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. |