d100
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Description
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01 – 05
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• Slipped_. You must make a successful DC 10 DEX Save or immediately fall prone.
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06 – 09
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• Pulled up lame. You must make a successful DC 10 CON save or your speed is halved until the encounter ends
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10
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• Something in your eye. Your melee attacks only do half damage for the remainder of the encounter.
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11 - 15
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• Wicked backswing. You strike yourself slightly on your backswing and take 1d8 damage.
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16 – 19
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• Wind knocked out of you. You become exhausted to level 1 of that condition.
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20
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• Loss of confidence. You gain disadvantage for your attacks against this opponent for the remainder of the encounter
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21 – 25
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• Shook yourself up. You are stunned for 1 rd.
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26 - 29
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• Give them hope. Your target’s allies within 30 feet gain a d6 inspiration die that can be used during this encounter
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30
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• Panic attack. You must make a successful DC 10 WIS Save or become frightened for the remainder of the encounter.
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31 – 35
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• Dropped weapon. Your drop your weapon and it falls 10’ from your location in a random direction.
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36 – 39
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• Discombobulated. You become incapacitated for 1 rd.
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40
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• You’ve fallen and you can’t get up. You immediately fall prone and lose all movement this round.
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41 – 45
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• Bad timing. You drop to last in the imitative order for the combat but do not act again this turn.
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46 – 49
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• 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
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50
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• 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.
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51 - 55
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• Exposed defenses. Your swing unbalances you so much that your target may take one melee attack against you as a reaction.
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56 – 59
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• Your own worst enemy. You suffer the effects of a bane spell for the remainder of the encounter.
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60
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• Unguarded. All adjacent allies of your target may immediately take an attack of opportunity against you.
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61 – 65
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• Costly mistake. Your target may reroll all 1s and 2s on the damage roll for his next successful melee attack vs. you.
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66 - 69
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• Revealed intentions. You and your allies all suffer disadvantage for your next attack.
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70
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• Wrong target. You mistakenly strike an ally adjacent to you with your attack.
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71 – 75
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• 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.
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76 – 79
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• Devastating error. Your opponent may immediately make one melee attack with advantage against you as a reaction.
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80
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• 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.
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81 – 85
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• Thrown weapon. You lose your grip and throw your weapon. It lands 30’ from your location in a random direction.
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86 – 89
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• Panic attack. You immediately suffer the effects of the Confusion spell for 1 rd.
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90
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• Horrible aftermath. Roll twice on this chart and apply both effects to yourself.
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91 - 95
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• 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.
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96 – 99
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• 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.
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100
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• No! Your attack ricochets back and you hit yourself. Apply the maximum critical damage to yourself as if you had hit your target.
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