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
1.1.
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.
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.
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.
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.