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Fumbles & Crits

Everyone Has Good Days and Bad Days


Every table lights up when the Icosahedron of Consider that in a system like D&D, a character
Fate produces its maximum possible value: “Nat can expect a natural 1 on 5% of all attack rolls.
20!” “Critical hit!” Likewise, every player seems That’s already a relatively high probability, but the
to instinctively groan when they roll a 1 on their odds increase with every attack you make. Using
attack -- far more disgraceful than a mere miss. this rule, a level 11 fighter, who makes three attacks
per turn, has a 46% chance of fumbling at least
So it can be surprising to learn that crits and once during a four-round combat! That’s enough
fumbles have rarely been so straightforward in to embarrass even the most stalwart of warriors.
Dungeons & Dragons. They’ve often been offered
as optional rules, but even then, they were Luckily, there is a way to include fumbles and
mechanically complex. (Song of the Blade has crits that adds genuine tension and satisfying
a nice write-up on the history of critical hits results without making the party’s tank look like a
through the editions.) greased-up clown. As far as I know, this approach
is unique, so I’m excited to share it with you.
Fifth Edition has a simple enough approach
to critical hit damage, but it lacks pizzazz, and I hope you enjoy implementing this system
there’s nothing in the rules about fumbles. around your table, but if you happen to think it’s
Without official guidance, each group’s execution hot garbage, well… miss me with that.
of the hardest hits and humiliating misses is
necessarily some unique kind of homebrew.
Unfortunately, without careful thought, this can -T. R. Appleton
cause 1s and 20s to become sluggish additions to
combat that actually punish the characters who
are supposed to be the most skilled at fighting.

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Magical Mishaps
Fumbles & Crits

Using This Guide


This supplement aims to add a bit of rare fun
Optionally, certain effects can change the size
of the die the character rolls. For each of the
to the game without slowing things down. It’s following circumstances that apply, decrease the
also intended to reflect the additional skills and size of the character’s critical hit die by one, or
training possessed by martial classes. increase the size of their fumble die by one:

When a character scores a critical hit (natural 20 Hindrances


on their attack roll) or fumbles (natural 1 on their ♦♦ The character is not proficient with the armor
attack roll), they roll on these tables. Which die they’re wearing
they use to make that roll is dictated by their class ♦♦ The character is not proficient with the
and their circumstances. First, find the character’s weapon they’re wielding
class on Table 1: Dice by Class. ♦♦ The character is fighting with a weapon in
each hand, but they possess neither the Two-
Table 1: Dice by Class Weapon Fighting Style nor the Dual Wielder
Die Fumbles Critical Hits feat
♦♦ The character is wielding a cursed weapon
Barbarian, Fighter,
(N/A) - ♦♦ The character is blinded
Monk, Paladin
♦♦ The character is frightened
d8 Ranger, Cleric Wizard, Sorcerer ♦♦ The character occupies difficult terrain
Bard, Druid, Rogue, Bard, Druid, Rogue, ♦♦ Once for each level of exhaustion the character
d10
Warlock Warlock has
Ranger, Monk,
d12 Wizard, Sorcerer For each of the following that apply, increase
Cleric
Barbarian, Fighter, the size of the character’s critical hit die by one.
d20 - These circumstances do not change the size of the
Paladin
fumble die.
Note that the monk is a little different from all the
other classes. Benefits
♦♦ The character is wielding a magical weapon
Multiclass characters use the best die among (which is not cursed)
all their classes; i.e., the smallest fumble die and ♦♦ The target of the attack is blinded, paralyzed,
largest critical hit die. For example, a character prone, restrained, or unconscious
who multiclassed Sorcerer/Paladin would, by ♦♦ The character is a druid using Wild Shape in
default, roll a d20 on the Critical Hits Table, and the form of a creature with CR ½ or greater
would not roll on the Fumbles Table. ♦♦ The character is a druid using Wild Shape in
the form of a creature with CR 1 or greater

These effects do stack! So a cleric wielding a


greataxe while standing on difficult terrain would
roll a d12 on the Fumbles table, or a d8 on the
Critical Hits table. If that same cleric rolled a 20
on an attack against a paralyzed creature, they
would roll a d10 on the Critical Hits table.

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Fumbles & Crits

If the DM would rather not track all these Unless an entry says otherwise, all the effects
variables, then these Benefits and Hindrances can listed here are in addition to the regular effects of
be disregarded. rolling a 1 or a 20 on an attack roll. Those are:

The DM can determine that a character should ♦♦If a character rolls a 1 on an attack roll, the
roll a different die than the one dictated by attack misses regardless of any modifiers or
the table above, if their subclass reflects some the target’s AC.
degree of martial training. Examples include the ♦♦If a character rolls a 20 on an attack roll, the
Bladesinger Wizard, Valor Bard, and Pact of the attack hits regardless of any modifiers or the
Blade Warlock. target’s AC. This is called a critical hit.
♦♦When you score a critical hit, you get to roll
The DM determines which die the character extra dice for the attack’s damage against the
should roll. The character then rolls that die, and target. Roll all of the attack’s damage dice twice
the DM reads the effect corresponding to the and add them together. Then add any relevant
number rolled on the appropriate table. modifiers as normal.

It’s important to note that these tables do not The following two pages contain Tables 2 and 3,
apply to spell attacks. If that’s more your speed, the Fumbles and Critical Hits tables.
perhaps you would be interested in downloading
Magical Mishaps: 100 New Wild Magic Surges.

3
Magical Mishaps
Fumbles & Crits

Table 2: Fumbles
d20 Effect
1.
Nothing special happens on this
2. fumble.
3. (The attack misses, and the attacker
4. realizes they’re lucky that something
much worse didn’t happen.)
5.
6. Darn Thing: If the fumbler wields a melee weapon, it gets lodged in the
ground, an enemy’s armor, or something similar. Freeing the weapon requires
succeeding on a Strength (Athletics) check as a bonus action. The check’s DC
is equal to 8 + the fumbler’s Strength modifier. (No additional effect for ranged
weapons.)
7. Pratfall: The fumbler falls prone and cannot move for the rest of their turn.
8. Friendly Fire: The fumbler rolls damage and applies it to a friendly creature
within their weapon’s reach or range. If there is no such creature, the fumbler
applies that damage to themselves.
9. An Opening: Attacks against the fumbler are made with advantage until the
beginning of the fumbler’s next turn.
10. Whoops: The fumbler’s weapon flies d20 feet in a random direction.
11. Fatigue: The fumbler takes one level of exhaustion.
12. The Last Straw: The fumbler’s weapon breaks, unless it is an artifact. (Whether
it can be repaired is left to the GM’s discretion.)
13. Twisted Ankle: The fumbler’s move speed is halved until they take a short or
long rest.
14. Something In My Eye: The fumbler is Blinded until the end of their next
turn.
15. Bite Your Tongue: The fumbler cannot speak until the end of their next turn.
16. Wrong Place, Wrong Time: The enemy nearest to the fumbler may use its
reaction to make one weapon attack against the fumbler.
17. Gobsmacked: The fumbler drops their weapon and is stunned until the end
of their next turn.
18. Butterfingers: The fumbler has disadvantage on all attack rolls, ability checks,
skill checks, or saving throws they make before the end of their next turn.
19. Self-Inflicted Wound: The fumbler rolls damage and applies it to themselves.
20. Calamitous Flub: Roll all the attack’s damage dice twice and add them
together, then add any relevant modifiers as normal. The fumbler applies this
damage to themselves. They then fall Unconscious until another creature
rouses them, an attack hits them, or three rounds have passed, whichever
happens first.

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Fumbles & Crits

Table 3: Critical Hits


d20 Effect
1.
Nothing special happens on this
2. critical hit. (Roll all of the attack’s
3. damage dice twice and add them
4. together. Then add any relevant
modifiers as normal.)
5.
6. Right Between The Scales: This attack ignores damage resistance.
7. Get Out: The target is knocked backwards 5’.
8. Stay Down: The target is knocked prone.
9. Sudden Urge To Retreat: The target becomes Frightened of the attacker
until the end of the target’s next turn.
10. Bewilderment: The target may not use its reaction until after the end of its
next turn.
11. Right Place, Right Time: Immediately following this attack, any friendly
creatures that can see the target may use their reaction to make one weapon
attack against the target.
12. That’s Gotta Hurt: The attack inflicts a Lingering Injury (DMG 272).
13. Kick ‘Em While They’re Down: The attacker may use their bonus action to
make one additional attack against the target.
14. Confounded: The target becomes Stunned until the end of its next turn.
15. Vulnerable: All subsequent attacks against the target are made with
advantage until the beginning of the target’s next turn.
16. Knockout: The target falls Unconscious until another creature rouses it, an
attack hits it, or three rounds have passed, whichever happens first.
17. That’ll Leave A Mark: The attack inflicts a Lingering Injury (DMG 272).
18. Max Damage: Treat all damage dice rolled for this critical hit as though they
produced their maximum possible value.
19. Grievous Wound: Instead of doubling the number of damage dice, triple
them. The attack inflicts a Lingering Injury (DMG 272).
20. Mortal Wound: The target must succeed on a DC 18 Constitution save or die.
If they succeed, instead of doubling the number of damage dice, quadruple
them. The attack inflicts a Lingering Injury (DMG 272).

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Magical Mishaps
Fumbles & Crits

For Reference
The Lingering Injuries table, originally from page
272 of the Dungeon Master’s Guide, is reproduced
here for convenience’s sake.

Table 4: Lingering Injuries


d20 Effect
1. Lose an Eye: You have disadvantage on Wisdom (Perception) checks that rely
on sight and on ranged attack rolls. Magic such as the regenerate spell can
restore the lost eye. If you have no eyes left after sustaining this injury, you’re
blinded.
2. Lose an Arm or a Hand: You can no longer hold anything with two hands,
and you can only hold a single object at a time. Magic such as the regenerate
spell can restore the lost appendage.
3. Lose a Foot or a Leg: Your speed on foot is halved, and you must use a
cane or crutch to move unless you have a peg leg or other prosthesis. You
fall prone after using the Dash action. You have disadvantage on Dexterity
checks made to balance. Magic such as the regenerate spell can restore the
lost appendage.
4. Limp: Your speed on foot is reduced by 5 feet. You must make a DC 10
Dexterity saving throw after using the Dash action. If you fail the save, you
fall prone. Magical healing removes the limp.
5-7. Internal Injury: Whenever you attempt an action in combat, you must make
a DC Constitution saving throw. On a failed save, you lose your action and
can’t use reactions until the start of your next turn. The injury heals if you
receive magical healing or if you spend ten days doing nothing but resting.
8-10. Broken Ribs: This has the same effect as Internal Injury above, except that
the save DC is 10.
11-13. Horrible Scar: You are disfigured to the extent that the wound can’t be easily
concealed. You have disadvantage on Charisma (Persuasion) checks and
advantage on Charisma (Intimidation) checks. Magical healing of 6th level or
higher, such as heal and regenerate, removes the scar.
14-16. Festering Wound: Your hit point maximum is reduced by 1 every 24 hours
the wound persists. If your hit point maximum drops to 0, you die. The
wound heals if you receive magical healing. Alternatively, someone can tend
to the wound and make a DC 15 Wisdom (Medicine) check once every 24
hours. After ten successes, the wound heals.
17-20. Minor Scar: The scar doesn’t have any adverse effect. Magical healing of 6th
level or higher, such as heal and regenerate, removes the scar.

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Fumbles & Crits

Credits
Fumbles & Crits: A unique approach
to hard hits and wild misses
by T. R. Appleton
I hope you find this document useful and fun. For
more material like this, search for T. R. Appleton
on the DM’s Guild or visit Applesorcerer.com.

If you would like for me to write an all-new


Lingering Injuries by Damage Type set of tables,
please let me know in a review of this product!

Some artwork © 2015 Dean Spencer, used with


permission. All rights reserved.

DUNGEONS & DRAGONS, D&D, Wizards of the


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trademarks of Wizards of the Coast in the USA and
other countries.

This work contains material that is copyright Wizards


of the Coast and/or other authors. Such material is
used with permission under the Community Content
Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2019


by T. R. Appleton and published under the Community
Content Agreement for Dungeon Masters Guild.

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