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DnD-Kampagne/05-Ideas/Mechanics/Rules/variant-rules/crit miss.md
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# Critical Misses
## Melee Attacks
| d20 | Mishap |
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| 1-2 | **Weapon Break.** The force of your blow, or parrying that of your opponents, causes your weapon to snap in two. (For magical weapons roll an additional d10, on a 1 they break). |
| 3-4 | **Goodbye Fair Blade!** Roll a Strength (Athletics) check DC 15, or your weapon flies d12 feet out of your hand in a random direction. If you have any movement and a bonus action left you can go and pick it up. Doing so you provoke an opportunity attack from anyone you pass within reach. |
| 5-6 | **Wild Swing.** You overextend yourself going for the kill. Your opponent gains advantage on attack rolls against you for one turn. |
| 7-8 | **Stuck Weapon.** Your weapon gets stuck in your opponents shield, weapon, armour, hide, or else in a tree or wall, or the ground. Roll a Strength check to see if you can free it using a bonus action. The DC is 8 + your strength modifier. Bludgeoning weapons with no sharp edge or spike can ignore and roll again. |
| 9-10| **Ooops!** You hit an unintended foe in combat. Randomise all combatants within 5 feet and roll a second attack roll, if you beat their armour class roll damage as if they were your intended target. |
| 11 | **Self Inflicted Wound.** Either via a deflection or sheer incompetence you manage to slice yourself with your own blade; roll normal damage and half it. (Applies to combatants using slashing weapons and flails only. Other weapon types roll again). |
| 12-14| **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) check DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
| 15 | **Pulled Muscle (Arms).** Roll a Constitution saving throw DC 15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed a long rest, or received magical healing. |
| 16 | **Pulled Muscle (Legs).** Roll a Constitution saving throw DC 15 or the strain of combat causes you to pull a muscle in your leg. Your movement and dex. modifier (if positive) is halved (rounding down) and you have disadvantage on any ability checks that require lower body strength, until you have completed a long rest, or received magical healing. |
| 17-18| **Loss of Nerve.** Contest your choice of Strength or Charisma (Intimidation) against their choice of Strength or Charisma (Intimidation). If one of you has landed a blow and the other hasn't they have advantage. If you lose you are frightened. You may repeat the saving throw at the end of each turn. |
| 19 | **Broken Item.** In the hurly burly of combat, something fragile like a magic potion youre carrying breaks. Randomise fragile objects you have in your possession and roll to determine which. (Note, better to do this when the combat is over). |
| 20 | **A Little Accident.** Either through fear, excitement or simply needing to go, you soil yourself. 75% chance its only pee. |
---
## Ranged Attacks - Bows
| d20 | Mishap |
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| 1-2 | **Weapon Break.** Your bow shaft snaps, or a mechanism in your crossbow breaks, and your weapon is now useless. (For magical weapons roll an additional d10, on a 1 they break). |
| 3-5 | **String Break.** Your bowstring snaps and needs replacing. If you have a spare string measured and ready you need one minute to do so. |
| 6-8 | **Loose String.** Your string comes loose. You lose this attack. Starting next turn you can make a Dexterity (Sleight of Hand) check DC 15 to fix it. Each attempt takes the entirety of your turn. |
| 9-16| **Ooops!** You hit an unintended target. Randomise all combatants, both friends and foes, within 10 feet (for a short range attack, or 30 feet for a long range attack) and roll a second attack roll. If you beat their armour class roll damage as if they were your intended target. |
| 17-18| **Ammo Accident.** Your quiver spills (50% strap broken, 50% you tilt it over by accident), and the remainder of your arrows (or bolts) fall to the floor. If you remain still you can use a bonus action to pick up one a round and still fire using your main action. If your quiver's strap is not broken you can use your main action to pick up 2d8 arrows and put them back in your quiver. |
| 19 | **Pulled Muscle (Upper Body).** Roll a Constitution saving throw DC 15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed a long rest, or received magical healing. |
| 20 | **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) check DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
---
## Ranged Attacks - Thrown
| d10 | Mishap |
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| 1 | **Weapon Break.** The impact of your weapon hitting a tree, the ground, a shield etc. causes it to break. It is now useless. (For magical weapons roll an additional d10, on a 1 they break). |
| 2 | **Pulled Muscle (Arms).** Roll a Constitution saving throw DC 15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed a long rest, or received magical healing. |
| 3-4 | **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
| 5-9 | **Ooops!** You hit an unintended random target. Randomise all combatants within 10 feet (for a short range attack, or 30 feet for a long range attack) of your intended target and roll a second attack roll. If you beat their armour class roll damage as if they were your intended target (discount sneak attack damage for Rogues). |
| 10 | **WTF?** You launch a comically bad projectile attack nowhere near your intended opponent it flies into a huge empty space (or at DMs discretion a distant unintended target) taking your self confidence with it. Roll a Wisdom saving throw DC 15, or suffer disadvantage to attack rolls until you next score a hit on an opponent. |
---
## Natural Weapons
| d10 | Mishap |
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| 1-2 | **Ouch!** You snap one or several teeth or claws against your victim's armour, shield or weapon. You receive 1d3 hp of damage, and furthermore you must subtract the result of the same d3 roll from damage done using this natural weapon from now on. (Ignore for tail attacks). |
| 3-5 | **Wild Swing.** You overextend yourself going for the kill. Your opponent gains advantage on attacks rolls against you for one turn. |
| 6-7 | **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
| 8-10| **Loss of Nerve.** Contest your choice of Strength or Charisma (Intimidation) against their choice of Strength or Charisma (Intimidation). If one of you has landed a blow and the other hasn't they have advantage. If you lose you are frightened. You may repeat the saving throw at the end of each turn. |
---
## Spell Attacks
| d10 | Mishap |
|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
| 1 | **Woopsie!** You make a massive mess out of this one, and the effects of the spell go off in your face. You automatically fail any saving throw, and take damage as if you were the intended target. |
| 2 | **Fiddlesticks.** You spill your spell components pouch. Recovering it takes one action. (If the spell you were casting has no material component roll again). |
| 3-4 | **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
| 5-9 | **Ooops!** You hit an unintended random target. Randomise all combatants within 10 feet (for a short range attack, or 30 feet for a long range attack) of your intended target and roll a second attack roll. If you beat their armour class roll damage as if they were your intended target. At the DM's discretion you might also hit an unintended inanimate object, such as bale of hay or treasure chest. |
| 10 | **Mental Blank.** Just as the pressure is on all that arcane (or divine) knowledge takes a running jump out your lughole. You can't recall your spell and you lose your action (but keep your spell slot). At the start of your next turn you have to roll a Wisdom saving throw DC 15 in order to be able to start casting again. |
---
## Too Many Fumbles?
Your 20th level fighter complaining he's fumbling too often thanks to his four attacks a round? Two solutions:
1. **Solution One:** Rule that only fumbles on the first attack count as critical misses. Rolling a 1 on a second or third or fourth attack results in just an automatic miss. (Additional attacks with an offhand weapon can still fumble however).
2. **Solution Two:** Starting at level 5 offer PCs a special 'fumble saving throw'. If they roll their level or under on a d20 they do not have to roll on the critical miss table.