Fumbles 2

Fumble Table 1

Melee with weapons

Roll Type Description
01 – 05 Slipped You must make a successful DEX Save or immediately fall prone
06 – 09 Pulled up lame. You must make a successful CON save or your speed is halved until the end of the encounter.
10 Something in your eye. Your melee attacks only do half damage for the remainder of the encounter
11 – 15 Wicked back swing. You strike yourself slightly on your back swing and take 1d8 damage
16 – 19 Wind knocked out of you. You become exhausted. You lose initiative for the rest of the encounter
20 Loss of confidence. You gain disadvantage for your attacks against this opponent for the remainder of the encounter. -1 to hit
21 – 25 Shook yourself up. You are stunned for 1 rd
26 – 29 Give them hope. Your target’s allies within 30 feet gain +1 initiative due to inspiration during this encounter
30 Panic attack. You must make a successful 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 You’ve fallen and you can’t get up. You immediately fall prone and lose all movement this round
41 – 45 Bad timing. You drop to last in the initiative order for the combat but do not act again this turn
46 – 49 Broken bone. You break a bone in your hand. You suffer -1 hit/ -1AC 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. Your enemies may react to your actions during the round
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 STR check to remove it as an action
76 – 79 Devastating error. As a free action your opponent may immediately make one melee attack at +1 to hit against you as a reaction
80 Shattered. Your weapon breaks if it is non-magical. Enchanted weapons must make a 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

Fumbles 2

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