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Introduction

F
umbles and failures have appealed to us since
we started to play this wonderful game. Credits
Lead Designer: Marco Fossati
We’ve always loved the crazy moments that Writer: Marco Fossati
can happen by chance on a fumble or failure. Art Director: Marco Bertini
Graphic Designer and Layout: Marco Bertini
Editor: Matt Everson
This book is written for those who love them too! Cover Art: Rick Hershey
Cheers, Internal Art: Publisher's Choiche Quality Stock Art Rick
Sign of the Dragon Hershey/ Fat Goblin Games. Grandfailure . Some artwork
© 2015 Dean Spencer, used with permission. All rights
reserved. The Dungeon Masters Guild was used as a
source for some of the art. All art taken from there is
owned by Wizards of the Coast and is used with
permission under the Community Content Agreement for
the Dungeon Masters Guild.
Special Thanks to: : Venti di Ruolo, Alessio Annaloro,
Alessandro Fierro, Andrea Caramia, Andrea “Il Rosso”
Lucca, Enrico Romeo
Created with Homebrewery

Overview
This volume aims to provide rules for fumbles on attack
On the Cover
rolls and failures on ability checks and saving throws.
A spell can harm also its caster, if its powers aren't enough, The book contains the following chapters:
its will is not strong, or simply for bad luck. Bad luck is Chapter 1: Fumbles
often the most harmful.
Chapter 2: Failures
King Rendoran, Sorcerer-King of Lymen
Contents
Introduction and Credits ....................................2
Chapter 1: Fumbles 4
Melee Weapon Attack’s Fumbles ...........................................4
Table .........................................................................................4
Ranged Weapon Attack’s Fumbles ........................................5
Table .........................................................................................5
Spell Attack’s Fumbles .............................................................6
Table .........................................................................................6
Chapter 2: Failures 8
Dexterity, Strength, and Constitution Checks Failures .... 8
Table .........................................................................................8
Intelligence, Wisdom, and Charisma Checks Failures .....9
Table .........................................................................................9
Dexterity, Strength, and Constitution Saving Throws 9
Failures ........................................................................................
Table .........................................................................................9
Intelligence, Wisdom, and Charisma Saving Throws 10
Failures .....................................................................................
Table .......................................................................................10

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast
in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors.
Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2020 by Marco Bertini and Marco Fossati and published under the
Community Content Agreement for Dungeon Masters Guild.
Chapter 1: Fumbles

T
his chapter presents tables for random Broken Weapon
fumbles which happen when a character, a If it’s a weapon that isn’t magical or adamantine, your
NPC, or a monster rolls a 1 when it makes a weapon is irreparably ruined. If it’s magical or adamantine,
weapon attack. roll a d20. On a 1, that weapon is ruined, and its properties
lost forever.

Melee Weapon Attack


Fumbles
The table below shows you the fumbles that might happen
on a melee weapon attack.
Melee Weapon Attack Fumbles
d100 Fumble
01-09 Nothing
10-16 Light injury
17-23 Auto hit
24-30 Wounded
31-37 Friendly target
38-44 Off guard
45-51 False move
52-58 Fall
59-65 Dizziness
66-72 Damaged weapon Damaged Weapon
73-79 Dropped weapon If it’s a weapon that isn’t magical or adamantine your
80-86 Stuck weapon
weapon is damaged and gains a permanent -1 to attack
rolls and -1 to damage (minimum damage of 1). These
87-93 Broken weapon penalties are cumulative and when that weapon is
94-00 Something in the eye damaged three times then it is permanently broken. If it’s
magical or adamantine, roll a d20. On a 1, that weapon is
damaged.
Auto Hit
You hit yourself. Roll the normal damage caused by the Dizziness
weapon. You stumble against someone or something like a shield, a
wall, a door, an object, a rock, or you own weapon. Make a
DC 10 Constitution check. On a successful check, you are
stunned until the start of your next round. On a failed
check, you are stunned for 1 minute. At the end of each of
your next turn, you can make another Constitution check,
ending the effect on a success.
Dropped Weapon
Your weapon is not equipped and is now 5 feet away from
you. The DM chooses in which direction that weapon
drops.
Fall
You are knocked prone.
False Move
You make a very clumsy move and you’re an easy target for
your enemies. Anyone that makes an attack against you
until the start of your next turn gains advantage.
Wounded
You wound yourself. For 1 minute, at the start of each of
your next turns, you suffer 1d6 damage. As an action, you
can make a DC 10 Intelligence (Medicine) check. On a
success, the effect ends.

Ranged Weapon Attack


Fumbles
The table below shows you the fumbles that might happen
on a ranged weapon attack.
Ranged Weapon Attack Fumbles
d100 Fumble
01-09 Nothing
10-18 Give them hope
18-27 Easy prey
28-46 Friendly target
47-55 False move
56-64 Fall
65-73 Object/Structure
74-82 Dropped weapon
83-91 Broken weapon
91-00 Something in the eye

Broken Weapon
If it’s a weapon that isn’t magical or adamantine, your
weapon is irreparably ruined. If it’s magical or adamantine,
roll a d20. On a 1, that weapon is ruined, and its properties
lost forever.
Dropped Weapon
You lose your weapon that drops within 5 feet of you. The
Friendly Target DM chooses in which direction that weapon drops.
You inadvertently hit a creature that isn’t hostile to you that
is within your weapon range. Roll the damage of the attack. Easy Prey
That creature can use its reaction to halve that damage. If You expose yourself to other attacks. Your position is
there is more than 1 possible creature that can be hit, the revealed, and you cannot use stealth or benefit from
DM randomly determines which one will be hit. If no concealment until the start of your next turn. Until the end
targets are available, then nothing happens. of your turn, any creature that can see you and is hostile to
you can use its reaction to make a ranged weapon attack to
Light Injury you.
You make a misstep and suffer a physical injury. Your
movement is halved until you finish a short or long rest, you Fall
are magically healed for at least 1 hit point or are the target You fall on the ground. You are prone until the start of your
of a restoration spell. next turn.
Nothing False Move
Nothing unusual happens. You make a very clumsy move and you’re an easy target for
your enemies. Anyone that makes an attack against you
Something in the Eye until the start of your next turn gains advantage.
Something enters in your eye. You are blinded until the end
of your next turn. Friendly Target
You inadvertently hit a creature that isn’t hostile to you that
Stuck Weapon is within your weapon range. Roll the damage of the attack.
Your weapon is stuck into something like the ground, a That creature can use its reaction to halve that damage. If
door, your opponent’s armor or shield, or a wall. As an there is more than 1 possible creature that can be hit, the
action you can try to extract it by succeeding on a DC 10 DM randomly determines which one will be hit. If no
Strength (Athletics) check. targets are available, then nothing happens.

CHAPTER 1 | FUMBLES 5
Auto Hit
You hit yourself. Roll the normal damage caused by the
spell attack.
Backfire
The spell bursts and its magical energy spreads around
you. All creatures within 10 feet of you (including you) must
make a DC 10 dexterity saving throw. On a failed save, that
creatures take 2d4 force damage, of half as much damage
of a successful one.
Blank Mind
The magical energy of the spell overcomes you. You have
difficulty recalling spells of 1st level or higher. For 1
minute, at the start of your turn, make a DC 10 Intelligence
(Arcana) check. On a failed check you can’t cast spells of
1st level or higher. On a successful check, the effect ends.
Poisoned
The magical energy of the spell poisons your body. Make a
DC 10 Constitution saving throw. On a failed save, you are
poisoned for 1 minute.
Give Them Hope
Your very bad move emboldens your target. Until the end of
its next turn, it has advantage on saving throws, ability
checks, and attack rolls.
Nothing
Nothing unusual happens.
Object/Structure
You hit an object that isn’t worn or carried by a creature or
a structure like a door, a window, or something else. Roll
the damage for the attack. If there aren’t valid targets, then
nothing happens
Something in the Eye
Something enters in your eye. You are blinded until the end
of your next turn.

Spell Attack Fumbles


The table below shows you the fumbles that might happen
on a spell attack.
Spell Attack Fumbles
d100 Fumble
01-09 Nothing
10-16 Deafened
17-23 Auto hit
24-30 Blank mind
31-37 Friendly target
38-44 Teleport
45-51 False move
52-58 Fall Dizziness
59-65 Dizziness The magical energy of the spell stuns you. Make a DC 10
Constitution check. On a successful check, you are stunned
66-72 Wild Magic until the start of your next round. On a failed check, you are
73-79 Backfire stunned for 1 minute. At the end of each of your next turn,
you can make another Constitution check, ending the effect
80-86 Fatigue on a success. Fall You fall on the ground. You are prone
87-93 Poisoned until the start of your next turn.
94-00 Something in the eye

6 CHAPTER 1 | FUMBLES
False Move Teleport
You make a very clumsy move and you’re an easy target for The spell backfires and you are teleported 30 feet away in a
your enemies. Anyone that makes an attack against you direction randomly determined by the table below. If that
until the start of your next turn gains advantage. area is occupied then you now occupy the nearest available
space.
Fatigue Directions
The magical energy of your spell fatigues you. You gain one
level of exhaustion. d4 Direction
1 North
Friendly Target 2 East
You inadvertently hit a creature that isn’t hostile to you
within your reach or spell range. Roll the damage of the 3 West
attack. That creature can use its reaction to halve that 4 South
damage. If there is more than 1 possible creature that can
be hit, the DM randomly determines which one will be hit. Something in the Eye
If no targets are available, then nothing happens. Something enters in your eye. You are blinded until the end
Deafened of your next turn.
The spell emits a thunderous boom audible out to 300 feet. Wild Surge
You are deafened for 1 minute. The magical energy of your spell suddenly creates a surge
Nothing of chaotic magic. Roll on the sorcerer’s wild magic table to
Nothing unusual happens. determine what happens.
Chapter 2: Failures

T
his chapter presents tables for random fails Dropped Item
which happen when a character, a NPC, or a You lose 1 item that you are holding or carrying. The type
monster rolls a 1 on an ability checks or of the item is randomly chosen, according to the table
saving throws. below. The DM chooses which specific item is dropped. If
you don’t own the type of item rolled, then nothing happens
Items
d4 Item
1 A weapon
House Rule
To use this chapter’s tables correctly it’s 2 Shield
important that if assume, as a house rule, that a 3 A magic item
natural 1 always means a failure on checks and
saving throws. 4 A mundane item

Fall
You are knocked prone.
Dexterity, Strength, and False Move
You make a very clumsy move and you’re an easy target for
Constitution Checks your enemies. Anyone that makes an attack against you
until the start of your next turn gains advantage. If there
Failures aren’t hostile creatures that can attack you, then nothing
The table below shows you the effects that might happen happens.
when a 1 is rolled on Dexterity, Strength and Constitution
checks. Fatigue
You gain one level of exhaustion.
Check Failures
d100 Failure Hurt
01-10 Nothing
You cause 1d6 damage to yourself.
11-19 Light injury Light Injury
20-28 Hurt You make a misstep and suffer a physical injury. Your
movement is halved until you finish a short or long rest, you
29-37 Wounded are magically healed for at least 1 hit point or are the target
38-46 Fatigue of a restoration spell.
47-55 Ally disadvantage
Nothing
56-64 False move Nothing unusual happens.
65-73 Fall
Something in the Eye
74-82 Dizziness Something enters in your eye. You are blinded until the end
83-91 Dropped item of your next turn.
92-00 Something in the eye
Wounded
You wound yourself. For 1 minute, at the start of each of
Ally Disadvantage your next turns, you suffer 1d6 damage. As an action, you
You make a very clumsy move and you disturb a creature can make a DC 10 Intelligence (Medicine) check. On a
that isn’t hostile to you within 10 feet of you, randomly success, the effect ends.
chosen. That creature has disadvantage to any attack rolls,
ability checks and saving throws until the end of its next
turn. If there aren’t such creatures within range, then
nothing happens.
Dizziness
You stumble against someone or something like a shield, a
wall, a door, an object, a rock, or something else. Make a
DC 10 Constitution check. On a successful check, you are
stunned until the start of your next round. On a failed
check, you are stunned for 1 minute. At the end of each of
your next turn, you can make another Constitution check,
ending the effect on a success.
Intelligence, Wisdom, If the check doesn’t involve interaction with creatures, then
nothing happens.
and Charisma Checks
Mockery
Failures A creature that can see you ridicules you. You are ashamed
The table below shows you the effects that might happen and suffer 1d6 psychic damage.
when a 1 is rolled on Intelligence, Wisdom, and Charisma
checks. Nothing
Nothing unusual happens.

Dexterity, Strength, and


Constitution Saving
Throws Failures
The table below shows you the effects that might happen
when a 1 is rolled on Dexterity, Strength and Constitution
saving throws.
Check Failures
d100 Failure
01-10 Nothing
11-19 Light injury
20-28 Double damage
29-37 Wounded
38-46 Fatigue
47-55 Frightened
56-64 False move
65-73 Fall
74-82 Dizziness
83-91 Dropped item
Check Failures 92-00 Something in the eye
d100 Failure
01-10 Nothing Double Damage
11-28 Delusion You suffer a lot more than usual. You take double damage.
If the effect doesn’t include damage, then nothing happens.
29-46 Mockery
47-64 Hostility Dizziness
65-82 Fatigue
You stumble against someone or something like a shield, a
wall, a door, an object, a rock, or something else. Make a
83-100 Embarrassment DC 10 Constitution check. On a successful check, you are
stunned until the start of your next round. On a failed
Delusion check, you are stunned for 1 minute. At the end of each of
You are demotivated by your failure. You have disadvantage your next turn, you can make another Constitution check,
on any other Intelligence, Wisdom, and Charisma ability ending the effect on a success.
check until you finish a short or long rest.
Dropped Item
Embarrassment You lose 1 item that you are holding or carrying. The type
You make a very bad performance. You have disadvantage of the item is randomly chosen, according to the table
to any Charisma check towards any creature that saw you below. The DM chooses which specific item is dropped. If
until you finish a long rest. If nobody saw you, then nothing you don’t own the type of item rolled, then nothing happens
happens.
Items
Fatigue d4 Item
The mental effort fatigues you. You gain one level of 1 A weapon
exhaustion.
2 Shield
Hostility 3 A magic item
Your target becomes violently angry and is now hostile
towards you. 4 A mundane item

CHAPTER 2 | FAILURES 9
Fall Blinded
You are knocked prone. Somehow, you can’t see for some moments. You are
blinded until the start of your next turn.
False Move
You make a very clumsy move and you’re an easy target for Charmed
your enemies. Anyone that makes an attack against you You are fascinated by the source of the effect that forced
until the start of your next turn gains advantage. If there you to make the saving throw. You are charmed by for 1
aren’t hostile creatures, then nothing happens. minute. Until you are charmed, you cannot attack or harm
that source. At the end of each of your next turns, you can
Fatigue make a DC 10 Wisdom saving throw, ending the effect on a
You gain one level of exhaustion. success.
Frightened Delusion
You are scared by the source of the effect that forced you to You are demotivated by your failure. You have disadvantage
make the saving throw. You are frightened for 1 minute. At on any other Intelligence, Wisdom, and Charisma saving
the end of each of your next turns, you can make a DC 10 throws for 1 minute.
Wisdom saving throw, ending the effect on a success.
Double Damage
Light Injury You suffer a lot more than usual. You take double damage.
You make a misstep and suffer a physical injury. Your If the effect doesn’t include damage, then nothing happens.
movement is halved until you finish a short or long rest, or
until you are magically healed of at least 1 hp or you are Dizziness
target of a lesser restoration or greater restoration spell. You are under mental confusion. Make a DC 10
Constitution check. On a successful check, you are stunned
Nothing until the start of your next round. On a failed check, you are
Nothing unusual happens. stunned for 1 minute. At the end of each of your next turn,
you can make another Constitution check, ending the effect
Something in the Eye on a success.
Something enters in your eye. You are blinded until the end Fall
of your next turn.
You are knocked prone.
Wounded
You are wounded. For 1 minute, at the start of each of your Fatigue
next turns, you suffer 1d6 damage. As an action, you can You gain one level of exhaustion.
make a DC 10 Intelligence (Medicine) check. On a success,
the effect ends. Frightened
You are scared by the source of the effect that forced you to
make the saving throw. You are frightened for 1 minute. At
Intelligence, Wisdom, the end of each of your next turns, you can make a DC 10
and Charisma Saving Wisdom saving throw, ending the effect on a success.
Throws Failures Nothing
Nothing unusual happens.
The table below shows you the effects that might happen
when a 1 is rolled on Intelligence, Wisdom and Charisma Shocked
saving throws. You are shocked by what happened to you. You are
Check Failures paralyzed until the end of your next turn.
d100 Failure
Speechless
01-10 Nothing
You are astonished by the effect. You cannot speak until the
11-19 Charmed end of your next turn.
20-28 Double damage
29-37 Delusion
38-46 Fatigue
47-55 Frightened
56-64 Shocked
65-73 Fall
74-82 Dizziness

d100 Failure
83-91 Speechless
92-00 Blinded

10 CHAPTER 2 | FAILURES

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