Roll (1d100) |
Result |
1 |
Critically hit and injure ally closest to your target. |
2-5 |
Critical hit and injure yourself. |
6-10 |
Injure an ally closest to your target. |
11-15 |
Critically hit ally closest to your target. |
16-20 |
Injure yourself. |
21-25 |
Critically hit yourself. |
26-30 |
Hit ally closest to your target for normal damage. |
31-35 |
Hit yourself for normal damage. |
36-40 |
Fall and become stunned until the end of the next round. |
41-45 |
Mundane weapon breaks. If you do not have a mundane weapon, see 36-40. |
46-50 |
A piece of your armor or shield (DM's discretion) is broken and needs repaired. Lose the bonus to Armor Class until it is fixed. |
51-55 |
Your vision is blurred, gain disadvantage on attack rolls for the rest of the combat. |
56-60 |
A piece of your armor or shield (DM's discretion) is damaged and needs repaired. Lose half the bonus to Armor Class until it is fixed. |
61-65 |
You fall and are hurt, gaining a level of exhaustion. |
66-70 |
You are nauseous and considered poisoned until the end of the next round. |
71-75 |
You are disoriented, gain disadvantage on saving throws until the end of the next round. |
76-80 |
Dirt blinds your eyes, giving you disadvantage on attack rolls until the end of the next round. |
81-85 |
You fall and hurt yourself, roll 1d6 and gain a Lesser Injury. You are now prone. |
86-90 |
You fall prone and it is not considered forced movement. |
91-95 |
Your foot is stuck, and you are considered restrained until the end of the next round. |
96-99 |
Nothing happens. |
100 |
Your attack roll attempts to strike the target as normal. |
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