Critical Fumble Ranged attack weapons (d100)

This one might get split into Thrown and Ranged weapons yet

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 and ranged attacks only do half damage for the remainder of the encounter.

11

Whiplashed. Your weapon kicks back, striking you slightly and you take 1d8 damage.

12

Whiplashed. Your weapon kicks back, striking you slightly and you take 1d8 damage.

13

Whiplashed. Your weapon kicks back, striking you slightly and you take 1d8 damage.

14

Whiplashed. Your weapon kicks back, striking you slightly and you take 1d8 damage.

15

Whiplashed. Your weapon kicks back, striking you slightly and you 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

Dropped weapon. Your drop your weapon and it falls 10’ from your location in a random direction. (Singing "Let it go, Let it go!")

32

Dropped weapon. Your drop your weapon and it falls 10’ from your location in a random direction. (Singing "Let it go, Let it go!")

33

Dropped weapon. Your drop your weapon and it falls 10’ from your location in a random direction. (Singing "Let it go, Let it go!")

34

Dropped weapon. Your drop your weapon and it falls 10’ from your location in a random direction. (Singing "Let it go, Let it go!")

35

Dropped weapon. Your drop your weapon and it falls 10’ from your location in a random direction. (Singing "Let it go, Let it go!")

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 attack against you as a reaction.

52

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

53

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

54

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

55

Exposed defenses. Your attack unbalances you so much that your target may take one 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 attack vs. you.

62

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

63

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

64

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

65

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

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.

72

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.

73

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.

74

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.

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

Devastating error. Your opponent may immediately make one attack with advantage against you as a reaction.

77

Devastating error. Your opponent may immediately make one attack with advantage against you as a reaction.

78

Devastating error. Your opponent may immediately make one attack with advantage against you as a reaction.

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 4 Save and get a +1 to their roll for every + of the weapon.

81

Thrown weapon. You lose your grip and throw your weapon. It lands 30’ from your location in a random direction.

82

Thrown weapon. You lose your grip and throw your weapon. It lands 30’ from your location in a random direction.

83

Thrown weapon. You lose your grip and throw your weapon. It lands 30’ from your location in a random direction.

84

Thrown weapon. You lose your grip and throw your weapon. It lands 30’ from your location in a random direction.

85

Thrown weapon. You lose your grip and throw your weapon. It lands 30’ from your location in a random direction.

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 attack ricochets back and you hit yourself. Roll your damage as if you had hit your target and apply it to yourself.

92

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.

93

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.

94

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.

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

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.

97

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.

98

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.

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.