0% found this document useful (0 votes)
120 views

D&D Critics FumbleCharts

This document outlines various mishaps and mistakes that can occur when attempting a melee or ranged attack. It provides 100 random negative effects ranging from becoming stunned or prone, to damaging yourself or allies. The more serious effects include shattering weapons, breaking bones, or reflecting attacks back to injure the attacker.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as RTF, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
120 views

D&D Critics FumbleCharts

This document outlines various mishaps and mistakes that can occur when attempting a melee or ranged attack. It provides 100 random negative effects ranging from becoming stunned or prone, to damaging yourself or allies. The more serious effects include shattering weapons, breaking bones, or reflecting attacks back to injure the attacker.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as RTF, PDF, TXT or read online on Scribd
You are on page 1/ 4

Melee with Weapon

D100
01 05 Slipped. You must make a successful DC 10 DEX Save or immediately fall prone.
06 09 Pulled up lame. You must make a successful DC 10 CON save or your speed is halved until the
encounter ends..
10 Something in your eye. Your
melee attacks only do half damage for the remainder of the encounter.
11 - 15 Wicked backswing. You strike yourself slightly on your backswing and take 1d8 damage.
16 19 Wind knocked out of you. You become exhausted to level 1 of that condition.
20 Loss of confidence. You gain disadvantage for your attacks against this opponent for the remainder of the
encounter.
21 25 Shook yourself up. You are stunned for 1 rd.
26 - 29 Give them hope. Your targets allies within 30 feet gain a d6 inspiration die that can be used during
this encounter.
30 Panic attack. You must make a successful DC 10 WIS Save
or become frightened for the remainder of the encounter.
31 35
Dropped weapon. Your drop your weapon and it falls 10 from your location in a random direction.
36 39 Discombobulated. You become incapacitated for 1 rd.
40 Youve fallen and you cant get up. You immediately fall prone and lose all movement this round.
41 45 Bad timing. You drop to last in the imitative order for the combat but do not act again this turn.
46 49 Broken bone. You break a bone in your hand. You suffer disadvantage for the rest of the encounter
and take 1d6 damage every rd. until healed.
50 Easy prey. Allies of the target within 20 will attack you with their next turn, unless they would suffer an
Attack of Opportunity to do so.
51 - 55 Exposed defenses. Your swing unbalances you so much that your target may take one melee attack
against you as a reaction.
56 59 Your own worst enemy. You suffer the effects of a bane spell for the remainder of the encounter.
60 Unguarded. All adjacent allies of your target may immediately take an attack of opportunity against you.
61 65 Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next successful melee
attack vs. you.
66 - 69 Revealed intentions. You and your allies all suffer disadvantage for your next attack.
70 Wrong target. You mistakenly strike an ally adjacent to you with your attack.
71 75 Lodged weapon. Your weapon becomes stuck in the floor or a nearby object. You must make a DC
14 STR check to remove it as an action.
76 79 Devastating error. Your opponent may immediately make one melee attack with advantage against
you as a reaction.
80 Shattered. Your weapon breaks if it is non-magical. Enchanted weapons must make a DC 8 Save and get a
+1 to their roll for every + of the weapon.
81 85 Thrown weapon. You lose your grip and throw your weapon. It lands 30 from your location in a
random direction.
86 89 Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd.
90 Horrible aftermath. Roll twice on this chart and apply both effects to yourself.
91 - 95 Self-inflicted wound. Your attack ricochets back and you hit yourself. Roll your damage as if you
had hit your target and apply it to yourself.
96 99 Did you see that? Your attack ricochets back and you hit yourself. Apply the maximum damage to
yourself as if you had hit your target.
100 No! Your attack ricochets back and you hit yourself. Apply the maximum critical damage to yourself as if you
had hit your target.

Melee unarmed or natural weapons


D100

01 05 Slipped. You must make a successful DC 10 DEX Save or immediately fall prone.
06 09 Pulled up lame. You must make a successful DC 10 CON save or your speed is halved until the
encounter ends..
10 Something in your eye. Your
melee attacks only do half damage for the remainder of the encounter.
11 - 15 Wicked backswing. You strike yourself slightly on your backswing and take 1d8 damage.
16 19 Wind knocked out of you. You become exhausted to level 1 of that condition.
20 Loss of confidence. You gain disadvantage for your attacks against this opponent for the remainder of the
encounter.
21 25 Shook yourself up. You are stunned for 1 rd.
26 - 29 Give them hope. Your targets allies within 30 feet gain a d6 inspiration die that can be used during
this encounter.
30 Panic attack. You must make a successful DC 10 WIS Save
or become frightened for the remainder of the encounter.
31 35
Bruised. You injure yourself slightly; you take 1d6 damage every round until healed.
36 39 Discombobulated. You become incapacitated for 1 rd.
40 Youve fallen and you cant get up. You immediately fall prone and lose all movement this round.
41 45 Bad timing. You drop to last in the imitative order for the combat but do not act again this turn.
46 49 Broken bone. You break a bone in your hand. You suffer disadvantage for the rest of the encounter
and take 1d6 damage every rd. until healed.
50 Easy prey. Allies of the target within 20 will attack you with their next turn, unless they would suffer an
Attack of Opportunity to do so.
51 - 55 Exposed defenses. Your attack unbalances you so much that your target may take one melee
attack against you as a reaction.
56 59 Your own worst enemy. You suffer the effects of a bane spell for the remainder of the encounter.
60 Unguarded. All adjacent allies of your target may immediately take an attack of opportunity against you.
61 65 Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next successful melee
attack vs. you.
66 - 69 Revealed intentions. You and your allies all suffer disadvantage for your next attack.
70 Wrong target. You mistakenly strike an ally adjacent to you with your attack.
71 75 Stuck! Your foot becomes lodged in the floor or a nearby object. You are restrained. You must make a
DC 14 STR check to remove it as an action.
76 79 Devastating error.Your opponent may immediately make one melee attack with advantage against
you.
80 Collision. You collide with an adjacent ally, knocking you both prone.
81 85 Thrown into chaos. You crash into all adjacent allies; you are all knocked prone and lose all
movement this round.
86 89 Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd.
90 Horrible aftermath. Roll twice on this chart and apply both effects to yourself.
91 - 95 Self-inflicted wound. Your missed attack is costly. Roll your damage as if you had hit your target
and apply it to yourself.
96 99 Did you see that? Your missed attack is costly. Apply the maximum damage to yourself as if you
had hit your target.
100 No! Your missed attack is costly. Apply the maximum critical damage to yourself as if you had hit your
target.

Ranged attack with weapon


D100

01 05 Slipped. You must make a successful DC 10 DEX Save or immediately fall prone.
06 09 Pulled up lame. You must make a successful DC 10 CON save or your speed is halved until the
encounter ends..
10 Something in your eye. Your
melee and ranged attacks only do half damage for the remainder of the encounter.
11 - 15 Whiplashed. Your weapon kicks back, striking you slightly and you take 1d8 damage.
16 19 Wind knocked out of you. You become exhausted to level 1 of that condition.
20 Loss of confidence. You gain disadvantage for your attacks against this opponent for the remainder of the
encounter.
21 25 Shook yourself up. You are stunned for 1 rd.
26 - 29 Give them hope. Your targets allies within 30 feet gain a d6 inspiration die that can be used during
this encounter.
30 Panic attack. You must make a successful DC 10 WIS Save
or become frightened for the remainder of the encounter.
31 35
Dropped weapon. Your drop your weapon and it falls 10 from your location in a random direction.
36 39 Discombobulated. You become incapacitated for 1 rd.
40 Youve fallen and you cant get up. You immediately fall prone and lose all movement this round.
41 45 Bad timing. You drop to last in the imitative order for the combat but do not act again this turn.
46 49 Broken bone. You break a bone in your hand. You suffer disadvantage for the rest of the encounter
and take 1d6 damage every rd. until healed.
50 Easy prey. Allies of the target within 20 will attack you with their next turn, unless they would suffer an
Attack of Opportunity to do so.
51 - 55 Exposed defenses. Your attack unbalances you so much that your target may take one attack
against you as a reaction.
56 59 Your own worst enemy. You suffer the effects of a bane spell for the remainder of the encounter.
60 Unguarded. All adjacent allies of your target may immediately take an attack of opportunity against you.
61 65 Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next successful attack
vs. you.
66 - 69 Revealed intentions. You and your allies all suffer disadvantage for your next attack.
70 Wrong target. You mistakenly strike an ally adjacent to you with your attack.
71 75 Lodged weapon. Your weapon becomes stuck in the floor or a nearby object. You must make a DC
14 STR check to remove it as an action.
76 79 Devastating error. Your opponent may immediately make one attack with advantage against you
as a reaction.
80 Shattered. Your weapon breaks if it is non-magical. Enchanted weapons must make a DC 8 Save and get a
+1 to their roll for every + of the weapon.
81 85 Thrown weapon. You lose your grip and throw your weapon. It lands 30 from your location in a
random direction.
86 89 Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd.
90 Horrible aftermath. Roll twice on this chart and apply both effects to yourself.
91 - 95 Self-inflicted wound. Your attack ricochets back and you hit yourself. Roll your damage as if you
had hit your target and apply it to yourself.
96 99 Did you see that? Your attack ricochets back and you hit yourself. Apply the maximum damage to
yourself as if you had hit your target.
100 No! Your attack ricochets back and you hit yourself. Apply the maximum critical damage to yourself as if you
had hit your target.

Spell Attack
D100
01 05 Slipped. You must make a successful DC 10 DEX Save or immediately fall prone.
06 09 Pulled up lame. You must make a successful DC 10 CON save or your speed is halved until the

encounter ends..
10 Something in your eye. Your
attacks only do half damage for the remainder of the encounter.
11 - 15 Oops! You clonk your head on something, take 1d8 damage.
16 19 Wind knocked out of you. You become exhausted to level 1 of that condition.
20 Loss of confidence. You gain disadvantage for your attacks against this opponent for the remainder of the
encounter.
21 25 Shook yourself up. You are stunned for 1 rd.
26 - 29 Give them hope. Your targets allies within 30 feet gain a d6 inspiration die that can be used during
this encounter.
30 Panic attack. You must make a successful DC 10 WIS Save
or become frightened for the remainder of the encounter.
31 35 Lose
your grip. Your drop anything you had in hand and it falls 10 from your location in a random direction.
36 39 Discombobulated. You become incapacitated for 1 rd.
40 Youve fallen and you cant get up. You immediately fall prone and lose all movement this round.
41 45 Bad timing. You drop to last in the imitative order for the combat but do not act again this turn.
46 49 Broken bone. You break a bone in your hand. You suffer disadvantage for the rest of the encounter
and take 1d6 damage every rd. until healed.
50 Easy prey. Allies of the target within 20 will attack you with their next turn, unless they would suffer an
Attack of Opportunity to do so.
51 - 55 Exposed defenses. Your attack unbalances you so much that your target may take one attack
against you as a reaction.
56 59 Your own worst enemy. You suffer the effects of a bane spell for the remainder of the encounter.
60 Unguarded. All adjacent allies of your target may immediately take an attack of opportunity against you.
61 65 Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next successful attack
vs. you.
66 - 69 Revealed intentions. You and your allies all suffer disadvantage for your next attack.
70 Wrong target. You mistakenly strike an ally adjacent to you with your attack.
71 75 Lodged weapon. Your weapon becomes stuck in the floor or a nearby object. You must make a DC
14 STR check to remove it as an action.
76 79 Devastating error. Your target may immediately make one attack with advantage against you as a
reaction.
80 Shattered. Your weapon breaks if it is non-magical. Enchanted weapons must make a DC 8 Save and get a
+1 to their roll for every + of the weapon.
81 85 Thrown weapon. You lose your grip on whatever you had in hand. It lands 30 from your location in a
random direction.
86 89 Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd.
90 Horrible aftermath. Roll twice on this chart and apply both effects to yourself.
91 - 95 Self-inflicted wound. Your attack ricochets back and you hit yourself. Roll your damage as if you
had hit your target and apply it to yourself.
96 99 Did you see that? Your attack ricochets back and you hit yourself. Apply the maximum damage to
yourself as if you had hit your target.
100 No! Your attack ricochets back and you hit yourself. Apply the maximum critical damage to yourself as if you
had hit your target.

You might also like