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Critical Failure during Combat

Critical Failure during Combat

If a creature rolls a critical failure making an attack during combat, then the creature's player must roll a d20 to determine if a potential complication occurs alongside the automatic miss.


d20Complication
01 - 09No complications occur.
10 - 12Disarmed. The creature drops its weapon within 5' of them. It can recover the weapon using a bonus action of the creature's next turn.
13 - 14Vulnerable. The creature slips into a disadvantageous position. The next attack on it is made with advantage, the next saving throw it makes is made with disadvantage, or it recovers at the start of its next turn, whichever comes first.
15-16Friendly Fire. The creature potentially harms an ally. If the attack automatically hits one of the creature's allies or a nonhostile creature that is within 5' of the intended target. If the creature has no allies or there are no nonhostile creatures within 5' of the intended target, then the attack simply misses.
17-18Weapon Damaged. The creature accidentally breaks the weapon used to make the attack. The weapon can't be used to make attacks until it is repaired with a DC 15 skill check made with appropriate artisan tools or by paying an appropriate artisan half the weapon's value in material & time to make the repair. Natural weapons & weapons that are magically constructed are immune to this effect.
19 - 20Injury. The attacker injures themselves, sustaining a d4 of the damage type the attack would have made.

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