Critical Fumble – Weapon

Roll %DescriptionEffect
1You are embarassed by your poor showing, but nothing remarkable happens.You miss your attack.
2-5You lose your combat footing, exposing yourself to your target.Your target has advantage on their first attack roll against you next round.
6-9You lose your combat footing, exposing yourself to your enemies.Your enemies have advantage on their first attack roll against you next round.
10-14You lose your combat footing, and have difficulty recovering.Your enemies have advantage on their attack rolls against you until the end of your next turn.
15-19Melee: You get tangled with your enemy and fall over. Ranged: You spill your quiver.Melee: You are knocked prone and your movement is reduced to 0. Your target must succeed a DC 10 dexterity check or they are also knocked prone. Ranged: You must pick up arrows individually from the ground using your "environmental interaction", or the "Use an Object" action to nock your bow.
20-29You lose your balance while attacking.You fall prone and your movement is reduced to 0.
30-39As you attack your opponent you begin to fear that they are the superior combatant.Disadvantage on your next attack roll against your target.
40-49You miss an attack and gaze upon the chaos of the battle, causing your confidence to falter.Disadvantage on your next attack roll against any target.
50-59You lose your grip as you attack.Roll a DC 10 Dexterity Check, on failure you drop your weapon at your feet.
60-69Melee: The weapon slips from your hand as you attack. Ranged: Your ammunition gets lodged in its container.Melee: Roll a DC 10 Dexterity Check, on failure you throw your weapon into your enemy's space. DM determines where the item is thrown on large sized or greater creatures. Ranged: You must use an action to organize the ammunition in its case before you can make another ranged attack.
70-79Melee: You lunge past an enemy exposing yourself to his attack. Ranged: Your missile startles your allies near your target.Melee: Enemy you were attacking is able to use their reaction to perform and attack of opportunity. Ranged: the target can perform an opportunity attack on any ally within melee range.
80-84Missing what you thought was a critical blow causes you to panic.End your current turn and you are surprised until the end of your next turn.
85-89You attack wildly and lose track of the fight around you.End your turn and move to the bottom of the initiative order at the start of the next round.
90-94You lose your footing while attacking and fall to the ground bumping your head.You fall prone. Roll a DC 10 constitution save, on failure you take 1d6 damage and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious.
95-99You lose your footing while attacking and fall head first.You fall prone. Roll a DC 15 constitution save, on failure you take 2d6 damage and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious.
100You lose your footing while attacking and slam your head into the ground.You fall prone, take 3d6 damage. Evil has subverted your thoughts, you are at disadvantage for the entire combat.