Combat Weariness
The chaos of combat poses countless dangers: the blades and arrows of goblins, the hail of fire from the sorcerer on the hill above, or falling into a cavernous pit trap. These threats are immediate, visible and life-threatening, but they are not the only concerns of a hero. Between the battle-ready soldier and the corpse on the ground exists someone suffering from Combat Weariness.
After taking significant damage during an encounter, a severely injured player or monster may be more vulnerable or desperate, exposing themselves to adverse consequences or secondary effects. Player Characters with less than 1/10th of their maximum hit points and Non-Player Characters with less than 1/4th of their maximum hit points are considered Combat Weary.
A Combat Weary character that rolls a 1 on any attack roll not only fails the attack, but wearily fumbles. In addition, any roll of 20 against a Combat Weary character not only is automatically successful, but is an overwhelming strike.
Overwhelming Strike
If you roll a 20 when attacking a Combat Wearied opponent, roll another d20 and consult the following table to determine the effect of your overwhelming strike:
| d20 | Overwhelm | Effect |
| 1-6 | No Effect | No Effect |
| 7-9 | Clothesline | Knocked ’em down! Target falls prone. |
| 10-12 | Blindside | What a hit! They’re seeing stars. Target has disadvantage on ranged attacks until the end of their next turn. |
| 13-14 | Hamstring | A wound across the back of the legs. Your target’s movement speed is reduced by 10 ft until they regain HP. |
| 15-16 | Disarmed | Their parry failed. Your target drops any (1) weapon they are holding. |
| 17-18 | Solar Plexus Hit | The wind is knocked out of your target. It’s incapacitated until the end of its next turn. |
| 19 | Devastating Hit | That might’ve broken a bone… Your target’s attacks have disadvantage until the end of the encounter. |
| 20 | Truly Devastating Hit | You sever (or disable) one of your opponent’s limbs. Roll to determine which limb. |
Severed Limb
If you delivered a Truly Devastating Hit (20 on Overwhelming Strike), roll another d20 and consult the following table to determine which limb you severed:
| d20 | Severed Limb |
| 20-8 | Fingers. Target cannot use a two-handed item or wield two items at once. |
| 7-4 | Forearm. Same as finger, plus the target is off balance. Its attacks have disadvantage. |
| 3-1 | Foot. The target’s speed is reduced by 25 ft and they have disadvantage on ability checks that reasonably require two feet. |
Fumble
If you roll a 1 on an attack while Combat Weary, roll another d20 and consult the following table to determine the effect of your fumble:
| d20 | Fumble | Effect |
| 20-15 | No Effect | No Effect |
| 14-12 | Blood Loss / Catching Your Breath | This battle has taken a lot out of you. Your next attack has disadvantage. |
| 11-9 | Stumble | Your feet don’t want to listen and you stumble. Your speed is reduced by 10 ft until the end of your next turn. |
| 8-7 | Weapon Drop | You can’t seem to get a grip on your weapon. You drop your weapon to the ground. |
| 6-5 | Charley Horse | Muscle spasm! The first attack against you next round has advantage. |
| 4-3 | Slip | Blood, sweat and weariness cause you to lose your feet. Fall prone. |
| 2 | Panic | Everything is going wrong. Make a Wisdom save (DC 12) or use your remaining speed to move away from the nearest enemy by the safest possible route. |
| 1 | Self-Inflicted Wound | Your weapon has betrayed you! You suffer your attack’s minimum damage. |

