Critical Hits

Melee
  • You got jammed!.

    Some jam you had with your toast a few days ago dislodges itself and sticks to your target. Their speed is halved. They have a −1 penalty to AC and Dexterity saving throws. And they can’t use reactions. On their next turn, they can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. This effect ends at the top of your next turn.

Ranged
  • Blinded!.

    Your strikes leaves your target blinded until they receive medical attention.

Magic
  • Acid bath.

    A bubble of acid materializes in front of your target and hits them for 2d6 damage.

Critical Misses

Melee
  • Uh oh.

    Your weapon shatters and is unrepairable.

Ranged
  • Plonk.

    You unfasten part of your armor (if you’re wearing any) and lose its benefits to your AC until you spend an action refastening

Magic
  • A Fiend’s Payment.

    Energy pools from your being. Magical wisps coalesce around you and suddenly you fall into kneeling position. Your movement speed is halved. Attackers have advantage against you. You can only attack with cantrips. Lasts 1d4 turns.

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We use content from Wizards of the Coast as specified in the Open Game License and System Reference Document. Entries marked as created by Wizards of the Coast use material from the SRD.