Balance Table

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.