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NAT 20

The target is pushed 10 feet backwards.(if 2 sizes larger, no effect. if 1 size smaller, it
1
is pushed 20ft)
2-5 Your target is knocked prone.

6-9 You can choose to gain advantage on all attacks against your target next turn, your
target has advantage on their attack rolls against you until the end of your next turn.

10-14 You gain advantage on all attacks against your target until the end of your next turn.
15-19 Target can’t take reactions until start of his next turn

You have a luck point for a minute. This luck point can only be used either for attacks,
20-24 saves and ability checks you make against the target, or attacks the target makes
towards you.

You can use your reaction to protect yourself with the target.You gain half cover (3/4 if
25-32 the target is one size bigger). If an attack affected by this cover misses but hits the
target´s AC, it hits the target instead. You gain this benefit until the start of the target´s
turn.

32-39 You gain +2 to your AC against your target, and advantage on all savings throws from
effects originating from your target until your next turn.

40-49 Instead of doubling only the dice, you do damage as usual and then double the final
result (all modifiers included)
50-59 You gain an opportunity attack against the target.
You are able to take the disarm action after your attack, and can steal your
60-68 opponent's weapon if you have a free hand. Otherwise you can knock it up to 20 feet
away.

69 All creatures 5ft from the target gain an opportunity attack


70-74 You are able to use the dodge action after your attack.

75-79 The target is under the effects of the Slow spell until the end of his next turn.

80-84 You can make an extra attack to a second creature in your range.
85-89 Your target is surprised until the end of their next turn.

90-94 Roll an additional set of damage dice above and beyond your normal critical roll.

95-99 Roll an additional set of damage dice above and beyond your normal critical roll and
the target loses AC equal to your proficiency bonus until the end of his next turn.

100 Roll two additional sets of damage dice above and beyond your normal critical roll,
but take 2d4 bludgeoning damage.
NAT 1
1 Half speed until the end of next turn.

2-5 Your target has advantage on their first attack roll against you next round.
6-9 You can't use bonus actions until the end of your next turn
10-14 You lose 1d4 AC until the end of your next turn.
15-19 Fall prone and 0 movement until end of turn.

20-24 Your attack is so embarrassing that the target gains temporary hit points equal to the
weapon's damage die plus your modifier.
25-32 You hit yourself.
32-39 Disadvantage on your next attack roll.
40-49 Make a Dex 15 save or drop your weapon 5ft from you.
50-59 The target gets an opportunity attack on you
60-68 You can't take reactions until the start of your next turn
69 The damage from the next attack that hits you is doubled. (dice and modifiers)
70-74 You lose your weapon proficiencies until the end of your next turn.

75-79 The attack redirects to an ally 5ft from you. If there is none your weapon flies 10ft
away, towards any ally in range. (the attack must hit their AC to dea damage)
You have disadvantage on all ability checks and saving throws until the end of your
80-84
next turn

85-89 End your current turn and you are surprised until the end of your next turn.

You fall prone. Roll a DC 10 constitution save, on failure you take 1d6 damage and
90-94 are knocked unconscious for 1 minute or until you receive damage from any source.
On success take half damage and you remain conscious.

You fall prone. Roll a DC 15 constitution save, on failure you take 2d6 damage and
95-99 are knocked unconscious for 1 minute or until you receive damage from any source.
On success take half damage and you remain conscious.

100 You fall prone, take 3d6 damage, and become unconscious for 1 minute or until you
receive damage from any source.

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