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D&D 5TH EDITION FUMBLE CHART

MELEE

RANGED

D12 Fumble
1 Roll twice on this chart and apply both effects.
2 Your weapon breaks. Enchanted weapons must
make a DC 10 save, applying their bonus on the
roll, or break.
3 You gain disadvantage on all melee attacks for
the remainder of the encounter.
4 Your melee attacks only do half damage for the
remainder of the encounter.
5 Your attack hits an ally within reach or yourself if
there is none.
6 You are stunned for 1 round.
7 The target may immediately make one melee
attack with advantage against you as a reaction.
8 Your weapon is stuck in a nearby surface. DC 15
Strength check to free it.
9 You drop your weapon and it falls 10 feet from
you in a random direction.
10 You are incapacitated for 1 round.
11 You are knocked prone.
12 Normal miss.

D12 Fumble
1 Roll twice on this chart and apply both effects.
2 Your weapon breaks. Enchanted weapons must
make a DC 10 save, applying their bonus on the
roll, or break.
3 You gain disadvantage on all ranged attacks for
the remainder of the encounter.
4 Your ranged attacks only do half damage for the
remainder of the encounter.
5 Your attack hits your ally closest to the target
and is a critical hit.
6 You are stunned for 1 round.
7 Every opponent adjacent to you may
immediately make one melee attack with
advantage against you as a reaction.
8 Your ammunitions fall from their container and
take 4 rounds to gather up.
9 You drop your weapon and it falls 10 feet from
you in a random direction.
10 You are incapacitated for 1 round.
11 You are knocked prone.
12 Normal miss.

NATURAL

MAGIC

d12 Fumble
1 Roll twice on this chart and apply both effects.
2 You cannot use natural attacks until your next
short or long rest.
3 You gain disadvantage on all natural attacks for
the remainder of the encounter.
4 Your melee attacks only do half damage for the
remainder of the encounter.
5 Your attack hits an ally within reach or yourself if
there is none.
6 You are stunned for 1 round.
7 The target may immediately make one melee
attack with advantage against you as a reaction.
8 The attack damages you instead and is a critical
hit.
9 You cannot use a natural attack for 2 rounds.
10 You are incapacitated for 1 round.
11 You are knocked prone.
12 Normal miss.

d12 Fumble
1 Roll twice on this chart and apply both effects.
2 You cannot cast spells until your next short or
long rest.
3 You gain disadvantage on all magical attacks for
the remainder of the encounter.
4 Your magical attacks only do half damage for the
remainder of the encounter.
5 Your attack hits an ally within reach and is a
critical hit.
6 You are stunned for 1 round.
7 Every creature (including you) within 30 feet
from you must make a Wisdom saving throw
(DC 15) or be confused for 3 rounds.
8 The spell fails and costs you an additional
number of spell points equal to the cost of the
spell (2 spell points if it is was a cantrip).
9 Every opponent adjacent to you may
immediately make one melee attack with
advantage against you as a reaction.
10 You are incapacitated for 1 round.
11 Your spell misfires and explodes, dealing 2d10
damage per spell level of the type of the spell
(force damage if there is none) to every creature
(including you) within 30 feet from you.
12 Normal miss.

If an attack requires the target to make a Saving Throw, it is considered a fumble if the target rolls a natural
20 and if none of the targets (if applicable) are affected. It is considered a critical hit if the target rolls a natural
1.

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