Critical Hits

Melee
  • Kneecapped.

    You hit your target right in the knee (or whatever part of their form performs the same function). Their movement is halved and they cannot take the Dash action for 1d6 rounds.

Ranged
  • Kneecapped.

    You hit your target right in the knee (or whatever part of their form performs the same function). Their movement is halved and they cannot take the Dash action for 1d6 rounds.

Magic
  • Take flight.

    Your magic interacts with a wing feather of a bird floating through the air and the spell Fly is cast upon you.

    For 10 minutes, you gain a flying speed of 60 feet. When the spell ends, you fall if you are still aloft, unless you can stop the fall.

Critical Misses

Melee
  • Stuck.

    You miss so badly that your weapon is stuck in the ground or floor. You must spend an action prying it loose or leave it.

Ranged
  • See you next fall.

    You overextend yourself and fall while attacking. Roll your attack damage; take half in your fall. You are also prone. You must spend half your movement standing up. If you were engaged in melee combat, you will provoke an attack of opportunity when you stand.

Magic
  • What’s The Worst That Could Happen.

    You miss your target entirely and land a critical hit on your nearest ally.

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