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Fumbles & Crits
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Magical Mishaps
Fumbles & Crits
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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.
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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
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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.
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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.