A Critical Fail Table (d6)

d6 Result

1

Normal Critical Fail

2

Normal Critical Fail

3-6

Roll on "Critical Fail Table"

Subcharts

Critical Fail Table (1d201)

1d201 Result

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 INCREASE 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

DROP IT LIKE IT'S HOT: Drop the thing that you just attacked with (weapon, spell focus, etc.). It glows for the next 1d4 rounds causing 2x Your Level fire damage if touched.

4

ANKLE TWIST: You are restrained until the end of your next turn.

5

AC REDUCE MISHAP: Your AC is reduced by 2 for the remainder of the encounter.

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 l 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 l O + 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 NATURALLY: You cannot heal naturally until after next long rest.

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 are -2 until the next long rest.

23

CONFUSED: You try to strike your nearest ally 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 SHAVING: You must make a successful DC 10 + Your Level CON save or suffer ongoing 1d8 damage every round 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 CONSEQUENCES: Your allies receive disadvantage on all attacks/saves vs. the target until the start of your next turn.

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 DC10 + 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 THAT!: You are poisoned for the remainder of the encounter.

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 FAILURE: For 1d4 rounds every hit you make is done at minimum damage.

42

EFFED: All threatening enemies (you are within their threat range) may have a free opportunity attack on you.

43

EMBARRASSING FUMBLE: Your allies who can see and/or hear you have disadvantage on their attacks (or cannot cast any spells) 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 HAZARD: If there is an environmental hazard (water, lava, cliff, quicksand, etc.), you find yourself being pulled by magic toward it at your movement speed per round. A DC10 + 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 l 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 WOUND: You take ongoing l d6 damage. DC10 + Your Level CON saves at the beginning of your turn after taking damage.

52

FEY MAGIC: Roll 1d6. You teleport you as far as you can, up to your movement and avoiding obstacles, in a direction: 1=up, 2=north, 3=east, 4=south, 5=west, 6=down

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 DC10 + Your Level CON save. Save at the end of your turn beginning on the next turn.

59

GRUESOME MISS: You must make a successful DC10 + 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.

61

HANGING ON: You go to zero HP and fall unconscious, however you regenerate one HP at the start of each of your turns for tne rest of the encounter.

62

HEADACHE: You deal an extra die of psychic damage to yourself.

63

HEAVENLY BOON: The target gains the effects of a Bless spell for one minute

64

HEINOUS PUNISHMENT: All allies suffer disadvantage for their next attack (or enemies have advantage on their spell DC).

65

HELLISH DISTRESS: You suffer the effects of a Bane spell for the remainder of the encounter.

66

HELPLESS: For ld4 rounds you are trapped in an indestructible and impenetrable glass box 5'x5'x10', paralyzed and mute. You can only watch.

67

HOLY HAND GRENADE: You wish you had the holy hand grenade because a flying rabbit comes at you and does 1d10 damage and 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 MISS: You lose your next action as you stagger in shock from your failure.

70

I CAN'T HIT YOU: You are -5 on your next attack/spell (or foe has +5 to spell save).

71

I CAN'T THINK: You are now vulnerable to psychic damage for the next 24 hours.

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 ME: You are now vulnerable to bludgeoning damage for the remainder of the encounter.

76

I SUCK, SLICE ME: You are now vulnerable to slashing damage for the remainder of the encounter.

77

I SUCK, STAB ME: You are now vulnerable to piercing damage for the remainder of the encounter.

78

I'VE FALLEN AND I CAN'T GET UP: You are prone for the remainder of the encounter.

79

ICE: The ground is instantly covered in ice everywhere for 1d4 rounds. DC10 + 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

IGNORED: Any damage resistances you have are ignored for 1d4 rounds.

84

INSPIRING GENIUS: Your enemies within 30 feet gain a Bardic (d8) inspiration die that can be used during this encounter.

85

IS THIS RIGHT?: Your target is invisible for l round if it wishes, even when attacking.

86

IT AIN'T OVER TILL IT'S OVER: You pass out. You are unconscious until the start of your next turn.

87

KHARMA: You must make a successful DC10 + Your Level CON save or suffer 1d12 damage from kharma.

88

KNOCKOUT FALL: You are unconscious (DC 10 + Your Level CON save at start of turn or taking damage ends it).

89

LET'S TRADE: All players trade their PC with another random player for the rest of the encounter.

90

LET'S NOT LET THINGS GET OUT OF HAND: Nothing appears to happen.

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 ROD: For 1d4 rounds all ranged spells must target you. During this time, you have resistance to all spell damage and advantage on all spell saves.

93

LOSE: Your entire party cannot recover any spent ammo for this entire encounter.

94

LOSE THE INITIATIVE: Starting in the next round, you go last in initiative.

95

LUCKY: Reroll the attack you lucky b*stard!

96

MADNESS: You suffer an effect from the short term madness table.

97

MASTER OF ALL SPACE AND TIME: Your target is immune to all damage and all its attacks do maximum damage until the end of its next turn.

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 5x 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 BARGAIN: Roll twice on this table and choose one of the results.

104

MOVE IT BUDDY: On your next turn you can only take the move action

105

SHHH: Your are mute until midnight.

106

MY BAD: Damage is somehow applied to a random ally.

107

NASTY BIT O' BOOKKEEPING: Reroll all top half damage dice for your next hit (or for spell save fail). Take the new result. (Example: 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, BUDDY: Your enemies within 30 feet gain a Bardic (d10) inspiration die that can be used during this encounter.

110

NICE MOVE, YOU S.O.B.: Your target gains the benefits of the Blur spell for one round.

111

NO HOPE: You have disadvantage on your next save.

112

NO OPPORTUNITY: Your turn ends and you cannot do anything until the start of your next turn.

113

NO!: Apply MAX crit damage to yourself!

114

NOT VERY INSPIRING: You lose Inspiration. If you don't have inspiration, you have disadvantage on your next save, check, or attack (or if spell, foe has advantage against your spell DC) whichever comes first.

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.

118

PERMANENT (ALMOST) LOSS: Roll a d6. On a 1, you lose l on a random ability for 1 week.

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

PLS HELP: Suffer your own critical damage. And lose any inspiration you have.

121

POWER REDUCTION: All your damage rolls are -2 for the remainder of the encounter.

122

PURPOSEFUL CLUMSINESS: You must make a successful DC10 + Your Level CON save or suffer an additional 1d8 damage.

123

PUSHED: The target may push you S'.

124

PUSHED HARD: The target may push you 10'.

125

RAGER: Your target experiences the effects of rage for 1d4 rounds.

126

RANDOM ONGOING: You suffer ongoing damage equal to Level until you save (DC10 + Your Level CON). Save attempts 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 FAILURE: Your target gets an immediate attack/spell on you.

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 STARS: You have a 50% chance of missing on your next hit. When the next hit happens, roll percentage 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 VIOLENCE: You have disadvantage for all attacks (or foe has spell DC save advantage) vs. this opponent for the remainder of the encounter.

142

SAY NOTHING: 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 AGONIZING DEATH: You're hurt in some mysterious manner and must make a successful DC 10 + Your Level CON save or suffer ongoing 2d4 damage per round until you save. Save at the beginning of your turn after taking damage.

148

SPINAL TAP: You suffer 11 damage. This one goes to 11 doesn't it?

149

SPIRITUAL WEAPON: A spiritual weapon appears and attacks you for 1d4 rounds then disappears.

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 EXHAUSTION: You gain 2 levels of 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' SWITCHEROO: Player involved trades characters with random player until the end of the encounter.

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 IMPAIRMENT: You are incapacitated for 1 round.

164

IT'S A TRAP!: You trigger a random trap.

165

TREASURE GO BYE BYE: If there is treasure for this encounter, there is none.

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 AGAIN: You have disadvantage against all enemies on the battlefield (or they have advantage on spell DC saves) until the end of your next turn.

170

TURN YOUR HEAD AND COUGH: You literally turn your head and cough and breathe a 30 foot cone of a random damage type where it will cover the most of your allies. DEX DC is 10 + Your Level (half on a save). Damage is 3x Your 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 MOVE: You move 10' in a random available direction provoking opportunity attacks. Extra movement is 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 ALLEVIATION: You have disadvantage for all attacks (or targets have advantage on spell DC saves) for the remainder of the encounter.

178

VEXING ANGUISH: The spell you just cast becomes unusable until after 2 long rests. If no spell used here, any EXTRA attack you have is void until after 1 long rest. If neither is true, you lose all bonus actions until after 1 long rest.

179

VILE SUFFERING: You must make a successful DC 10 + Your Level CON save or have disadvantage for your next attack (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 SPARK?: A loud flash of light blinds and deafens all creatures within a 10 foot radius of the target for 1 round.

183

WELL, IT'S MAGIC: You fall unconscious and are immune to all damage types for 1d4 rounds.

184

WHALE AND A POT: A killer whale and a potted plant randomly fall from the sky. Wild Magic at work nearby?

185

WHAT IS HAPPENING?: Your memory is erased for one hour.

186

WHAT'S THIS NOW?: A neutral monster (randomly chosen by DM) with a CR of the lowest party member wanders onto scene from a random possible direction.

187

WHERE'D IT GO?: One random magical item falls off your person.

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 OUT THE LIGHTS?: Complete magical darkness everywhere for one round. This darkness is not penetrable by normal dark sights.

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, SHOULDA, COULDA: Lose your next available attack.

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 LEARN: You are -1 to all ability stats until the end of the encounter.

197

YOU GOTTA BE KIDDING ME: A split second loud bang. You and all your allies shrink one size until the next long rest. If you were 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 NICE: All enemies attempt to move 5 feet closer you as a reaction.

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.

201

OH NO: Your target ripostes and pierces your spatial storage, if you have one.


Citation
Based on Rob Twohy's 200 Critical Hit/Fumble Tables on DMsGuild