Critical Fumbles Unarmed or Natural Weapons (d100)

Slight changes to be made

d100 result

1

Slipped. You must make a successful DC 10 DEX Save or immediately fall prone.

2

Slipped. You must make a successful DC 10 DEX Save or immediately fall prone.

3

Slipped. You must make a successful DC 10 DEX Save or immediately fall prone.

4

Slipped. You must make a successful DC 10 DEX Save or immediately fall prone.

5

Slipped. You must make a successful DC 10 DEX Save or immediately fall prone.

6

Pulled up lame. You must make a successful DC 10 CON save or your speed is halved until the encounter ends..

7

Pulled up lame. You must make a successful DC 10 CON save or your speed is halved until the encounter ends..

8

Pulled up lame. You must make a successful DC 10 CON save or your speed is halved until the encounter ends..

9

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

Wicked backswing. You strike yourself slightly on your backswing and take 1d8 damage.

12

Wicked backswing. You strike yourself slightly on your backswing and take 1d8 damage.

13

Wicked backswing. You strike yourself slightly on your backswing and take 1d8 damage.

14

Wicked backswing. You strike yourself slightly on your backswing and take 1d8 damage.

15

Wicked backswing. You strike yourself slightly on your backswing and take 1d8 damage.

16

Wind knocked out of you. You become exhausted to level 1 of that condition.

17

Wind knocked out of you. You become exhausted to level 1 of that condition.

18

Wind knocked out of you. You become exhausted to level 1 of that condition.

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

Shook yourself up. You are stunned for 1 rd.

22

Shook yourself up. You are stunned for 1 rd.

23

Shook yourself up. You are stunned for 1 rd.

24

Shook yourself up. You are stunned for 1 rd.

25

Shook yourself up. You are stunned for 1 rd.

26

Give them hope. Your target’s allies within 30 feet gain a d6 inspiration die that can be used during this encounter.

27

Give them hope. Your target’s allies within 30 feet gain a d6 inspiration die that can be used during this encounter.

28

Give them hope. Your target’s allies within 30 feet gain a d6 inspiration die that can be used during this encounter.

29

Give them hope. Your target’s 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

Bruised. You injure yourself slightly; you take 1d6 damage every round until healed.

32

Bruised. You injure yourself slightly; you take 1d6 damage every round until healed.

33

Bruised. You injure yourself slightly; you take 1d6 damage every round until healed.

34

Bruised. You injure yourself slightly; you take 1d6 damage every round until healed.

35

Bruised. You injure yourself slightly; you take 1d6 damage every round until healed.

36

Discombobulated. You become incapacitated for 1 rd.

37

Discombobulated. You become incapacitated for 1 rd.

38

Discombobulated. You become incapacitated for 1 rd.

39

Discombobulated. You become incapacitated for 1 rd.

40

You’ve fallen and you can’t get up. You immediately fall prone and lose all movement this round.

41

Bad timing. You drop to last in the imitative order for the combat but do not act again this turn.

42

Bad timing. You drop to last in the imitative order for the combat but do not act again this turn.

43

Bad timing. You drop to last in the imitative order for the combat but do not act again this turn.

44

Bad timing. You drop to last in the imitative order for the combat but do not act again this turn.

45

Bad timing. You drop to last in the imitative order for the combat but do not act again this turn.

46

Broken bone. You break a bone in your hand. You suffer disadvantage for the rest of the encounter and take 1d4 damage every rd. until healed.

47

Broken bone. You break a bone in your hand. You suffer disadvantage for the rest of the encounter and take 1d4 damage every rd. until healed.

48

Broken bone. You break a bone in your hand. You suffer disadvantage for the rest of the encounter and take 1d4 damage every rd. until healed.

49

Broken bone. You break a bone in your hand. You suffer disadvantage for the rest of the encounter and take 1d4 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

Exposed defenses. Your attack unbalances you so much that your target may take one melee attack against you as a reaction.

52

Exposed defenses. Your attack unbalances you so much that your target may take one melee attack against you as a reaction.

53

Exposed defenses. Your attack unbalances you so much that your target may take one melee attack against you as a reaction.

54

Exposed defenses. Your attack unbalances you so much that your target may take one melee attack against you as a reaction.

55

Exposed defenses. Your attack unbalances you so much that your target may take one melee attack against you as a reaction.

56

Your own worst enemy. You suffer the effects of a bane spell for the remainder of the encounter.

57

Your own worst enemy. You suffer the effects of a bane spell for the remainder of the encounter.

58

Your own worst enemy. You suffer the effects of a bane spell for the remainder of the encounter.

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

Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next successful melee attack vs. you.

62

Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next successful melee attack vs. you.

63

Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next successful melee attack vs. you.

64

Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next successful melee attack vs. you.

65

Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next successful melee attack vs. you.

66

Revealed intentions. You and your allies all suffer disadvantage for your next attack.

67

Revealed intentions. You and your allies all suffer disadvantage for your next attack.

68

Revealed intentions. You and your allies all suffer disadvantage for your next attack.

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

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.

72

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.

73

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.

74

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.

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

Devastating error.Your opponent may immediately make one melee attack with advantage against you.

77

Devastating error.Your opponent may immediately make one melee attack with advantage against you.

78

Devastating error.Your opponent may immediately make one melee attack with advantage against you.

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

Thrown into chaos. You crash into all adjacent allies; you are all knocked prone and lose all movement this round.

82

Thrown into chaos. You crash into all adjacent allies; you are all knocked prone and lose all movement this round.

83

Thrown into chaos. You crash into all adjacent allies; you are all knocked prone and lose all movement this round.

84

Thrown into chaos. You crash into all adjacent allies; you are all knocked prone and lose all movement this round.

85

Thrown into chaos. You crash into all adjacent allies; you are all knocked prone and lose all movement this round.

86

Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd.

87

Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd.

88

Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd.

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

Self-inflicted wound. Your missed attack is costly. Roll your damage as if you had hit your target and apply it to yourself.

92

Self-inflicted wound. Your missed attack is costly. Roll your damage as if you had hit your target and apply it to yourself.

93

Self-inflicted wound. Your missed attack is costly. Roll your damage as if you had hit your target and apply it to yourself.

94

Self-inflicted wound. Your missed attack is costly. Roll your damage as if you had hit your target and apply it to yourself.

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

Did you see that? Your missed attack is costly. Apply the maximum damage to yourself as if you had hit your target.

97

Did you see that? Your missed attack is costly. Apply the maximum damage to yourself as if you had hit your target.

98

Did you see that? Your missed attack is costly. Apply the maximum damage to yourself as if you had hit your target.

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.