Originally Posted by Buba68
+1
Although the dagger breaks on any failure, IIRC.

Nah, you're free to use Inspirations to reroll other failures.

Originally Posted by Shadowbart
So critical successes often come with things like critical hits. Critical failures should also come with some extra failure beyond just flopping like a goofball.

Technically, such things are homebrew.

RAW doesn't have any special things for Nat 1's or Nat 20's. Heck, RAW doesn't even have Nat 1's or Nat 20's mean anything outside of specifically attack rolls (Where they're just simple auto-fail or auto-success respectively with a 20 also being a critical roll)

It's a popular homebrew because it spices up TT sessions when you have essentially "Wild Magic" type random effects associated with these types of roll - With myriad of consequences up to the DM to decide. But it's not actually part of any ruleset (Even the earlier editions when Nat 1's and Nat 20's did in fact work on skill checks).