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

Unarmed

Curiosities and Acquisitions Whataguy2000