Curiosities and Acquisitions
Unarmed
Fumble Table 2
Melee unarmed or natural 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 encounter ends |
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 to level 1 of that condition |
20 | Loss of confidence | You gain -1 to hit 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 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 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 | 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 -4 hit/damage for the rest of the encounter and take 1d6 damage every rnd 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. The enemy may react during the round |
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 STR check at -2 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 |