Critical Misses When a creature rolls a natural 1 on an attack roll, that attack is considered a critical failure. At the end of that creature’s turn, they must roll 2d6 and take the associated result from the Critical Failure table. Regardless of how many natural 1s a creature rolls on their turn, they can only suffer from one critical failure each round. If a result from the table is not applicable to the triggering attack, the creature takes the next highest applicable result. Lowering the Result More skilled combatants are less prone to the more devastating effects of missing an attack. For every extra attack you are capable of making as part of the Attack action, you may lower the result of your roll by 2, to the minimum result. If you score a critical hit on the same turn as a critical failure, you may also lower the result by an additional 2 for every critical hit, to the minimum result. Using Inspiration If you have inspiration, you may spend it to change the roll to 1d6, rather than 2d6. You must decide to do so before rolling. Critical Failure Roll Result 1-2 You recover well and miss as normal. 3 DM’s choice. 4 Your enemy sidesteps your attack and uses your momentum to move you 10 feet in a direction of their choice. 5 The wear and tear of combat eats away at you. You suffer disadvantage on your next attack roll. 6 You misstep, exposing a weak point. The next attack made against you before the start of your next turn has advantage. 7 Your target disarms you. Picking up your weapon (bonus action) will expose you to opportunity attacks. 8 You lose your footing, falling prone. If you managed to hit your target with a melee attack on the same turn, they also fall prone. 9 Your target manages to grapple you. 10 The cluster of bodies in the fight causes you to accidentally hit the nearest ally within range. 11 Your target dodges and immediately makes an attack against you. 12 You stumble and greatly expose a weak spot. All attacks made against you have advantage until the start of your next turn.