Roll | Result | Description |
---|---|---|
1 | Slippery Slope | You lose your footing and fall prone, sliding 5 feet in a random direction. If an obstacle is in the way, you take 1d6 bludgeoning damage. |
2 | Equipment Jam | Your weapon gets stuck or tangled, requiring an additional action to free it before it can be used again. |
3 | Friendly Fire | You accidentally hit an ally within melee range. If no allies are within range, you hit yourself, dealing half the weapon’s damage to yourself. |
4 | Off Balance | You overextend yourself and become flat-footed until the start of your next turn. |
5 | Disarmed | You lose your grip and drop your weapon. It lands in an adjacent square of the GM’s choice. |
6 | Pulled Muscle | You strain a muscle. You take a -2 penalty to attack rolls and Strength-based skill checks for 1d4 rounds. |
7 | Weapon Malfunction | If your weapon is magical, it temporarily loses its magic properties for 1 minute. If not, it gains the broken condition until repaired. |
8 | Heavy Swing | Your weapon becomes awkward to handle. You take a -1 penalty to attack rolls with this weapon for 1d4 rounds. |
9 | Stumbling Strike | You stumble forward 5 feet and become flat-footed until the start of your next turn. |
10 | Vision Impaired | Blood or sweat gets in your eyes, giving you a -2 penalty to attack rolls and Perception checks for 1d4 rounds. |
11 | Memory Lapse | You forget a critical technique. You take a -2 penalty to attack rolls for 1d4 rounds. |
12 | Shock | You experience a moment of shock. You are stunned 1. |
13 | Auditory Distraction | A loud noise disorients you. You take a -2 penalty to attack rolls for 1d4 rounds. |
14 | Blinded by Sweat | Sweat stings your eyes, causing you to be blinded until the start of your next turn. |
15 | Clumsy Fumble | You drop your weapon, and it falls 10 feet away in a random direction. You must retrieve it, which takes 1 action. |
16 | Nausea | You feel nauseous. You are sickened 1 for 1d4 rounds. |
17 | Brief Paralysis | Your muscles seize up briefly. You are paralyzed for 1 round. |
18 | Invisible Obstacle | You swing into an invisible obstacle and are stunned for 1 round, taking 1d6 bludgeoning damage. |
19 | Awkward Position | You end up in an awkward position. You are flat-footed until the start of your next turn. |
20 | Overzealous Swing | Your exaggerated swing throws you off balance. You end up in a random square adjacent to your starting position and are flat-footed until the start of your next turn. |
Roll | Result | Description |
---|---|---|
1 | Spell Backfire | The spell's energy rebounds on you. You take half the damage or effect you intended for the target. |
2 | Mana Burn | You suffer 1d6 points of damage as the magical energy burns you internally. |
3 | Arcane Feedback | You are stunned for 1 round as the feedback from the spell overwhelms your senses. |
4 | Spell Mishap | The spell fizzles out and fails to cast. You lose the spell slot. |
5 | Wild Magic Surge | A surge of wild magic occurs. Roll on the Wild Magic Surge table (if available) or apply a random magical effect. |
6 | Magical Exhaustion | You become fatigued for 1d4 rounds as the spell drains your energy. |
7 | Spell Disruption | Your spell is disrupted, and you lose your concentration. Any ongoing spells you are maintaining immediately end. |
8 | Reversed Polarity | The spell has the opposite effect of what was intended. Beneficial spells become harmful and vice versa. |
9 | Magical Recoil | You are pushed back 10 feet and fall prone as the spell's energy recoils. |
10 | Spell Reflection | The spell is reflected back at you. You must save against your own spell's effect. |
11 | Aura Disruption | Your magical aura is disrupted. You cannot cast any spells for 1d4 rounds. |
12 | Elemental Overload | You take 1d6 damage of a random elemental type (fire, cold, lightning, acid, etc.) as the spell overloads with energy. |
13 | Arcane Whiplash | You take 1d6 psychic damage and are confused for 1 round. |
14 | Spell Displacement | The spell is displaced and affects a random creature or object within range. |
15 | Temporal Distortion | You lose your next action as the spell distorts time around you. |
16 | Dimensional Rift | A small rift opens, pulling you 10 feet in a random direction. If an obstacle is in the way, you take 1d6 force damage. |
17 | Magical Nullification | All magical effects within 20 feet of you are temporarily nullified for 1d4 rounds. |
18 | Mana Drain | You lose an additional spell slot of the same level as the one you attempted to cast. |
19 | Chaotic Discharge | The spell discharges chaotically, causing 1d6 damage to all creatures within 10 feet. |
20 | Arcane Explosion | Your spell explodes in your hands, dealing 1d6 damage to you and anyone within 5 feet. |
Roll (1d20) | Result | Description |
---|---|---|
1 | Trip and fall prone | You become flat-footed until the start of your next turn. |
2 | Accidental self-strike | You deal half of the damage you would have dealt to the target to yourself. |
3 | Overextend | You pull a muscle, becoming clumsy 1 for 1 minute. |
4 | Lose balance | You move 5 feet in a random direction and provoke attacks of opportunity if applicable. |
5 | Hit ally | You hit an ally adjacent to the target, dealing half damage. |
6 | Stumble | You give the target a +2 circumstance bonus to AC against your next attack. |
7 | Wrist strain | You take a -1 penalty to attack rolls with this hand for 1 minute. |
8 | Lose grip | You drop any items held in that hand. |
9 | Distracted | You grant the target a +1 circumstance bonus to their next attack roll against you. |
10 | Misjudge distance | You move 5 feet away from the target and provoke attacks of opportunity if applicable. |
11 | Lose focus | You take a -2 penalty to your next attack roll. |
12 | Trip over feet | You fall prone. |
13 | Twist awkwardly | You become fatigued until you rest for 10 minutes. |
14 | Taunt target | You unintentionally taunt the target, giving them a +1 circumstance bonus to their next attack roll against you. |
15 | Off-balance | You become flat-footed until the end of your next turn. |
16 | Scrape knuckles | You take 1d4 damage. |
17 | Lose sight | You grant the target concealment until the start of your next turn. |
18 | Overexerted | You gain the fatigued condition. |
19 | Hit object | You take 1d6 damage. |
20 | Slip and fall prone | You become flat-footed until the start of your next turn. |
Roll | Result | Description |
---|---|---|
1 | Twisted Claw | The beast's attack backfires, twisting its own claw. The beast takes 1d6 damage. |
2 | Slipped | The beast loses its footing and falls prone. |
3 | Self-Bite | The beast accidentally bites its own tongue, taking 1d4 damage and becoming stunned 1. |
4 | Overextended | The beast overreaches and is flat-footed until the start of its next turn. |
5 | Headbutt | The beast's head strikes a hard surface, causing it to become dazed for 1 round. |
6 | Tail Tangle | The beast's tail gets tangled, causing it to become immobilized until it uses an action to untangle. |
7 | Wing Wrench | The beast's wing attack fails, straining a muscle and reducing its fly speed by half for 1 minute. |
8 | Tripped | The beast's attack causes it to stumble and fall prone. |
9 | Claw Clash | The beast's claws get stuck in a nearby object or the ground, and it must use an action to free them. |
10 | Backfire | The beast's attack backfires, dealing 1d4 damage to itself. |
11 | Stinger Slip | The beast's stinger misses and injects itself, causing 1d6 poison damage over 2 rounds. |
12 | Wing Flip | The beast's wing flips awkwardly, making it clumsy 1 for 1 round. |
13 | Beak Blunder | The beast's beak attack misses and it bites its own beak, taking 1d4 damage. |
14 | Missed Leap | The beast leaps and misses its target, landing prone and becoming stunned 1. |
15 | Tail Slam | The beast's tail attack hits the ground hard, causing it to become stunned 1. |
16 | Sprain | The beast sprains a limb during the attack, reducing its movement speed by 10 feet for 1 minute. |
17 | Vision Blur | The attack causes the beast's vision to blur, giving it a -2 penalty on attack rolls for 1 round. |
18 | Snout Strike | The beast's snout strikes a solid object, causing it to be stunned 1. |
19 | Missed Swipe | The beast's swipe misses so wildly that it becomes flat-footed until the start of its next turn. |
20 | Disoriented | The beast becomes disoriented by its own attack, taking a -2 penalty on all attacks for 1 round. |
Roll | Result | Description |
---|---|---|
1 | Falling Prone | You lose your balance and fall prone, leaving yourself vulnerable. |
2 | Partial Evasion | You manage to avoid the worst of the effect, but suffer half damage or a lesser effect. |
3 | Environmental Hazard | You inadvertently trigger a secondary hazard nearby (such as falling debris or a burst of flame). |
4 | Item Breaks | Something you're carrying (like a potion or fragile item) breaks or spills due to the sudden movement. |
5 | Position Compromised | Your movement during the save puts you in a less advantageous position, granting enemies an opportunity or advantage. |
6 | Distracted | You are momentarily distracted by the reflex action, giving enemies a brief opening to attack. |
7 | Terrain Disadvantage | Your movement during the save causes you to stumble or step into a hazardous area, taking minor environmental damage (e.g., stepping on hot coals or into shallow water). |
8 | Weapon Disarm | You fumble with your weapon or item, dropping it at your feet. |
9 | Limited Movement | Your movement is restricted or your next action is delayed as you recover from the reflexive action. |
10 | Exposed Weakness | Your sudden movement reveals a weakness or vulnerable spot, granting enemies a brief advantage in combat. |
11 | Temporary Blindness | The effect briefly dazzles you, imposing a penalty on your next Perception or attack roll. |
12 | Elemental Exposure | You are briefly exposed to elemental damage (fire, electricity, etc.) due to the reflex action. |
13 | Armor Strain | Your armor shifts uncomfortably or becomes temporarily less effective, imposing a penalty on your AC until you adjust it. |
14 | Stamina Drain | The reflexive action leaves you winded or fatigued, imposing a penalty on your next skill check or save. |
15 | Panic Reaction | You react impulsively, accidentally provoking nearby enemies into targeting you. |
16 | Temporary Debuff | The reflex action temporarily reduces one of your attributes (e.g., Strength, Dexterity) until the end of your next turn. |
17 | Skill Disruption | Your focus on the reflex action disrupts your concentration, imposing a penalty on your next skill check. |
18 | Magic Interference | The reflex action interferes with any ongoing magical effects you have, causing them to fizzle or become temporarily unstable. |
19 | Allies Affected | Your reflex action inadvertently affects nearby allies, imposing a minor penalty or inconvenience on them. |
20 | Prone and Vulnerable | You stumble and fall prone, leaving yourself open to attacks until you can recover on your next turn. |
Roll | Result | Description |
---|---|---|
1 | Stunned | You are stunned 1 until the end of your next turn. |
2 | Sickened | You are sickened 1 until the end of your next turn. |
3 | Exhausted | You gain the fatigued condition. |
4 | Slowed | Your movement speed is reduced by 10 feet until the end of your next turn. |
5 | Confused | You are confused, acting randomly for 1 round. |
6 | Paralyzed | You are paralyzed until the end of your next turn. |
7 | Staggered | You are staggered until the end of your next turn. |
8 | Drained | You gain the enfeebled 1 condition until the end of your next turn. |
9 | Blinded | You are blinded until the end of your next turn. |
10 | Deafened | You are deafened until the end of your next turn. |
11 | Flat-Footed | You are flat-footed until the end of your next turn. |
12 | Hampered | Your movement is hampered until the end of your next turn. |
13 | Impaired Vision | You have impaired vision until the end of your next turn, imposing a penalty on Perception checks and ranged attacks. |
14 | Shaken | You are shaken until the end of your next turn. |
15 | Sluggish | You move at half speed until the end of your next turn. |
16 | Vulnerable | You are vulnerable to the triggering damage type until the end of your next turn. |
17 | Weakened | Your Strength score is reduced by 2 until the end of your next turn. |
18 | Winded | You can't take reactions until the end of your next turn. |
19 | Wounded | You gain the wounded 1 condition until you receive healing. |
20 | Unconscious | You fall unconscious for 1 round. |
Roll | Result | Description |
---|---|---|
1 | Confusion | You become confused, acting randomly for 1 round. |
2 | Compulsion | You are compelled to take a specific action, potentially against your interests. |
3 | Emotional Overload | You are overwhelmed by a surge of emotion, imposing a penalty on your actions. |
4 | Memory Loss | You forget a piece of crucial information or lose track of recent events. |
5 | Paranoia | You become paranoid, distrusting your allies and making communication difficult. |
6 | Domination | You fall under the sway of a hostile creature's suggestions for 1 round. |
7 | Fearful Trembling | You are shaken, making you more vulnerable to fear effects. |
8 | Truthfulness | You are compelled to speak the truth, even when it's against your interests. |
9 | Delusion | You believe something false for 1 round, affecting your decisions and actions. |
10 | Overwhelming Thoughts | You are overwhelmed by intrusive thoughts, imposing a penalty on your concentration. |
11 | Psychic Feedback | You take psychic damage as your mind rebels against the assault. |
12 | Resistance Break | Your mental defenses weaken, imposing a penalty on your Will saves until the end of your next turn. |
13 | Confidence Shatter | You lose confidence in yourself, imposing a penalty on your next skill check. |
14 | Identity Crisis | You briefly lose track of who you are, causing confusion and disorientation. |
15 | Overwhelming Despair | You are overcome with despair, making it difficult to focus on anything else. |
16 | Spell Rebound | The effect rebounds on you, affecting you as if you were the original target. |
17 | Psychic Drain | You suffer psychic damage and are drained of energy, imposing a penalty on your next action. |
18 | Mind Wipe | You lose a specific memory or piece of knowledge permanently. |
19 | Unsettling Thoughts | You are haunted by unsettling thoughts, imposing a penalty on your next Will save. |
20 | Spell Feedback | The magical energy backfires, causing you to take damage or suffer a negative effect. |