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Note: Roll a d100 and a d2. If the d2 = 2, add 100 to the d100 roll.

This result gives an even distribution of effects rather


than a bell curve would by adding two d100 rolls together.

200 Critical Table


Critical
# TITLE EFFECTS
1 ABSOLUTE Subtract 20 from all NPC's initiative and take the absolute number. Those are the new initiatives for the
remainder of the encounter effective immediately.
2 AC MISHAP The target’s AC is reduced by 2 for the remainder of the encounter. If the target has no armor, you and all
allies have a +2 to attack for the remainder of the encounter against this target.
3 AN OPENING! Roll twice on this table and choose one of the results.
4 AN You may take one extra bonus action or one extra move action this turn.
OPPORTUNITY
BONUS
5 ARMOR CLASS Your AC increases by 2 for the remainder of the encounter.
BOON
6 ATTUNEMENT You can attune a fourth magic item until you reach the next level when this ability goes away.
7 BALDERDASH You may dash for free this turn.
8 BANK You may choose to not apply critical damage and instead apply non-critical damage. On your next fumble
treat it as a hit.
9 BANK PLUS You may choose to not apply critical damage and instead apply non-critical damage. On your next fumble
INTEREST treat it as a critical.
10 BATTLE CRY All allies that can see you gain inspiration. If they already have it, they gain an extra use of it before the
end of their next turn.
11 BEES A swarm of bees appears, stings your target, disappears, and your target is poisoned for the remainder of
the encounter.
12 BLEEDING The target suffers the damage rolled for this attack/spell each round until healed.
OUT
13 BLOODY The target must make a successful DC 10 + Your Level CON save or its attack/spells only deal half
TRAUMA damage for the remainder of the encounter.
14 BODY BLOW Your target's lung is slashed (slashing weapon) or pierced (piercing weapon) or ribs are broken (blunt
weapon). All of these result in being stunned for 2 rounds and a -1 to attack rolls until healed. 50%
chance of right or left side. If this action is impossible due to the nature of the target, then you do
standard critical damage and gain an extra action instead.
15 BOOST You gain your level in TEMP HP.
16 BRUTAL The target must make a successful DC 10 + Your Level CON save or its speed is halved for the remainder
WOUND of the encounter.
17 CALAMITOUS The target must make a successful DC 10 + Your Level DEX save or it drops whatever it has in hand(s). If
BLOW this is not possible, target falls prone.
18 CAN'T HEAL Target cannot heal naturally until after next long rest.
NATURALLY
19 CHARM You charm your target (as per the charm spell).
20 CHECK BOON You have advantage on one random ability check until the end of the next long rest.
21 COMBAT The spell you just cast has no spell slot cost (or if no spell used here, you have an extra attack per turn)
TACTICIAN until the end of the encounter.
22 COME CLOSER You may freely attempt to grapple the target if in melee, or the target magically falls prone if it is out of
your reach.
23 CONCUSSION Your INT and WIS -2 until the next long rest. Yes, this is bad.
24 CONFUSED Your target tries to strike its nearest ally as a reaction with its best ranged or melee attack. The target may
move its normal movement to make this extra attack if needed.
25 CONSPIRACY Your next attack or spell miss (or opponent save success) is an automatic fumble. Roll on the fumble
table. Yeah that's bad.

Rob Twohy's Critical Fumble / Hit Tables


1
200 Critical Table
Critical
# TITLE EFFECTS
26 CONTROL Bank one forced reroll against any opponent for the rest of the encounter. Can be used to make an
opponent reroll at any time even if you are not the target.
27 CRAZY MENTAL You learned the secret to the universe! Gain XP equal to 1/20 the amount between your current XP
FLASH and your next level. Then forget secret.
28 DANCER You may move 5' without provoking.
29 DEAF Target is deafened for 1d4 rounds.
30 DEBILITATING The critical hit does an extra die of damage to the target.
CUT
31 DECAPITATED Your target's head is decapitated (slashing weapon), crushed (blunt weapon) or pierced (piercing
weapon), or if attack was a spell, some effect to the head related to the type of attack/spell that will
likely leave target dead. If this action is not possible due to nature of the target, you do standard
critical damage and gain an extra action instead. If against PC, the latter effect is used.
32 DEJA VU Apply the same damage again to the target.
33 DEMORALIZED Your target's allies who have line of sight to the target suffer disadvantage on all attacks and saving
throws for one round. If this action is not possible due to no allies present, then you gain inspiration
instead.
34 DIRE Your allies receive advantage on all attack/saves vs. the target until the start of your next turn.
CONSEQUENCES
35 DO YOU You may skip damage now to score hits on your next two attacks even if you miss.
WANNA?
36 DODGER You have the dodge effect for the next 1d3 rounds, but may continue to act normally.
37 DOUBLE VISION On a hit, your target's attacks have a 50% chance of missing for the rest of the encounter. When the
next hit happens, roll percentage dice and it misses on a 50 or below.
38 DRUNK Your target becomes intoxicated for 1d4 rounds.
39 EARTHQUAKE DM creates effects on battlefield, including physical shifts, random prone effects, etc.
40 ENLARGED You become enlarged per the enlarge spell until the end of the encounter.
41 EVADER You have the evasion effect until the end of the encounter.
42 EVISCERATE You do two standard critical hits to the target. 2 x damage INCLUDING 2 x modifiers.
43 EXHAUSTED The target adds 1 level of exhaustion.
44 EYE GOUGE The target is blinded for 1 round.
45 EZ Until the end of your next turn, each of your attacks is done against AC 5 + Half Your Level (round up).
46 FAVOR Roll the damage twice, take the better result.
47 FEY MAGIC You may teleport the target up to its movement in any direction (including the z axis) to an open
space.
48 FIND Your entire party recovers all spent ammo for this entire encounter when it ends.
49 FIRE Someone's god is on fire! Your target emanates streams of fire at the nearest 1d4 target allies doing
1d8 fire damage each.
50 FREE SPELL Your spell does not use a slot. If not a spell, you may make an extra attack.
51 FROST Someone's god is freezing! Your target emanates rays of frost at the nearest 1d4 target allies doing
1d10 cold damage each.
52 FRUSTRATION Your target takes a -5 to all attacks for the next 1d3 rounds.
53 FULL HEALTH You are restored to max HP.
54 GAPING The target takes ongoing 5 +1/2 Its Level damage (round up) per round until healed.
WOUND
55 GENIUS Gain proficiency in a random skill until after the next long rest.
56 GET DOWN! Both you and your target fall prone.
57 GOLD! A chest with Your Level x d100 gold appears next to you in a random open space.

Rob Twohy's Critical Fumble / Hit Tables


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200 Critical Table
Critical
# TITLE EFFECTS
58 GRAPPLED Your target is both grappled and restrained by the environment (vines shoot up from the ground, etc.).
AND Escape DC is 10 + Your Level of the target.
RESTAINED
59 GRATUITOUS Roll twice on this table and apply both results.
VIOLENCE
60 GRUESOME The target must make a successful DC 10 + Your Level CON save or receive disadvantage for its next
HIT attack or enemies gain a +2 to save against target's next spell DC.
61 GUARDED Any of your allies adjacent to the target may immediately take an attack of opportunity against it. If no
allies are adjacent, all allies gain advantage on the target through their next attacks.
62 GUIDED You have Guidance on your next ability check (1d4).
63 HALF All combatants on the battlefield are set to half their original HP. That includes you smart ass.
64 HAMSTRING The target is restrained until the end of its next turn.
65 HATEFUL You deal an extra die of psychic damage to the enemy as your attack is empowered by pure hatred.
ATTACK
66 HEAD BLOW The target loses an ear (slashing weapon), or an eye (piercing weapon), or blow to the skull (blunt
weapon), or (if weapon was a spell) some effect related to the type of attack/spell. 50% of left or right
side. Loss of ear or eye both result in permanently granting combat advantage to all opponents. Blow to
the skull permanently reduces intelligence by 4 and knocks target unconscious (DC 10 CON + Level save
at the beginning of any turn ends condition). If this action is impossible, then you do standard critical hit
damage and gain an extra action instead.
67 HEAVENLY You gain the benefits of the Bless spell for one minute.
BOON
68 HEINOUS All enemies suffer disadvantage for their next attack (or allies have advantage on their spell DC).
PUNISHMENT
69 HELLISH The target suffers the effects of a Bane spell for the remainder of the encounter.
DISTRESS
70 HOLD ON A Your party gains advantage on persuasion and/or intimidation for purposes of stopping the fight for the
SEC rest of the encounter if desired.
71 HORNY Your target humps the leg of the nearest creature for one full round. Extra movement is granted to
accomplish this.
72 HORRIFIC The target loses its next action as it staggers in shock from its wound.
GASH
73 HOW'S THAT Everything involving you has disadvantage for the next 1d4 rounds. This includes enemies having
NOW? advantages regarding you. Bad!
74 I HATE IT! Roll a d6, lose this many HP. Yes, a bad critical.
75 I LOVE IT! Roll a d10, gain this many TEMP HP.
76 IMMUNE You are immune to critical damage for the rest of the encounter.
77 IMMUNITY You are immune to all damage types for 1 round.
78 INGORE Ignore target's resistances for this attack.
79 INSPIRATION You gain Inspiration. If you already have inspiration, you may use this extra inspiration before the end of
your next turn.
80 INSPIRING Your allies within 30 feet gain a Bardic (d8) inspiration die that can be used during this encounter.
STROKE
81 IS THIS You are invisible for 1 round if you wish, even when attacking.
RIGHT?
82 IS THIS YOUR Several hundred playing cards magically fly out of your sleeve distracting your target. Your target grants
CARD? advantage to attacks for 1 round.
83 IT IS DONE The target is reduced to zero HP! If the target is a an NPC, and the creature's CR level is above attacker's
level, then it loses only half of its remaining HP.
84 KHARMA Your target takes 1d10 damage from kharma.

Rob Twohy's Critical Fumble / Hit Tables


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200 Critical Table
Critical
# TITLE EFFECTS
85 KNEE CRACK Your target's leg is cut off at the knee (slashing weapon), or knee is broken (blunt weapon), or knee is
split (piercing weapon), or (if weapon is spell) some effect to the knee related to the type of
attack/spell, and target falls prone, and movement reduced to 1/2 speed. If this action is impossible due
to the nature of the target, then you do standard critical damage and gain an extra action instead.
86 KNOCKDOWN You knock the target prone.
87 KNOCKOUT The target is unconscious (DC 10 + Your Level CON save at start of turn or target taking damage ends).
BLOW
88 LAST GASP You lose the need to breathe for 24 hours.
89 LEARNED A You learned a little. Gain XP equal to 1/5 the amount between your current XP and your next level.
BIT
90 LEARNED A You learned a lot. Gain XP equal to 1/10 the amount between your current XP and your next level.
LOT
91 LET'S TRADE All players trade their PC with another random player for the rest of the encounter,
92 LIES Your target can only tell lies for 24 hours. Only the affected should be aware of this (DM discretion).
93 LIGHTNING Someone's god lit it up! Your target emanates bolts of lightning at the nearest 1d4 target allies doing
1d12 lightning damage each.
94 LUCKY For the rest of the encounter if an enemy deals more damage to you than your remaining points then
NUMBER you resist that damage.
95 MADNESS Your target suffers an effect from the short term madness table.
96 MAGIC ITEM You gain a random magic item from the DMG tables (level appropriate).
97 MAGIC PILL You gain 1/2 your wound HP back.
98 MARTYR You may add psychic damage trading 1 for 1 reducing your own HP up to a maximum equal to 3 x Your
Level. This damage can't be resisted or lessened by the target.
99 MASTER OF You are immune to all damage and all your attacks do maximum damage until the end of you next turn.
ALL SPACE
AND TIME
100 MIGHTY You do three standard critical hits to the target. 3 x damage INCLUDING 3 x modifiers.
BLOW
101 MIGHTY The critical hit does quadruple damage dice instead of the usual double damage dice. 4 x damage, but
MIGHTY only the original modifier.
BLOW
102 MINIONS Two 1 HP minions friendly to you (DM choice) appear in random available adjacent spaces next to your
target.
103 MODIFIED You do extra damage on this attack equal to the modifier.
104 MOMENTUM You gain advantage on your next attack.
105 MUTE TILL Your target is mute until midnight.
MIDNIGHT
106 MY HAND Your target loses a finger (slashing weapon), or breaks fingers (blunt weapon), or has a hand muscle
punctured (piercing weapon), or (if weapon was a spell) some effect to the fingers or arm related to the
type of attack/spell. 50% chance of either main or offhand. This hand or arm will suffer a -2 penalty on
all checks for the rest of the encounter or until appropriate healing spell cast upon target. If this action
is not possible due to the nature of the target, then in addition to standard critical damage, you gain an
extra action instead.
107 NASTY BIT O' Reroll all 1s, 2s, and 3s on the damage roll for this attack/spell.
BUSINESS
108 NICE MOVE You gain the benefits of the Blur spell for one minute.
YOU S.O.B.
109 NICKED AN The target must make a successful DC 10 + Your Level CON save or suffer an ongoing 1d8 damage
ARTERY every round until it saves. Save at end of turn.
110 OFF BALANCE Target is subject to all possible opportunity attacks from all your allies adjacent to it.
111 ONGOING For 1d4 rounds every hit you make is a critical hit.
Rob Twohy's Critical Fumble / Hit Tables
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200 Critical Table
Critical
# TITLE EFFECTS
112 OPPORTUNITY You may take an extra standard action this turn.
113 OVER THE MOON Until the next long rest you can fly at the same speed as your standard speed.
114 PARRY You gain +2 to all your defenses (AC and/or spell DC saves) from the target until the end of your
next turn.
115 PERMANENT GAIN Roll a d6. On a 6, you gain 1 on a random ability permanently.
116 PIZZA LIZARDS 1d4 Lizardfolk show up looking to steal pizza. They fight for 1d3 rounds then run away. If there IS
pizza, they try to steal it.
117 PLANES ALIGN Gravity, wind, and magic forces allow you to rearrange all creatures within your sight on the
battlefield.
118 POUNDING Immediately make another attack against the same target with disadvantage. Repeat this effect until
you miss.
119 POWER BOOST All your damages are +2 for the remainder of the encounter.
120 POWERFUL BLOW The critical hit does triple damage dice instead of the usual double damage dice. 3 x damage, but
only the original modifier.
121 PRESS YOUR LUCK You may roll a die, call odd or even, if you are correct, the damage doubles. You may repeat this
process until you stop or fail.
122 PRESSURE POINT The target is paralyzed for 1 round.
123 PUSHED You may push the target 5'.
124 PUSHED HARD You may push the target 10'.
125 QUICK You have advantage to your initiative until the next long rest.
126 RAGER You experience the effects of rage for 1d4 rounds.
127 RANDOM Your target suffers ongoing damage equal to Level until it saves (DC 10 CON + Level). Save
ONGOING attempts come at the beginning of its turn after taking the damage.
128 REGENERATE You regenerate half your level (round up) in HP per round for 1d6 rounds.
129 REINFORCEMENTS 1-4 more of similar ally NPC reinforcements arrive (per DM discretion).
130 RESISTANCE You are resistant to the type of damage you attacked with for the rest of the encounter.
131 RISK IT You may increase your fumble range to 1-3 to add 5' to your reach and ranges for the remainder of
the encounter.
132 ROUNDABOUT You may attack a threatened foe adjacent to your target at -5 if you wish as a free action.
133 RUINOUS HARM The target must make a successful DC 10 + Your Level CON save or suffer an additional 1d12
damage.
134 RUPTURE Your target suffers ongoing damage equal to half its Level (round up) until a successful medicine
check (DC 10 + Your Level CON) is done on it. This must include one use of a healer's kit. No other
means can stop the rupture.
135 RUTHLESS You may immediately make an extra attack/spell vs. the same target.
ASSAULT
136 SAVE BOON You have advantage on one random ability save until the end of the next long rest.
137 SCARED The target must flee for 1 round.
138 SCARY The target is frightened of you for 1d4 rounds.
139 SEEING A LOT OF Target has a 50% chance of missing on its next hit. When the next hit happens, roll percentage
STARS dice and it misses on a 50 or below.
140 SEEING STARS Target has a 20% chance of missing on its next hit. When the next hit happens, roll percentage
dice and it misses on a 20 or below.
141 SHIMMY You become incorporeal for 1d4 rounds.
142 SHOCKING You receive advantage for all attacks vs. this opponent for the remainder of the encounter. Or they
VIOLENCE have disadvantage against your spell DC.

Rob Twohy's Critical Fumble / Hit Tables


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200 Critical Table
Critical
# TITLE EFFECTS
143 SHOULDER Your target's arm is cut off at the shoulder (slashing weapon), or shoulder is broken (blunt weapon), or
POP shoulder is torn (piercing weapon), or (if weapon was a spell) some effect to shoulder related to the
type of attack/spell. Any of these result in the target being stunned for 2 rounds. 50% chance of main or
offhand. Broken or torn shoulders will result in a permanent -2 to all checks until healed. If this action is
impossible due to the nature of the target, you do standard critical hit damage and gain an extra action
instead.
144 SHUT UP Your target is mute for 1d4 rounds.
145 SKILL BOON You have advantage on one random skill check until the end of the next long rest.
146 SLOW AND The target must make a successful DC 10 + Your Level CON save or suffer an ongoing 2d4 per round
AGONIZING until it saves. Save at end of turn.
DEATH
147 SOMEONE The target is now vulnerable to bludgeoning damage for the remainder of the encounter.
HIT THIS
THING
148 SOMEONE The target is now vulnerable to slashing damage for the remainder of the encounter.
SLICE THIS
THING
149 SOMEONE The target is now vulnerable to piercing damage for the remainder of the encounter.
STAB THIS
THING
150 SPINAL TAP Target suffers 11 damage. This one goes to 11 doesn't it?
151 SPIRITUAL A spiritual weapon you control appears for 1d4 rounds then disappears. You may use it immediately.
WEAPON
152 STOP Your target's speed is zero for 1 round.
153 STUCK Your target's movement is zero until the end of its next turn.
154 STUNNING The target is stunned for 1 round.
BLOW
155 SUNSHINE A weird reflection and some kind of magnifying glass effect ignites your target and does an extra 1d6
fire damage.
156 SUPER The target adds 2 levels of exhaustion.
EXHAUSTION
157 SUPER Your allies within 30 feet gain a Bardic (d10) inspiration die that can be used during this encounter.
INSPIRING
STROKE
158 SWAP Swap places with target. As if magically teleported.
159 SWARM You vomit a swarm of insects that initially attacks anyone but you, but after that attack is not loyal to
you. The vomiting does you no harm.
160 TAKE THE Starting in the next round, you go first in initiative.
INITIATIVE
161 THE END Your turn ends, no damage. Yeah that's bad.
162 THE OL' Player involved trades characters with random player until the end of the encounter.
SWITCHEROO
163 THE SUN! The Daylight spell is in effect for 1d4 rounds emanating from the target for 500'.
164 TIME WARP Time progresses forward with everyone frozen in time, except you, until after you take your next turn.
165 TORTUROUS The target is incapacitated for 1 round.
IMPAIRMENT
166 TRAP A random trap springs emanating from your target's location (DM discretion).
167 TRAP You trigger a random trap (DM discretion).
168 TREASURE If there is treasure for this encounter, it is doubled. (As appropriate regarding magic items).
BOON

Rob Twohy's Critical Fumble / Hit Tables


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200 Critical Table
Critical
# TITLE EFFECTS
169 TRIAGE You know exactly how many hit points each enemy has remaining right now. (Instantaneous effect,
not ongoing.)
170 TRUTH Your target can only speak the truth for 24 hours. Only the affected should be aware of this (DM
discretion)..
171 TURN THE TIDE You gain advantage on all ability checks, attack rolls, and saving throws until the end of your next
turn.
172 TURN THE TIDE You gain advantage against all enemies until the end of your next turn.
AGAIN
173 TURN YOUR You literally turn your head and cough and breathe a 30 foot cone of a random damage type where
HEAD AND it will cover the most of your enemies. DEX DC is 10 + Your Level (half on a save). Damage is 3x
COUGH Your Level.
174 UNBELIEVABLE All enemies fall prone and are incapacitated for 1 round.
175 UNDERSTANDING You can speak all of the languages spoken by your target until the end of the encounter at which
time you forget those you didn't already know.
176 UNINTENTIONAL Your target moves 10' in a random available direction provoking opportunity attacks. Extra
MOVE movement is granted if needed.
177 UNLUCKY Reroll the attack dummy!
178 UP AND DOWN You may add one to any ability score and decrease another by one if you wish.
179 VERY UNLUCKY Reroll the attack with disadvantage you dumb ass!
180 VEXING ANGUISH You gain advantage for all attacks vs. the target and the target has disadvantage for the remainder of
the encounter.
181 VICIOUS The target must make a successful DC 10 + Your Level CON save or suffer an additional 1d8
LACERATION damage.
182 VILE SUFFERING The target must make a successful DC 10 + Your Level CON save or receive disadvantage for its
next attack or enemies gain a +2 to save against target's next spell DC.
183 WAS THAT A A loud flash of light blinds and deafens all creatures within a 10 foot radius of you for 1 round.
SPARK?
184 WELL IT'S MAGIC Your target falls unconscious and is immune to all damage types for 1d4 rounds.
185 WHALE AND A A killer whale and a potted plant randomly fall from the sky. Wild Magic at work nearby?
POT
186 WHAT GOES UP Your target is teleported 10 feet in the air, falls prone, and takes the fall damage.
MUST COME
DOWN
187 WHAT IS Your target's memory is erased for one hour.
HAPPENING?
188 WHAT'D YOU PUT The target is poisoned for the remainder of the encounter.
ON THAT?
189 WHAT'S THIS A neutral monster (randomly chosen by DM) with a CR of the lowest party member wanders onto
NOW? scene from a random possible direction.
190 WHIRLWIND A mini tornado develops around you and lifts all creatures within 1d3 x10 feet up in the air 1d3 x
10 feet and shifts their location 1d3 x 10 feet in a random direction before disappearing. All
affected fall.
191 WHO KNOWS? Your target explodes and it all goes everywhere! The target doesn't necessarily die. All creatures
within 30 feet of your target are distracted by flying goo and have disadvantage on their next attack
(or their targets have a +2 to save against the next spell DC).
192 WHO SHUT OUT Complete magical darkness everywhere for one round. This darkness is not penetrable by normal
THE LIGHTS? dark sights.
193 WHO'S THAT? One random adjacent ally of the target is also struck by this attack/spell and suffers the equivalent
of half the inflicted damage. If there is no adjacent ally of the target, you have +2 on your next attack
(or a +2 to your save against target's next spell DC) vs. same foe.

Rob Twohy's Critical Fumble / Hit Tables


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200 Critical Table
Critical
# TITLE EFFECTS
194 WILD Roll on the wild magic table.
195 WISH You may ask the DM to grant you a wish. DM discretion, not too outrageous.
196 WRIST The target's hand is removed at the wrist (slashing weapon), or wrist broken (blunt weapon), or wrist
BLOW pierced (piercing weapon), or (if weapon was a spell) some effect to wrist related to the type of damage.
50% chance of either main or offhand. Wrist is incapacitated in any case. If this action is not possible due
to the nature of the target, then in addition to standard critical damage, you gain an extra action instead.
197 YES! Apply MAX crit damage!
198 YOU You gain +5 bonus to your AC for 1 round.
CAN'T HIT
ME
199 YOU A split second loud bang. The target and all its allies shrink one size until the next long rest. If they were
GOTTA BE tiny, they are now gargantuan.
KIDDING
ME
200 YOU All enemies attempt to move 5 feet further away from you as a reaction.
SUDDENLY
STINK

Author Rob Twohy - rob2ee@yahoo.com


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Rob Twohy's Critical Fumble / Hit Tables


8
200 Fumble Table
Fumble
# TITLE EFFECTS
1 ABSOLUTE Subtract 20 from all members of your party's initiative and take the absolute number. Those are the
new initiatives for the remainder of the encounter effective immediately.
2 AC MISHAP The target’s AC is increased by 2 for the remainder of the encounter. If the target has no armor, you
and all allies have a -2 to attack for the remainder of the encounter against this target.
3 AH JEEZ Drop the thing that you just attacked with (weapon, spell focus, etc.). It glows for the next 1d4 rounds
causing 2 x Your Level fire damage if touched.
4 ANKLE TWIST You are restrained until the end of your next turn.
5 ARMOR CLASS Your AC is reduced by 2 for the remainder of the encounter.
MISHAP
6 BALDERDASH You dash in a random direction provoking opportunity attacks if they can happen.
7 BATTLE CRY All enemies that can see you gain inspiration. If they already have it, they gain an extra use of it before
the end of their next turn.
8 BEES A swarm of bees appears, stings you, disappears, and you are poisoned for the remainder of the
encounter.
9 BIFF You take the critical damage yourself.
10 BLEEDING OUT You suffer the damage rolled for this attack/spell each round until healed in some manner.
11 BOOST Target gains its level in TEMP HP.
12 BRAIN FART Lose proficiency in a random skill until you finish a long rest.
13 BRAIN FREEZE You are paralyzed for 1 round.
14 BROKE IT Current weapon or spell cannot be used again until the next rest.
15 BUTTER FINGERS You must make a successful DC 10 + Your Level DEX save or drop whatever is in your hand(s). If this
is not possible, you fall prone.
16 CABIN FEVER You use all possible movement to head towards the nearest exit. Once past that exit, you may return
after waiting one turn.
17 CAN'T HEAL You cannot heal naturally until after next long rest.
NATURALLY
18 CHECK BANE You have disadvantage on one random ability check until the end of the next long rest.
19 CLEAVE One adjacent ally of yours to the target is struck instead by this attack/spell and suffers the equivalent
of half the inflicted damage (round up). If there is no adjacent ally, you have disadvantage on your next
attack (or foe has advantage vs. your spell DC).
20 COME CLOSER The target may freely attempt to grapple you if in melee, or you magically fall prone if you are out of its
reach.
21 COMPULSION You are compelled to try and stop the fighting by any means necessary.
22 CONCUSSION Your INT and WIS -2 until the next long rest.
23 CONFUSED You try to strike a random ally (DM chooses) with your best attack or spell (1st level spell only). Extra
action and movement granted if necessary.
24 CONSPIRACY Your next attack or spell miss (or opponent save success) is an automatic fumble. Roll on this table.
25 COSTLY MISTAKE Your target may reroll all 1s and 2s on the damage roll for his next successful attack/spell vs. you.
26 CUT MYSELF You must make a successful DC 10 + Your Level CON save or suffer ongoing 1d8 damage every round
SHAVING until you save. Save at end of turn.
27 DANCER Your target may move 5' without provoking.
28 DEAF You are deafened for 1d4 rounds.
29 DEMORALIZED Your allies who have line of sight to you suffer disadvantage on all attacks and saving throws (enemies
have advantage against their spell DCs) for one round. If this action is not possible due to no allies that
can see you, then you lose any inspiration you have.
30 DIRE Your allies receive disadvantage on all attacks/saves vs. the target until the start of your next turn.
CONSEQUENCES

Rob Twohy's Critical Fumble / Hit Tables


9
200 Fumble Table
Fumble
# TITLE EFFECTS
31 DISFAVOR Roll the damage, apply half of it (round up) to the target as TEMP HP.
32 DISRUPTION Your weapon becomes stuck to you as if magnetized by magic. You must make a DC 10 + Your Level
STR or DEX check to remove it as an action. If you cast a spell, your mind is disrupted and you cannot
cast again until you make a WIS save against your own spell DC as an action.
33 DO BETTER You must make a successful DC 10 + Your Level CON save or your attack/spells only deal half
damage for the remainder of the encounter.
34 DODGER Your target has the dodge effect for the next 1d3 rounds, but may continue to act normally.
35 DON'T INHALE You are poisoned for the remainder of the encounter.
THAT!
36 DONKEY EARS Your ears become as long as donkey ears. You CHA is reduced by 1 until you have them altered
(fixed),
37 DOUBLE VISION On a hit, your attacks have a 50% chance of missing for 1d3 rounds. When these hits happens, roll
percentage dice and it misses on a 50 or below.
38 DOWN Both you and your target falls prone.
39 DRUNK You become intoxicated for 1d4 rounds.
40 EARTHQUAKE DM creates effects on battlefield, including physical shifts, random prone effects, etc.
41 ECHOING For 1d4 rounds every hit you make is done at minimum damage.
FAILURE
42 EFFED All threatening enemies (you are within their threat range) may have a free opportunity attack on you.
43 EMBARRASSING Your allies who can see and/or hear you have disadvantage on their attacks (or cannot cast any spells)
FUMBLE for 1 round from laughing so hard at your screw up.
44 ENLARGED Your target becomes enlarged per the enlarge spell until the end of the encounter.
45 ENVIRONMENTAL If there is an environmental hazard (water, lava, cliff, quicksand, etc.), you find yourself being pulled by
HAZARD magic toward it at your movement speed per round. A DC 10 + Your Level DEX check at the
beginning of your turn saves being pulled. Once at/in the hazard, you are restrained until an ally can
rescue you. If there are no hazards, you fall unconscious until something rouses you.
46 EVADER Your target has the evasion effect until the end of the encounter.
47 EXHAUSTED You gain 1 level of exhaustion.
48 EYE GOUGE You are blinded for 1 round.
49 FALL DOWN You fall prone.
50 FED You feel as though you just ate a heavy meal. Your next three weapon attacks suffer a -5 to hit.
51 FESTERING You take ongoing 1d6 damage. DC 10 + Your Level CON saves at the beginning of your turn after
WOUND taking damage.
52 FEY MAGIC The DM may teleport you up to your movement in any direction (including the z axis) to an open
space.
53 FIRE Someone's god is on fire! Your target emanates streams of fire at your nearest 1d4 allies doing 1d8
fire damage each.
54 FROST Someone's god is freezing! Your target emanates rays of frost at your nearest 1d4 allies doing 1d10
cold damage each.
55 FRUSTRATION You take a -5 to all attacks for the next 1d3 rounds.
56 GODS HELP YA! Roll twice on this table and apply both results.
57 GOOD STUFF Take an additional full turn. Yes, a positive fumble.
58 GROIN PULL Your movement is halved until you make a successful DC 10 + Your Level CON save. Save at the end
of your turn beginning on the next turn.
59 GRUESOME MISS You must make a successful DC 10 + Your Level CON save or receive disadvantage for your next
attack (or enemy has advantage on your spell DC).
60 HALF All combatants on the battlefield are set to half their original HP.

Rob Twohy's Critical Fumble / Hit Tables


10
200 Fumble Table
Fumble
# TITLE EFFECTS
61 HANGING You go to zero HP and fall unconscious, however you regenerate one HP at the start of each of your turns
ON for the rest of the encounter.
62 HEADACHE You deal an extra die of psychic damage to yourself.
63 HEAVENLY The target gains the effects of a Bless spell for one minute
BOON
64 HEINOUS All allies suffer disadvantage for their next attack (or enemies have advantage on their spell DC).
PUNISHMENT
65 HELLISH You suffer the effects of a Bane spell for the remainder of the encounter.
DISTRESS
66 HELPLESS For 1d4 rounds you are trapped in an indestructible and impenetrable glass box 5'x5'x10', paralyzed and
mute. You can only watch.
67 HOLY HAND You wish you had the holy hand grenade because a flying rabbit comes at you and does 1d10 damage and
GRENADE flies away.
68 HORNY You hump the leg of the nearest creature for one full round. Extra movement is granted to accomplish
this.
69 HORRIFIC You lose your next action as you stagger in shock from your failure.
MISS
70 I CAN'T HIT You are -5 on your next attack/spell (or foe has +5 to spell save).
YOU
71 I CAN'T You are now vulnerable to psychic damage for the next 24 hours.
THINK
72 I HATE IT! Roll a d6, lose this many HP.
73 I HEALED? You gain Level in TEMP HP. That's a good thing.
74 I LOVE IT! Roll a d10, gain this many TEMP HP. Yes, a good fumble.
75 I SUCK, HIT You are now vulnerable to bludgeoning damage for the remainder of the encounter.
ME
76 I SUCK, SLICE You are now vulnerable to slashing damage for the remainder of the encounter.
ME
77 I SUCK, STAB You are now vulnerable to piercing damage for the remainder of the encounter.
ME
78 I'VE FALLEN You are prone for the remainder of the encounter.
AND I CAN'T
GET UP!
79 ICE The ground is instantly covered in ice everywhere for 1d4 rounds. DC 10 + Your Level DEX save to not fall
prone every 10 feet of movement for all creatures.
80 IMMUNE Your target is immune to critical damage for the rest of the encounter.
81 IMMUNITY Your target is immune to all damage types for 1 round.
82 INCURABLE Any damage you have can now only be cured by a healer 4+ levels above you. Hit dice or potions cannot
cure you. Once healed this condition no longer applies. However, if you are level 17+, instead your MAX
HP is reduced by Level number permanently.
83 INGORED Any damage resistances you have are ignored for 1d4 rounds.
84 INSPIRING Your enemies within 30 feet gain a Bardic (d8) inspiration die that can be used during this encounter.
GENIUS
85 IS THIS Your target is invisible for 1 round if it wishes, even when attacking.
RIGHT?
86 IT AIN'T You pass out. You are unconscious until the start of your next turn.
OVER TILL
IT'S OVER
87 KHARMA You must make a successful DC 10 + Your Level CON save or suffer 1d12 damage from kharma.
88 KNOCKOUT You are unconscious (DC 10 + Your Level CON save at start of turn or taking damage ends).
FALL
Rob Twohy's Critical Fumble / Hit Tables
11
200 Fumble Table
Fumble
# TITLE EFFECTS
89 LET'S TRADE All players trade their PC with another random player for the rest of the encounter,
90 LIES You can only speak lies for 24 hours. Only the affected should be aware of this (DM discretion).
91 LIGHTNING Someone's god lit it up! Your target emanates bolts of lightning at your nearest 1d4 allies doing 1d12
lightning damage each.
92 LIGHTNING For 1d4 rounds all ranged spells must target you. During this time, you have resistance to all spell
ROD damage and advantage on all spell saves.
93 LOSE Your entire party cannot recover any spent ammo for this entire encounter.
94 LOSE THE Starting in the next round, you go last in initiative.
INITIATIVE
95 LUCKY Reroll the attack you lucky bastard!
96 MADNESS You suffer an effect from the short term madness table.
97 MASTER OF Your target is immune to all damage and all its attacks do maximum damage until the end of its next
ALL SPACE turn.
AND TIME
98 MINIONS Two 1 HP minions hostile to you (DM choice) appear in random available adjacent spaces next to you.
99 MISDIRECTION If you cast a spell it is cast in a random place/direction not where intended (DM discretion). If an
attack, you hit a random ally ranged or melee (within your remaining movement). If neither is possible,
you lose your next action.
100 MISFIRE If spell, slot is burned, but spell does not work. Instead you conjure three hostile undead of DMs choice
(CR equal to lowest party member level). If weapon attack, you throw your weapon 5 x your STR feet in
a random direction.
101 MODIFIED The target gains the modifier on the attack in TEMP HP.
102 MOMENTUM Your target gains advantage on its next attack.
103 MORE THAN A Roll twice on this table and choose one of the results.
BARGAIN
104 MOVE IT On your next turn you can only take the move action.
BUDDY
105 MUTE TILL Your are mute until midnight.
MIDNIGHT
106 MY BAD Damage is somehow applied to a random ally.
107 NASTY BIT O' Reroll all top half damage dice for your next hit (or foe spell save fail). Take the new result. (Example:
BOOKKEEPING 3d6 results in a 2, 5, and 6. Reroll the 5 and 6 (top half).
108 NEAR DEATH You are reduced to 1 HP.
109 NICE JOB Your enemies within 30 feet gain a Bardic (d10) inspiration die that can be used during this encounter.
BUDDY
110 NICE MOVE Your target gains the benefits of the Blur spell for one round.
YOU S.O.B.
111 NO HOPE You have disadvantage on your next save.
112 NO Your turn ends and you cannot do anything until the start of your next turn.
OPPORTUNITY
113 NO! Apply MAX crit damage to yourself!
114 NON You lose Inspiration. If you don't have inspiration, you have disadvantage on your next save, check, or
INSPIRING attack (or if spell, foe has advantage against your spell DC) whichever comes first.
ATTACK/SPELL
115 OFF BALANCE You are subject to all possible opportunity attacks from all the target's allies adjacent to you.
116 PANIC ATTACK You immediately suffer the effects of the Confusion spell for 1d4 rounds.
117 PARRY You are -2 to all your attacks (or foes have +2 against your spell DC) on the target until the end of your
next turn.

Rob Twohy's Critical Fumble / Hit Tables


12
200 Fumble Table
Fumble
# TITLE EFFECTS
118 PERMANENT LOSS Roll a d6. On a 1, you lose 1 on a random ability permanently.
119 PIZZA LIZARDS 1d4 Lizardfolk show up looking to steal pizza. They fight for 1d3 rounds then run away. If there IS
pizza, they try to steal it.
120 PLEASE HELP Suffer your own critical damage. And lose any inspiration you have.
121 POWER All your damage rolls are -2 for the remainder of the encounter.
REDUCTION
122 PURPOSEFUL You must make a successful DC 10 + Your Level CON save or suffer an additional 1d8 damage.
CLUMSINESS
123 PUSHED The target may push you 5'.
124 PUSHED HARD The target may push you 10'.
125 RAGER Your target experiences the effects of rage for 1d4 rounds.
126 RANDOM You suffer ongoing damage equal to Level until you save (DC 10 + Your Level CON). Save attempts
ONGOING come at the beginning of your turn after taking the damage.
127 REGENERATE Your target regenerates half its level (round up) in HP per round for 1d6 rounds.
128 REINFORCEMENTS 1-4 more of similar enemy NPC reinforcements arrive (per DM discretion).
129 RESISTANCE Your target is resistant to the type of damage you attacked with for the rest of the encounter.
130 RISK IT You may increase your fumble range to 1-3 to add 5' to your reach and ranges for the remainder of
the encounter.
131 ROUNDABOUT Your target may attack one of your allies adjacent to it at -5 if it wishes as a free action.
132 RUMBLE You become overly hungry. Make all attacks, saves, and checks at disadvantage until you take an
action to consume a ration.
133 RUPTURE You suffer ongoing damage equal to half your Level (round up) until a successful medicine check
(DC 10 + Your Level) is done on you. This must include one use of a healer's kit. No other means
can stop the rupture.
134 RUTHLESS Your target gets an immediate attack/spell on you.
FAILURE
135 SAVE BANE You have disadvantage on one random ability save until the end of the next long rest.
136 SCARED You must flee the target for 1 round.
137 SCARY MISS You are frightened of the target for 1d4 rounds.
138 SEEING A LOT OF You have a 50% chance of missing on your next hit. When the next hit happens, roll percentage
STARS dice and it misses on a 50 or below.
139 SEEING STARS You have a 20% chance of missing on your next hit. When the next hit happens, roll percentage
dice and it misses on a 20 or below.
140 SHIMMY Your target becomes incorporeal for 1d4 rounds.
141 SHOCKING You have disadvantage for all attacks (or foe has spell DC save advantage) vs. this opponent for the
VIOLENCE remainder of the encounter.
142 SHUT UP You are mute for 1d4 rounds.
143 SHY For the rest of the encounter you may not attack the target.
144 SKILL BANE You have disadvantage on one random skill check until the end of the next long rest.
145 SLIME? Your target splits into two identical copies of itself, each with half the current hit points.
146 SLOW You suffer disadvantage to your initiative until the next long rest.
147 SLOW AND You're hurt in some mysterious manner and must make a successful DC 10 + Your Level CON save
AGONIZING or suffer ongoing 2d4 damage per round until you save. Save at the beginning of your turn after
DEATH taking damage.
148 SPINAL TAP You suffer 11 damage. This one goes to 11 doesn't it?
149 SPIRITUAL A spiritual weapon appears and attacks you for 1d4 rounds then disappears.
WEAPON

Rob Twohy's Critical Fumble / Hit Tables


13
200 Fumble Table
Fumble
# TITLE EFFECTS
150 STOP Your speed is zero for 1 round.
151 STOPPED You cannot act in any way until someone else heals you in any manner.
152 STUCK Your movement is zero until the end of your next turn.
153 STUNNING MISS You are stunned for 1 round.
154 STUPID! Take psychic damage equal to your level.
155 SUNSHINE A weird reflection and some kind of magnifying glass effect ignites you and does 1d6 fire damage.
156 SUPER You gain 2 levels of exhaustion.
EXHAUSTION
157 SWAP Swap places with target. As if magically teleported.
158 SWARM Your target vomits a swarm of insects that initially attacks anyone but it, but after that attack is not
loyal to the target. The vomiting does the target no harm.
159 THE OL' Player involved trades characters with random player until the end of the encounter.
SWITCHEROO
160 THE STRUGGLE Until the end of your next turn, each of your attacks is done against AC 20 + Half Your Level (round
down).
161 THE SUN! The Daylight spell is in effect for 1d4 rounds emanating from the target for 500'.
162 TIME WARP Time progresses forward with everyone frozen in time, except your target, until after it takes its next
turn.
163 TORTUROUS You are incapacitated for 1 round.
IMPAIRMENT
164 TRAP You trigger a random trap (DM discretion).
165 TREASURE GO If there is treasure for this encounter, there is none.
BYE BYE
166 TRIPPED You must make a successful DC 10 + Your Level CON save or your speed is halved for the remainder
of the encounter.
167 TRUTH You can only speak the truth for 24 hours. Only the affected should be aware of this (DM discretion).
168 TURN THE TIDE You have disadvantage on all ability checks, saving throws, and attacks rolls (foes have advantage
against your spell DC saves) until the end of your next turn.
169 TURN THE TIDE You have disadvantage against all enemies on the battlefield (or they have advantage on spell DC
AGAIN saves) until the end of your next turn.
170 TURN YOUR You literally turn your head and cough and breathe a 30 foot cone of a random damage type where it
HEAD AND will cover the most of your allies. DEX DC is 10 + Your Level (half on a save). Damage is 3x Your
COUGH Level.
171 UNBELIEVABLE All allies fall prone and are incapacitated for 1 round.
172 UNBELIEVABLE Your entire party falls prone and are incapacitated for 1 round.
173 UNGUARDED Any allies of your target adjacent to you may immediately take an attack of opportunity against you. If
no target allies are adjacent to you, all enemies gain advantage on you through their next attacks on
you.
174 UNINTENTIONAL You move 10' in a random available direction provoking opportunity attacks. Extra movement is
MOVE granted if needed.
175 UP AND DOWN You may add one to any ability score and decrease another by one if you wish.
176 VERY LUCKY Reroll the attack with advantage you lucky son of a bitch!
177 VEXING You have disadvantage for all attacks (or targets have advantage on spell DC saves) for the remainder
ALLEVIATION of the encounter.
178 VEXING The spell you just cast becomes unusable until after 2 long rests. If no spell used here, any EXTRA
ANGUISH attack you have is void until after 1 long rest. If neither is true, you lose all bonus actions until after 1
long rest.

Rob Twohy's Critical Fumble / Hit Tables


14
200 Fumble Table
Fumble
# TITLE EFFECTS
179 VILE You must make a successful DC 10 + Your Level CON save or have disadvantage for your next attack
SUFFERING (or foe has advantage on DC spell save).
180 VULNERABILITY You are vulnerable to all damage types for 2 rounds.
181 WAIT, WHAT? You did hit.
182 WAS THAT A A loud flash of light blinds and deafens all creatures within a 10 foot radius of the target for 1 round.
SPARK?
183 WELL IT'S You fall unconscious and are immune to all damage types for 1d4 rounds.
MAGIC
184 WHALE AND A A killer whale and a potted plant randomly fall from the sky. Wild Magic at work nearby?
POT
185 WHAT IS Your memory is erased for one hour.
HAPPENING?
186 WHAT'S THIS A neutral monster (randomly chosen by DM) with a CR of the lowest party member wanders onto
NOW? scene from a random possible direction.
187 WHERE'D IT One random magical item falls off your person.
GO?
188 WHIRLWIND A mini tornado develops around you and lifts all creatures within 1d3 x10 feet up in the air 1d3 x 10
feet and shifts their location 1d3 x 10 feet in a random direction before disappearing.
189 WHO SHUT Complete magical darkness everywhere for one round. This darkness is not penetrable by normal dark
OUT THE sights.
LIGHTS?
190 WHOOPS You attack your nearest ally using your attack or spell that will do the most damage (1st level spell
only). You are granted an extra action if needed to do so.
191 WHY? Everything involving you has advantage for the next 1d4 rounds. This includes enemies having
disadvantages regarding you. That's good!
192 WILD Roll on the wild magic table.
193 WOULDA, Lose your next available attack.
SHOULDA,
COULDA
194 WTF? A split second flash of darkness. All members of your party are the opposite gender until the next long
rest.
195 YIKES Spell has opposite intended effect. DM has final interpretation here (including no effect). If non spell
attack, your farthest ally somehow takes this damage.
196 YOU DON'T You are -1 to all ability stats until the end of the encounter.
LEARN
197 YOU GOTTA BE A split second loud bang. You and all your allies shrink one size until the next long rest. If you were
KIDDING ME tiny, you are now gargantuan.
198 YOU LOSE You lose a single best ability (animal form, highest spell slot, second wind, turn undead, etc.) as
decided by the DM until the next long rest.
199 YOU SMELL All enemies attempt to move 5 feet closer you as a reaction.
NICE
200 ZOMBIES 1d4 zombies rise from the earth around you, and they spend their first action and half of their
movement rising from the ground. They will attack anything in sight, but they are ultimately drawn to
consume the one who fumbled.

Author Rob Twohy - rob2ee@yahoo.com


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Rob Twohy's Critical Fumble / Hit Tables 15

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