One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.” -Hunter S. Thompson


Monday, October 29, 2018

D&D 5e Critical Fumble Chart

During my weekly D&D 5e game of Tomb of Annihilation, I've found that coming up with interesting ideas for a missed attack on a roll of a natural 1 have been hard to come up with on the fly. So I adapted  the Pathfinder critical fumble deck cards to be more in line with 5e rules and I added a few results to smooth out the the random dice rolling. I hope to test it out this Thursday and see what happens.

Critical Fumble Chart Rules

When a character rolls a natural 1 the attack misses. Roll a d6 and a d10 and consult the appropriate table (melee, ranged, natural or magic).
 
You may spend an inspiration token to negate the effects of a critical fumble,

Bleed:  Bleed damage deals the listed amount of damage every round at the end of the affected character's turn until healed. Unless otherwise noted, all ability bleed is damage (not drain). Bleed damage can be ended by any magical cure spell or a DC 15 Wisdom (medicine) check made as an action. 

Save: Unless a DC is listed, the DC for any necessary save is equal to the armor class of the target.

Until Healed: This always refers to the additional damage or bleed effect, not the weapon (or spell) damage.

Repairing Weapons/Armor: If a weapon has -5 penatly to damage is destroyed. Likewise, a shield that drops to AC 0 or a suit or armor reaches AC 10 are destroyed as well. Damaged weapons and armor can have all these penalties removed by performing maintenance during a long or short rest, or with the Mending spell (PH 259). This assumes the character has the requisite tools (hammer, files, whetstone, etc). Broken weapons can be repaired after 1d3 days of work at a blacksmith shop or similar workshop.

Regaining Ability Score Damage: If an ability score reaches zero, the character dies. A character can regain all ability score damage from a long or short rest, or from a greater restoration spell.



Melee Attacks

1.           d6/d10
1.1.              Stuck: Your weapon is stuck in a nearby surface. DC 15 Strength check to free it.
1.2.              K.O.: You fall unconscious for 1d6 rounds (Wis negates).
1.3.              Stumble: Move 10 feet in a random direction and provoke opportunity attacks as normal.
1.4.              Pointy End Goes There: You take 1 point of Con damage.
1.5.              On The Receiving End: The attack deals damage to you instead of the target.
1.6.              Pin Prick: You take 1 point of bleed.
1.7.              Bohemian Ear Spoon: You are deafened until healed. DC 12 Wisdom (Medicine) check.
1.8.              Attack the Darkness: All of you enemies are heavily obscured from you for 1d4 rounds.
1.9.              Broken Haft: Your weapon loses reach. You roll with disadvantage on all attack rolls until it is repaired (DC 15 ? Check).
1.10.           This is Bad: You take an amount of bleed equal to to your Str modifier (Minimum 1).

2.           d6/d10
2.1.              Fog of War: You threaten nothing in your reach for 1d6 rounds.
2.2.              Strain: You take 1d4 points of Dex damage.
2.3.              Armor Smash: You damage your armor. It gains a permanent -1 to AC.
2.4.              Too Much Stuff: You become entangled in your gear. You are restrained until you spend an action to free yourself.
2.5.              Spinning Swing: You are dizzy and incapacitated for 1d3 rounds.
2.6.              Overextend: You provoke opportunity attacks from all adjacent opponents.
2.7.              The Sword is Heavy: You gain a level of exhaustion.
2.8.              Bonk: You are stunned for 1 round (Con negates).
2.9.              Go for The Eyes: You are blinded for 1 round.
2.10.           Bent: Your weapon gains a -1 penalty to damage rolls weapon until it is repaired.

3.           d6/d10
3.1.              Punt: Your weapon flies 2d6 x 5 feet in a random direction.
3.2.              Funny Bone: You drop whatever is in your hand (d6: 1-3 left hand; 4-6 right hand).
3.3.              Kick Back: Your opponent smashes back your weapon hitting you, you take 1d6 points of damage and 1 point of bleed.
3.4.              Cutter: You take 1 point of Str bleed.
3.5.              Wide Open: Attacks against you have advantage for 1 round.
3.6.              Shield Crash: Your attack deals damage to your shield. It gains a permanent -1 to AC.
3.7.              Below the Belt: You are incapacitated for 1d6 rounds.
3.8.              Wait What?: You are confused for 1 round As per the spell (PH 224).
3.9.              All or Nothing: You attack with disadvantage for 1d3 rounds.
3.10.           Better to Give: Attack damages you instead.

4.           d6/d10
4.1.              Back Swing: Attack deals damage to you instead of the target.
4.2.              Bad Grip: Your weapon deals half damage for the next 3 rounds.
4.3.              No Way: Attack hits the target, and deals minimum damage.
4.4.              Pulled Muscle: You take 1d4 points of Str damage.
4.5.              Winded: You gain a level of exhaustion.
4.6.              Butter Fingers: You drop you weapon. Opponent gets opportunity attack when you recover it.
4.7.              Hand It Over: Your target gains possession of your weapon (Dex negates).
4.8.              Surrounded by Foes: Your attack hits an ally within reach and is a critical hit.
4.9.              Fling: You drop your weapon. It lands 1d6 x 5 feet away in a random direction.
4.10.           Critical Mistake: A ttack hits you and is a critical hit.

5.           d6/d10
5.1.              Parry! Dodge! Spin! Thrust!: You are stunned for 1 round.
5.2.              Broken Blade: Your weapon is destroyed (Dex negates). Magic weapons roll with advantage.
5.3.              Off Balance: All your attacks are made with disadvantage for 1 round.
5.4.              Awkward Attack: Attacks against you have advantage for 1d3 rounds.
5.5.              Catch Your Breath: You can only take a move action next round.
5.6.              Slipped: Fall prone in your current space.
5.7.              I Told You It Was Sharp: Take 1d6 points of bleed damage.
5.8.              Eat Dirt: Fall prone and are blinded for 1d3 rounds (Wis negates).
5.9.              Sorry!: Attack hits an ally adjacent to the you or target.
5.10.           Notched: Your weapon permanently gains a -1 penalty to damage rolls. 

6.           d6/d10
6.1.              Vibration: You take 1d3 points of Str damage and drop your weapon. Opponent gets opportunity attack when you recover it.
6.2.              Who Was That?: You are stunned for 1d3 rounds.
6.3.              Riposte: Your enemy may immediately make an opportunity attack against you.
6.4.              Confused: Suffer the effects of a confusion spell (PH 224) for 1d3 rounds.
6.5.              Your Own Worst Enemy: you suffer the effects of a bane spell (PH 216) for 1d3 rounds.
6.6.              Poor Teamwork: Attacks against you and your allies have advantage for 1 round.
6.7.              Poor Timing: Your place in the initiative drops to last place and you no longer act in this round.
6.8.              This is Madness!: You gain a short term madness for 1d10 minutes (See DMG 259).
6.9.              That Ain’t A Knife…: Your target gains an inspiration die equal to your level (1-4; d6, 5-9; d8, 10-14; d10, 15+; d12).
6.10.           It Got Worse: Roll twice on this table.

 Ranged Attacks

1.           d6/d10
1.1.              Archer’s Elbow: You roll with disadvantage on all ranged attacks for 1d3 minutes.
1.2.              Overthrow: You throw or drop your weapon, landing 1d6 x 5 feet away in a random direction.
1.3.              Misjudged the Distance: All attack rolls, regardless of the range increment have disadvantage for 3 rounds.
1.4.              Tunnel Vision: For the next 3 rounds, you attack with advantage, but attacks against you are made with advantage.
1.5.              In the Line of Fire: Your attack hits the nearest ally and is a critical hit.
1.6.              Spilled Ammo: Your ammunition falls from it’s container and takes 1d6 rounds to gather up.
1.7.              Lowered Guard: You provoke opportunity attacks from all foes.
1.8.              Aim Carefully: For 3 rounds you can only make one attack.
1.9.              All Thumbs: You lose your Dexterity bonus on attack rolls for 3 rounds.
1.10.           What Are The Odds?: Thrown weapon hits the target, but ends up in it’s possession. Otherwise you drop your weapon, landing 1d6 x 5 feet away in a random direction.

2.           d6/d10
2.1.              Bull’s Eye: Your shot ricochets and hits you near the eye. You are blinded untiled healed. DC 12 Wisdom (Medicine) check.
2.2.              Tied Up: You’re entangled in your gear and are restrained until you spend an action to free yourself.
2.3.              Lost Grip: you can only take a move action next round.
2.4.              Sprain: You take 1d4 points of Dexterity damage.
2.5.              Nicked: Take 1 point of bleed.
2.6.              Aching Back: You take one level of exhaustion.
2.7.              Errant Aim: Reroll attack against creature nearest the target (yourself excluded).
2.8.              Shot Your Foot: Take 1d2 points of Dex damage. Your speed is reduced by half until healed. DC 12 Wisdom (Medicine) check.
2.9.              Pinch in Parts: You take 1d6 points of damage.
2.10.           Double Miss: You use twice as much ammunition on this attack.

3.           d6/d10
3.1.              So Much Blood: You are incapacitated for 1d6 rounds.
3.2.              Not My Pony: Your attack hits the nearest allied animal or mount (or ally if not present)
3.3.              Phantom Wind: You compensate for a breeze which isn’t there. You roll with disadvantage on ranged attack rolls for 3 rounds.
3.4.              Um, Oops: Attack deals damage to you instead of the target.
3.5.              Cracked: Your weapon (not ammo) permanently gains a -1 penalty to damage rolls. Magic Weapons make a saving throw with advantage.
3.6.              Everything You Got: You are exhausted (Con negates).
3.7.              Mix it Up: You are unable to make ranged attacks for the next 1d6 rounds.
3.8.              Don’t Hit Me!: For 3 rounds, you take a cumulative   -2 penalty on ranged attacks for each ally in melee combat with your target.
3.9.              Close to the Ear: You are deafened until healed. DC 12 Wis (Medicine).
3.10.           Weapon Jam: Your ranged weapon does not function until you spend an action to clear it.

4.           d6/d10
4.1.              Wide Open: Attacks against you have advantage for 1 round.
4.2.              Huh?: You suffer the effects of a confusion spell for 1d3 rounds as per the spell (PH 224).
4.3.              Amazing Miss: You are stunned for 1 round.
4.4.              Awkward Attack: You take a -2 penalty to AC for 1d3 rounds.
4.5.              Bad Alignment: You have disadvantage on all attacks with this weapon until repaired.
4.6.              Snapped String: If an attack was made with a bow or crossbow, the string breaks and requires 1d3 rounds to fix. A thrown weapon is stuck in its sheath and requires 1d3 rounds to fix.
4.7.              Broken: Your weapon is destroyed. Magic weapons roll the saving throw with advantage.
4.8.              Insecure: You make attack rolls with disadvantage for 1d3 days or until you make three DC 10 Wis saves (roll save once per day).
4.9.              Head Rush: You are sickened for 1d3 rounds.
4.10.           Whoops: You are knocked prone.

5.           d6/d10
5.1.              Torn Tendon: You take 1 point of Dexterity bleed.
5.2.              My Spleeny Bits: You take 1 point of Con damage.
5.3.              Friendly Fire: Your attack hits your closest ally to the target.
5.4.              You’ll Shoot Your Eye Out: The attack hits you and is a critical hit.
5.5.              Wrong Weapon: You throw or grab the wrong ammo, instead, you throw a random object from your gear.
5.6.              Backfire: The attack deals damage to you instead of the target.
5.7.              Klutz: You drop your weapon. Opponent gets opportunity attack when you recover it.
5.8.              Over Compensate: All targets with cover have it increased by one step against you for 3 rounds.
5.9.              Lost the Target: You roll with disadvantage on all attack rolls for 1 round.
5.10.           Notched Fingers: you take 1d6 points of bleed.

6.           d6/d10
6.1.              Recoil: You move backward 5 feet and fall prone.
6.2.              Seeing Double: All your attacks have a 50% miss chance for 1 round.
6.3.              Charged: Your target may immediately move up to you and attack with advantage.
6.4.              Confused: You suffer the effects of a confusion spell for 1d3 rounds as per the spell (PH 224).
6.5.              Your Own Worst Enemy: you suffer the effects of a bane spell (PH 216) for 1d3 rounds.
6.6.              Poor Teamwork: Attacks against you and your allies have advantage for 1 round.
6.7.              Poor Timing: Your place in the initiative drops to the last place and you no longer act in this round.
6.8.              This is Madness!: Gain a short term madness for 1d10 minutes (DMG 259).
6.9.              Pathetic Shot: Your target gains an inspiration die equal to your level (1-4; d6, 5-9; d8, 10-14; d10, 15+; d12).
6.10.           It Got Worse: Roll twice on this table.

 Natural Attacks

1.           d6/d10
1.1.              Off Balance: Only take a move action next round.
1.2.              Don’t pick at it: You take 1 point of Con damage.
1.3.              Not the weak point: Your enemy’s armor takes permanent -1 AC penalty. You take 1d6 points of damage and cannot use that attack fro 1d3 rounds.
1.4.              We Have a Wiener: You fall unconscious for 1d6 rounds (Wis negates).
1.5.              Head, Meet Wall: You are stuned for 1d3 rounds.
1.6.              Just A Taste: Your attack hits an ally adjacent to you or the target.
1.7.              Ferocious Fumble: Your attack hits an ally within reach and it is a critical hit.
1.8.              Brutal Collision: Your attack hits, but you are stunned for 2 rounds (Con save reduces it to 1 round).
1.9.              Whiff: The attack deals damage to you instead of the target.
1.10.           Whirlwind of Shame: Your attack deals damage to all targets adjacent to you except the original target.

2.           d6/d10
2.1.              Jam Finger: Your target takes normal damage; you take double damage.
2.2.              Wide Open: Attacks against you have advantage for 1 round.
2.3.              Battered: You have disadvantage on skill checks and saves for 1d4 hours.
2.4.              Bleeding Fist: You take 1d6 points of bleed.
2.5.              Twisted: You become entangled in you gear. You are restrained until you spend an action to free yourself.
2.6.              Upset Tummy: You are incapacitated for 1d3 rounds
2.7.              Awkward Attack: you take a -2 penalty to AC for 1d4 rounds.
2.8.              Overexertion: You gain a level of exhaustion. (Con negates).
2.9.              Winds of Change: You don’t threaten the area in your reach for 1d6 rounds.
2.10.           Caught Your Attack: The target may attempt to use a combat maneuver (PH 74) against you of it’s choice.

3.           d6/d10
3.1.              Unintentional Move: Move 10 feet in a random direction and provoke opportunity attacks as normal.
3.2.              Bad Head-Butt: You are stunned for 1 round.
3.3.              Over Thinking It: Your target’s armor and natural armor bonus are doubled against you for 3 rounds.
3.4.              Ingrown Nail: you roll with disadvantage until you make three DC 10 Wis saves.
3.5.              Fist Meets Face: The attack hits you and is a critical hit.
3.6.              He’s Sharp: You take 1d6 points of damage + your Str modifier.
3.7.              Hangnail: If this was a claw, slam, or unarmed strike, you cannot use that attack for 1d6 rounds.
3.8.              Pinched Nerve: Your speed or reach is reduced by half for 3 rounds. Whichever is more debilitating.
3.9.              Pins and Needles: You are incapacitated for 1d6 rounds.
3.10.           Sneeze: You are incapacitated for one round.  

4.           d6/d10
4.1.              Tripped: You are knocked prone.
4.2.              Eye Strain: You are blinded for 1 round.
4.3.              Bone Bruise: You take 1d2 points of Con Damage.
4.4.              I Bit My Tong: You take 1 point of bleed.
4.5.              He Bit You First: The target deals bite damage to you.
4.6.              Torn Muscle: You take 1 point of Str damage (Con Negates).
4.7.              Smash the Floor: You kick up dust that blinds you for 1d3 rounds (Wis negates).
4.8.              Great Roar: You are deafened until healed. DC 12 Wis Medicine check.
4.9.              Overextend: You provoke opportunity attacks from all adjacent opponents.
4.10.           Out of Position: you cannot use this attack for 1 round.

5.           d6/d10
5.1.              Stinging Failure: You take 1d6 points of damage and roll with disadvantage with that attack for 1d3 rounds
5.2.              Frustration: you roll with disadvantage on all attack rolls for 1 round.
5.3.              Broke a Nail: You take 1d3 points of damage and you cannot use this attack until healed.
5.4.              Tiring Attack: You gain 1 level of exhaustion
5.5.              Got Too Close: Your attack hits the target, but the target may start a grapple against you for free.
5.6.              Bruised Ego: You can attack no other target for 1d3 rounds (or until the target is dead).
5.7.              Stop Hitting Yourself!: The attack deals damage to you instead of the target.
5.8.              That Tastes Awful: A bite attack or splash of the targets bodily fluids cause you to be poisoned for 1d6 rounds.
5.9.              Sprain: You take 1d3 points of Dex damage.
5.10.           Muscle Tear: You take 1d3 points of Str damage.

6.           d6/d10
6.1.              Punctured Foot: You take 1d3 points of damage, and your speed is halved until healed.
6.2.              Broken Tooth: All attack rolls are made with disadvantage for 1d6 minutes until healed.
6.3.              Riposte: Your enemy may immediately make an opportunity attack against you.
6.4.              Confused: You suffer the effects of a confusion spell (PH 224) for 1d3 rounds.
6.5.              Your Own Worst Enemy: You suffer the effects of a bane spell (PH 216) for 1d3 rounds.
6.6.              Poor Teamwork: Attacks against you and your allies have advantage for 1 round.
6.7.              Poor Timing: Your place in the initiative drops to the last place and you no longer act in this round.
6.8.              This is Madness!: You gain a short term madness for 1d10 minutes (See DMG 259).
6.9.              You Hit Like a Kobold: Your target gains an inspiration die equal to your level (1-4; d6, 5-9; d8, 10-14; d10, 15+; d12).
6.10.           It Got Worse: Roll twice on this table.

 Magic Attacks

1.           d6/d10
1.1.              Spell Shield: The target gains spell resistance for 1d6 rounds (PH 116).
1.2.              The Evil Eye: You automatically fail your next saving throw.
1.3.              How Did That Happen?: A stinking cloud appears centered on you.
1.4.              Wild Magic: Roll Twice on the Rod of Wonder table (DMG 212).
1.5.              Can You Hear Me Now?: You are deafened until healed (DC 12 Medicine check).
1.6.              Tiring Spell: You gain 1 level of exhaustion.
1.7.              Bad Hoodoo: For 3 rounds, all your  rolls are with disadvantage unless you make three successful DC 10 saves.
1.8.              Power Transfer: The highest-level spell effect on you is transferred to you target.
1.9.              This is Hard: You take 1 point of Con damage.
1.10.           Jumbled Components: You can only take a move action next round.

2.           d6/d10
2.1.              Nothing to Fear: You are frightened for 1d6 rounds.
2.2.              Cold Snap: You take 2d6 points of cold damage.
2.3.              Unexpected Blast: The spell affects all targets within 30 feet of you. You are immune to this effect.
2.4.              Vertigo: You are over come with dizziness. For 1d3 rounds you are incapacitated.
2.5.              Apprentice Move: Reroll attack against creature nearest the target (yourself excluded).
2.6.              Back Blast: The attack hits you and is a critical hit.
2.7.              Bleeding Eyes: You take 1d6 points of bleed.
2.8.              Side Effect: One of your magic items permanently gains a random drawback (3.5 DMG 273).
2.9.              Now I see you…: Your target becomes invisible as per Greater Invisibility (PH 246) for 1d3 rounds.
2.10.           Left Reeling: You are stunned for 1 round (Con negates).

3.           d6/d10
3.1.              It’s Sparkly: You are blinded for 1 round.
3.2.              Caster’s Block: You cannot cast this spell for 24 hours.
3.3.              Power Down: You take 1 point of bleed to your primary spellcasting ability score.
3.4.              Clatto Verata Necktie: Your attack hits the nearest ally and is a critical hit.
3.5.              Distance Rift: You are teleported to the nearest square adjacent to the target.
3.6.              You Made Him Tougher: The target gains resistance from all attacks for 1d3 rounds.
3.7.              Magical Vacuum: 1d3 spell effects active on you are dispelled (determine randomly).
3.8.              Mental Slip: On his next turn, your target may give you one suggestion as per the spell (PH 279).
3.9.              Why Me?: You provoke opportunity attacks from all threatening foes.
3.10.           Hit With Ugly Stick: You take 1 point of Cha bleed.

4.           d6/d10
4.1.              Tangled: You become tangled in your gear. You are restrained until you spend an action to free yourself.
4.2.              Blast Off: you are thrown 1d6x10 feet into the air (or random direction if flying) (Dexterity negates).
4.3.              You Made It Bigger: The target is enlarged as per the spell (PH 237) for 1d3 rounds. 
4.4.              Arcane Fire: You take 2d6 points of fire damage.
4.5.              Poor Trade: The attack hits the target but you must lose a spell or slot of the highest available level (your choice).
4.6.              Magic Fatigue: You cannot cast any spells for 1 round.
4.7.              You Made it Faster: The target is hasted as per the spell (PH 250) for 1d3 rounds.
4.8.              Error!: The attack deals damage to you instead of the target.
4.9.              Reflection: The spell hits you instead of the target (normal saves apply)
4.10.           Mind Drain: you take 1d3 points of damage to you spell-casting ability score.

5.           d6/d10
5.1.              Cursed: You roll with disadvantage on attack rolls, skill checks, and ability checks. This effect can only be removed with a remove curse spell (PH 271).
5.2.              Unfaithful Hound: Your spell fails and instead summons an extra dimensional creature as per Mordenkainen’s Faithful Hound (PH 261) that attacks you.
5.3.              Power Drain: You lose one prepared spell of spell slot (determined randomly).
5.4.              Acidic Backlash: You take 2d6 points of acid damage.
5.5.              You Made It Stronger: The target is granted giant strength for 1d3 rounds (DMG 187).
5.6.              Nose Bleed: You take 1 point of bleed.
5.7.              Not Me You Fool!: Your attack hits an ally closest to the target.
5.8.              Energy Transfer: Lose one randomly determined spell or spell slot. Your target can cast this spell next round.
5.9.              Weakened: You take a -2 penalty to all of your spell DCs for 1d3 minutes.
5.10.           Electrical Feedback: You take 2d6 points of electricity damage.

6.           d6/d10
6.1.              Weak-Minded Fool: You take 1 point of Wis bleed.
6.2.              Fragmented Magic: Your spell fails, instead you cast mirror image (PH 260) on your target for 1 minute or until the duplicates are destroyed.
6.3.              Riposte: Your enemy may immediately make an opportunity attack against you.
6.4.              Confused: You suffer the effects of a confusion spell (PH 224) for 1d3 rounds.
6.5.              Your Own Worst Enemy: you suffer the effects of a bane spell (PH 216) for 1d3 rounds.
6.6.              Poor Teamwork: Attacks against you and your allies have advantage for 1 round.
6.7.              Poor Timing: Your place in the initiative drops to the last place and you no longer act in this round.
6.8.              This is Madness!: You gain a short term madness for 1d10 minutes (See DMG 259).
6.9.              Invoke Dark Powers: Your target gains an inspiration die equal to your level (1-4; d6, 5-9; d8, 10-14; d10, 15+; d12).
6.10.           It Got Worse: Roll twice on this table.