Critical Failure Chart

In the event of a PC or NPC Critical Failure on an attack roll, roll 1d10:
(The DM may ask for two rolls if the Critically Failing attack had disadvantage. In the event of a double-roll resulting in two of the same number, one instance of the condition will be applied.)

1. The character falls prone.
2. The character fumbles their weapon; it falls to the ground, but within reach.
3. The character injures an adjacent ally by mistake (roll weapon damage with no modifiers other than magical modifiers), if no allies are adjacent, the character deals damage to the self for 1d4 damage.
4. The attacking weapon is damaged and hereafter suffers -1 to all damage rolls. If the attacking weapon was a natural attack, the attacker sustains 2 bludgeoning damage.
5. The character must succeed a Dexterity save vs. DC 14, losing their weapon to a disarm. It falls in a random, adjacent hex (1d6). If the save roll is also a critical failure, it falls 10 feet away instead in a random hex (1d12).
6. The character must succeed a Charisma save vs. DC 14 or become frightened of the engaged opponent until the character hits that opponent again (or if the opponent turns its attention elsewhere).
7. The next attack against the character is at advantage and s/he stumbles backwards 5 feet if possible.
8. An enemy within reach, favoring the highest Dexterity, can use its reaction to make an opportunity attack against the character. If no other enemies are within the reach, the engaged opponent can use its reaction.
9. The character is blinded for the rest of the round (by a strike to the face or environmental hazard). S/he spends the next round at the last initiative count, rolling a new initiative for the round after that.
10. The character pulls a muscle or becomes winded., etc. and suffers a level of exhaustion for the duration of the scene.

Critical Failure Chart

The Heir to Disaster Straw_Dog