Commit f938ad

D&D/Critical Roll Effects
@@ 1,6 1,6@@
# Critical Roll Effects
- **Weapon Attack Critical Hit Table**
+ ### Weapon Attack Critical Hit Table
| Roll | Description | Effect |
| -------- | -------- | -------- |
@@ 22,3 22,25@@
| 90-94 | You strike with extreme force. | Roll an additional set of damage dice above and beyond your normal critical roll, and the target suffers one unit of exhaustion. |
| 95-99 | You strike with debilitating force. | Roll an additional set of damage dice above and beyond your normal critical roll, and the target suffers a permanent injury chosen by the DM. The permanent injury can be healed with extended rest of a length determined by the DM, but the attack leaves a scar. |
| 100 | You strike with devastating force. | Roll an additional set of damage dice above and beyond your normal critical roll, and the target suffers 1 unit of exhaustion, and the target suffers a permanent injury chosen by the DM. The permanent injury can be healed with extended rest of a length determined by the DM, but the attack leaves a scar. |
+
+
+ ### Weapon Attack Roll Fumble Table
+
+ | Roll | Description | Effect |
+ | -------- | -------- | -------- |
+ | 1 | You are embarrassed by your poor showing, but nothing remarkable happens. | You miss your attack. |
+ | 2-5 | You lose your combat footing, exposing yourself to your target. | Your target has advantage on their first attack roll against you next round. |
+ | 6-9 | You lose your combat footing, exposing yourself to your enemies. | Your enemies have advantage on their first attack roll against you next round. |
+ | 10-14 | You 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. |
+ | 15-19 | Melee: 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. |
+ | 20-29 | You lose your balance while attacking. | You fall prone and your movement is reduced to 0. |
+ | 30-39 | As you attack your opponent you begin to fear that they are the superior combatant. | Disadvantage on your next attack roll against your target. |
+ | 40-49 | You 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. |
+ | 50-59 | You lose your grip as you attack. | Roll a DC 10 Dexterity Check, on failure you drop your weapon at your feet. |
+ | 60-69 | Melee: 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. |
+ | 70-79 | Melee: 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. |
+ | 80-84 | Missing 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. |
+ | 85-89 | You 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. |
+ | 90-94 | You 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. |
+ | 95-99 | You 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. |
+ | 100 | You lose your footing while attacking and slam your head into the ground. | You fall prone, take 3d6 damage, and become unconscious for 1 minute or until you receive damage from any source. |