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You can choose to gain advantage on all attacks against your target until the end
You feel it is imperative to press the
2-5 advantage no matter the cost.
of your next turn, but if you do, all enemies have advantage on their attack rolls
against you until the end of your next turn.
You feel it is imperative to press the You can choose to gain advantage on all attacks against your target next turn,
6-9 advantage, but remain aware. but your target will have the same against you until the end of your next turn.
10-14 You know how to gain advantage. You gain advantage on all attacks on your target until the end of your next turn.
You begin to recognize patterns in You gain +2 to your AC against your target, and advantage on all savings throws
25-29 your opponent's fighting technique. from effects originating from your target until your next turn.
You are able to move towards your After your attack you can choose to automatically succeed in grappling your
40-49 target while attacking to harass them. opponent if you have a free hand, or shove your target if both hands are in use.
50-59 You attempt to disarm your target. You are able to take the disarm action after your attack.
You kick your target’s weapon out of You are able to take the disarm action after your attack and steal your target's
60-69 their hands. weapon if you have a free hand. Otherwise, it's knocked up to 20 feet away.
75-79 Your attack knocks your target over. Your target is knocked prone.
80-84 Your strike surprises your opponent. Your target is surprised until the end of their next turn.
85-89 You strike with great force. Roll an additional set of damage dice above and beyond your normal critical roll.
Roll an additional set of damage dice above and beyond your normal critical roll,
90-94 You strike with extreme force. and the target suffers one unit of exhaustion.
Roll an additional set of damage dice above and beyond your normal critical roll.
95-99 You strike with debilitating force. The target suffers a permanent injury (chosen by DM). It can be healed with
extended rest of a length determined by the DM, but leaves a scar.
Roll an additional set of damage dice above and beyond your normal critical roll;
100 You strike with devastating force. the target suffers 1 unit of exhaustion and gets a permanent injury (chosen by
DM). The permanent injury can be healed same as above (95-99).
You lose your combat footing, and Your enemies have advantage on their attack rolls against you until the end of
10-14 have difficulty recovering. your next turn.
Melee: You are knocked prone and your movement is reduced to 0. Your
Melee: You get tangled with your
target must succeed a DC 10 dexterity check or they are also knocked
15-19 enemy and fall over. Ranged: You
prone. Ranged: You must pick up arrows individually from the ground using your
spill your quiver.
“environmental interaction”, or the “Use an Object” action to nock your bow.
20-29 You lose your balance. You fall prone and your movement is reduced to 0.
50-59 You lose your grip as you attack. Roll a DC 10 Dexterity Check, on failure you drop your weapon at your feet.
M: The weapon slips from your Melee: Roll a DC 10 Dex Check; on failure you throw your weapon into your
60-69 hand as you attack. R: Your ammo enemy’s space. (DM's choice on large+) Ranged: You must use an action to
gets lodged in its container. organize the ammunition in its case before you can make another ranged attack.
M: You lunge past your target, Melee: Enemy you were attacking is able to use their reaction to perform
70-79 exposing yourself. R: Your attack and attack of opportunity. Ranged: the target can perform an opportunity
startles your allies near your target. attack on any ally within melee range.
You attack wildly and lose track of End your turn and move to the bottom of the initiative order at the start of the
85-89 the fight around you. next round.
You lose your footing while attacking You fall prone. Roll a DC 10 constitution save, on failure you take 1d6 damage
90-94 and fall to the ground bumping your and are knocked unconscious for 1 minute or until you receive damage from any
head. 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
You lose your footing while attacking
95-99 and fall head first. and are knocked unconscious for 1 minute or until you receive damage from any
source. On success take half damage and you remain conscious.
You lose your footing while attacking You fall prone, take 3d6 damage, and become unconscious for 1 minute or until
100 and slam your head into the ground. you receive damage from any source.
You can choose to gain advantage on your next attack roll against your target,
You feel it is imperative to press the
2-5 advantage no matter the cost.
but all enemies have advantage on their attack rolls against you until the end of
your next turn.
You feel it is imperative to press the You can choose to gain advantage on your next attack roll against your target,
6-9 advantage, but maintain awareness your target has advantage on their attack rolls against you until the end of your
of your surroundings. next turn.
20-29 Your spell cripples your opponent. Your target’s movement speed is cut in half for their next 2 turns.
30-39 Your spell knocks your target over. Your target is knocked prone.
The sight of your magic fills the Your target is frightened by you until you stop casting magic. You are able to
60-69 target’s heart with fear. discern the source of your target's fear.
Your spell is incidentally infused with Roll 10d8. If your targets current health is lower than the number rolled they fall
75-79 fey energy. asleep for 1 minute.
Roll an additional set of spell damage dice above and beyond your normal
85-89 Your spell strikes with great force. critical roll.
Roll an additional set of spell damage dice above and beyond your normal
90-94 Your spell strikes with extreme force. critical roll, and the target suffers one unit of exhaustion.
Roll an additional set of spell damage dice above and beyond your normal
Your spell strikes with debilitating
96-99 force. critical roll and the target suffers a permanent injury (chosen by DM). It can be
healed with extended rest of a length determined by the DM, but leaves a scar.
Roll an additional set of spell damage dice above and beyond your normal
Your spell strikes with devastating
100 force.
critical roll. The target suffers 1 unit of exhaustion and gets a permanent injury
(chosen by DM). The permanent injury can be healed same as above (96-99).
Your spell creates a large plume of The area in a 5 foot radius around your location becomes heavily obscured for 1
15-19 smoke obscuring your location. minute. A strong breeze can blow away the smoke in 1 round.
20-29 You misfire and get knocked over. You are knocked prone.
You are unable to perform somatic components to cast spells until the end of
60-69 Your arm cramps as you cast. your next turn.
You are unable to use verbal components to cast spells until the end of your next
70-79 You bite your tongue as you cast. turn.
Your spell misfires and dazes you, End your turn and move to the bottom of the initiative order at the start of the
80-84 causing you to lose track of the fight. next round.
85-89 You misfire and panic. End your current turn and you are surprised until the end of your next turn.
You fall prone. Roll a DC 10 Con save; on failure you take 1d6 bludeoning
Your spell backfires and causes you
90-94 to fall and bump your head. damage and 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 Con save; on failure you take 1d6 bludgeoning
Your spell backfires, creating an
damage, 1d6 thunder damage, and are knocked unconscious for 1 minute or
95-99 explosion and causing you to fall and
until you receive damage from any source. On success take half damage and
bump your head.
you remain conscious.
Your spell totally backfires, creating a You hit yourself with your spell. If the spell effect is instant you take the full effect
100 large explosion and causing you to and if the spell requires concentration the effect persists until the end of your
fall and bump your head. next turn. You also take damage same as above (95-99).