Critical Hits and Fumbles

For those (like my DM!) who like a bit more than you miss on a one, roll double dice on a twenty. If a result seems nonsensical for the weapon or target, just roll again.

Fumbles
When you roll a one on the 1d20 for an attack, roll a 1d6 and consult the following table.

  1. You miss and deal no damage. The next attack against you is at advantage.
  2. You miss and deal no damage. Your weapon flies 15’ away from you.
  3. You hit and deal minimum damage. Your weapon is pinned, and cannot be used until freed. Make an opposed athletics check in place of an attack to free it.
  4. You miss and deal no damage. Your next attack is at disadvantage.
  5. You hit and deal minimum damage. You take an equal amount of damage.
  6. You miss and deal no damage.

Critical hits
When you roll a twenty on the 1d20 for an attack, roll a 1d6 and consult the following table.

  1. You hit and roll all damage dice twice.
  2. You hit and deal maximum damage. You have advantage on your next attack this turn.
  3. You hit and deal minimum damage. The target is stunned until the start of your next turn.
  4. You hit and deal maximum damage. The target has disadvantage on its next attack.
  5. You hit and deal maximum damage. The target is knocked prone.
  6. You hit and deal double damage (roll all dice twice and add double damage modifier).

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