| d100 | Description | |
|---|---|---|
| 01 – 05 | • Slipped_. You must make a successful DC 10 DEX Save or immediately fall prone. | |
| 06 – 09 | • Pulled up lame. You must make a successful DC 10 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 backswing. You strike yourself slightly on your backswing 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 disadvantage 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 DC 10 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 imitative order for the combat but do not act again this turn. | |
| 46 – 49 | • Broken bone. You break a bone in your hand. You suffer disadvantage 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. | |
| 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 DC 14 STR check to remove it as an action. | |
| 76 – 79 | • Devastating error. Your opponent may immediately make one melee attack with advantage against you as a reaction. | |
| 80 | • Shattered. Your weapon breaks if it is non-magical. Enchanted weapons must make a DC 8 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. |