

Result (d10)

Mechanic...