The Ultimate Fumble Chart
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Roll 1:
Fumble Fatigue
You're tired of your natural 1s, you become exhausted.
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Roll 2:
Nasty Blow
You strike yourself with a vicious blow. You take 1d4 damage and max health penalty. Your max health will recover after a long rest.
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Roll 3:
Winded
You attack with all your might but miscalculate, leaving you breathless. You lose half the hit dice you currently have.
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Roll 4:
Unlucky Eater
You get disadvantage on your next attack and get another Fumble Crumble. The second effect applies as well.
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Roll 5:
Easy Target
Your fumble gains the attention of your enemies. All enemies within 30ft target you on their next turn.
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Roll 6:
Unable to Finish
You just can't see your attacks all the way through. You cannot bring down enemies to 0 hp for 1d4 rounds.
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Roll 7:
Lost Focus
You lose your focus on your items. Randomize your attuned items and roll to determine an item. You lose attunement to this item for 1d4 rounds.
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Roll 8:
Juggling Act
You juggle whatever you are holding clumsily, eventually dropping it on your foot. Take 1d4 damage and lose your next turn.
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Roll 9:
Uhmmm...
Your mind draws a blank. You end your turn and drop to last in initiative order. You do not act again this round.
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Roll 10:
Exposed Undies
Your weapon snags your pants, which fall down. Everyone laughs; you spend your next turn pulling them up.
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Roll 11:
Wrong Target
You accidentally target an ally instead of the enemy. Make an attack roll against the closest ally within range for half damage.
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Roll 12:
I Don’t Want to Fight You
Succeed on a WIS saving throw equal to your opponent’s AC + their CHA or become frightened of them until they are damaged.
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Roll 13:
Attack Window
Your misstep gives your enemy an opening, allowing them an immediate (ranged, melee or spell) opportunity attack.
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Roll 14:
Wait... What?
You forgot what you were doing, you hurt yourself in your confusion. Roll the attack with half damage on yourself.
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Roll 15:
Battle Scars
You open up an old wound, causing you blood loss and dizziness. Your movement is reduced by 5 ft and you take 1 dmg per round until healed.
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Roll 16:
Past Mistakes
You suddenly remember an awkward situation you caused years ago. You are unable to rest for the next 4 hours.
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Roll 17:
Fractured
Your weapon sustains a fracture, reducing its damage die by one size until repaired.
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Roll 18:
LEEROY JENKINS!
You shout your battle cry, but your voice cracks loudly, echoing throughout the area. All enemies within 90 ft are alerted to your presence.
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Roll 19:
BANG!
Something drops from your bag with a loud bang. You are deafened until healed with a DC 12 Medicine check.
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Roll 20:
Bad Teamwork
You miscommunicate with your closest ally. You both have disadvantage during this battle when you are within 5 ft of each other.
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Roll 21:
Did I hear a Crack?
Your wild movement breaks a fragile item you're carrying. After battle, randomize your fragile items and determine which one broke.
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Roll 22:
Bruised Ego
Now it's personal! You cannot attack another creature for 1d4 rounds or until this creature is dead.
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Roll 23:
Open to Advice
You become insecure about yourself and crave guidance. You become charmed by the first creature that speaks to you.
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Roll 24:
Wardrobe Malfunction
Your armor dislodges and becomes misplaced, you get a -2 penalty to your AC for 1d4 rounds.
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Roll 25:
Blinding Dust
Dust or debris lands in your eye and partially blinds you, causing disadvantage on all attacks until you spend an action clearing your vision.
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Roll 26:
Foot Fumble
You twist your ankle painfully. You have disadvantage on DEX saving throws for the next 1d4 rounds.
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Roll 27:
Hangry Lash
You become hangry and belittle a random creature within 30ft each turn, dealing 1d4 psychic dmg. Using your action to eat will fix this.
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Roll 28:
Bad Representative
Your fumble makes everybody look stupid. Every ally takes 1 psychic damage and gives you mean looks. You get 1d4 psychic damage.
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Roll 29:
Inspiring Fumble
Your fumble inspires your enemy. They gain a 1d6 inspiration die.
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Roll 30:
Projectile Sneeze
You sneeze mid-attack, causing your weapon to fly out of your hands and land in a random spot within 20 feet.
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Roll 31:
Lose Your Nerve
You suddenly lose your nerve, and you lose your bonus action and reaction this round.
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Roll 32:
Dizzy Dive
You trip over your own feet, falling prone and rolling 10 feet in a random direction.
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Roll 33:
Slip and Fall
You trip, succeed on a DC 12 DEX saving throw or fall prone, regardless of the outcome your speed becomes 0 this turn.
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Roll 34:
Telegraphed Moves
You give insights into your next movements to your enemies. They have a 1d4 bonus on attacks against you on their next turn.
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Roll 35:
Eye Candy
You look into the enemy's eyes and suddenly see their hidden beauty. You become charmed by them until the end of your next turn.
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Roll 36:
Weak Spot
Your fumble shows a weak spot in your armor to your enemy. This enemy has advantage on you for their next attack.
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Roll 37:
Scary Baddy
Your opponent looks at you with a menacing face. Succeed on a DC 10 WIS saving throw or become frightened until the end of your next turn.
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Roll 38:
Clumsy Dance
You lose your balance and look silly trying to regain it. Your enemy has advantage on attacks against you on their next turn.
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Roll 39:
Dazzled
A reflection of light hits your eye, you are blinded until your next turn.
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Roll 40:
Tongue-tied
You accidentally bite your tongue. You cannot speak for 1 round.
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Roll 41:
Butterfingers
You drop whatever you are holding.
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Roll 42:
Nasty Sneeze
Your enemy sneezes in your general direction, giving you -2 CON for 1 hour.
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Roll 43:
Backache
Your weird movement causes a bolt of pain in your lower back. You have -2 DEX for 1 hour.
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Roll 44:
This Doesn't Work
You don't trust this way of attacking anymore, next turn you must use a different weapon or spell.
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Roll 45:
This is All Your Fault!
You blame your fail on your allies, you deal 1d4 psychic damage to your closest ally.
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Roll 46:
Annoying Eyelash
An eyelash gets in your eye, -2 on attack rolls for the next 2 rounds.
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Roll 47:
Who Put That There?
You stumble and collide with a nearby object or ally, causing 1d4 damage to both.
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Roll 48:
I Should Have Stretched
Your calf cramps up terribly, you have half movement speed for 2 rounds.
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Roll 49:
Torn Muscle
You tear a muscle in one of your limbs, giving you -2 STR for 2 rounds.
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Roll 50:
Wild Magic
A sudden magic energy releases from within you! Roll on the wild magic surge table found on page 104 of the PHB.
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Roll 51:
Parched Panic
Your throat is suddenly extremely dry. You spend the rest of your turn coughing and taking a sip of water.
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Roll 52:
Tongue Twister
You suddenly realize that your tongue has weight and cannot speak clearly until you recollect yourself. (1 action)
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Roll 53:
It burns!
Your uncontrolled movement triggers some acid reflux. You take 1d4 poison damage.
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Roll 54:
WHAT WAS THAT?
You feel something in your neck and swing wildly. You slap yourself for 1d4 damage.
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Roll 55:
Night terrors
This fumble haunts you for 1d4 days. Succeed on a DC 12 WIS saving throw before a long rest or get disadvantage on WIS checks the next day.
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Roll 56:
Angry Yell
You make a frustrated yell as you fail, distracting a random ally within 10 ft of you, giving them a 1d4 penalty on their next attack roll.
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Roll 57:
Silent Killer
You fart quietly, creating a cloud of stench. Everyone within 10 ft must make a DC 12 CON save or be incapacitated for 1 round.
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Roll 58:
Blowback
Your attack recoils! Succeed on a DC 12 STR saving throw or get knocked back 10 ft.
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Roll 59:
Warped
Your missed strike seems to have warped something in your weapon, it gets a -1 penalty to damage rolls until it is repaired (1 action)
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Roll 60:
Disappointment
Even your parents are disappointed. Take 1d4 physical damage.
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Roll 61:
PTSD
A previous traumatic battle experience flashes before your eyes, succeed on a DC 12 WIS saving throw or take 1d4 psychic damage.
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Roll 62:
Not Paying Attention
Your fumble makes you lose sight of the enemy. They may move up to 10 ft without provoking an attack of opportunity from you.
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Roll 63:
Off-Balance Step
Your attack puts you off-balance, you step 5ft in a random direction to keep from falling prone.
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Roll 64:
Sudden Realization
You are suddenly aware of the fact that you can see your nose. You try to unsee it, the distraction gives you disadvantage on your next roll.
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Roll 65:
Toe-tastrophe
You stub your little toe and clutch your foot in pain. You lose your bonus action.
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Roll 66:
Rocky Road
Your foot scrapes the floor, a small pebble jumps into your boot. You have -5 ft movement until you succeed on a DC 10 Investigation check.
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Roll 67:
Hahaha!
You fail badly! Everybody witnessing must succeed on a DC 10 WIS saving throw or be affected by the Hideous Laughter spell for 1 round.
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Roll 68:
Huh?
You look at your weapon, then at your enemy, back at your weapon. You have no idea how this happened, you're baffled. You have -2 INT for 1 hour.
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Roll 69:
Booty Blast
Your movement relaxes your butt, making a very loud fart erupt. Everybody clearly knows it was you. -2 CHA for 1 hour.
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Roll 70:
What's That?
You see something shiny and are distracted by it. You cannot take a reaction this round.
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Roll 71:
Epic fail!
You have disadvantage on CHA checks with everyone who saw your failure for 1 hour.
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Roll 72:
Lack of Confidence
Your fumble makes your confidence crumble. You have disadvantage on Persuasion checks for the next 24 hours.
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Roll 73:
Auto Pilot Off
You become aware of your breathing, and stop breathing automatically. You have a -1 penalty to attack rolls until the end of your next turn.
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Roll 74:
Haunting Fumble
This particularly bad fail will haunt you in your sleep, giving you nightmares during your next long rest.
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Roll 75:
Cringy Confrontation
For 1d4 days you are frightened by your reflection, as it reminds you of your cringy failure, stepping back 10 ft whenever you see it.
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Roll 76:
Lost Loot
Your gear bag shakes and 1d6 gold coins bounce out without you noticing.
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Roll 77:
Nauseating Strike
Your fumble makes you physically sick. You cannot eat for the next 24 hours without throwing up.
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Roll 78:
Slippery Floor
You manage to hit your waterskin and create a pool of water on the floor. The area 15 ft around you becomes difficult terrain.
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Roll 79:
Allergy Alert
Something triggers a previously unknown allergy, your nose clogs up and you lose the ability to smell for 24 hours.
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Roll 80:
Holding a Grudge
You blame your failure on the enemy, and you develop a permanent grudge against this type of creature.
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Roll 81:
Hiccup Curse
You get the hiccups, which last for 1d6 minutes.
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Roll 82:
Awkward
You think a random ally was trying to signal you and you signal back, but they weren't signaling. You become awkward around them for 1 hour.
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Roll 83:
Philosopher
You suddenly have a realization. You become an aspiring motivational speaker, preaching 'mistakes in life only make you stronger' for 1d4 days.
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Roll 84:
Bad Jokster
A bad joke comes to mind and until you tell it (which takes a bonus action), you have -1 WIS.
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Roll 85:
ZzzzZZzzz..
A mosquito flies past your ear, making you properly annoyed. You spend your free action looking around trying to spot it.
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Roll 86:
This Can't Get Any Worse
Well it can. You step into something nasty on the floor. You smell awful for 1 hour.
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Roll 87:
Soggy Feet
You step into some water and it seeps through your boots or shoes, giving you wet socks. It sucks.
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Roll 88:
Oopsie
Either through fear, excitement or simply needing to go, you pee yourself a little.
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Roll 89:
That's All Folks!
Your attack misses, isn't that bad enough?
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Roll 90:
Tickle Touch
Your attack accidentally tickles the enemy, who then chuckles a little.
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Roll 91:
You Are Not Worthy
Your enemy is not impressed, they feel sorry for you. You have the option to use your bonus action to disengage this turn.
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Roll 92:
Awkward Caress
You failed to hit the enemy and gently caress their face instead. They become uncomfortable and drop what they are holding.
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Roll 93:
Silly Swing
Your miserable failure makes you look silly. Enemies within 15ft laugh at you; they have disadvantage on their next attack.
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Roll 94:
Saved Swing
Your attack might be saved! Roll a DC 15 DEX saving throw. If you succeed your attack hits with half damage.
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Roll 95:
Fix My Mistakes
You shout to your allies to take the enemy down where you couldn't. A random ally gains a 1d6 inspiration die.
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Roll 96:
Aha! Failing is bad!
By fumbling you learn that rolling low numbers is very bad. You now learn you should roll higher. You gain 50 experience.
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Roll 97:
That was definitely intentional! NOT
You deliberately made this fail to show others how to do it. You have advantage on your next attack.
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Roll 98:
This Will Not Happen Again
You learn from this horrible mistake and vow to prevent it in the future. You gain on 1d6 inspiration die.
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Roll 99:
Healing Cookie
You taste the crispy, vanilla deliciousness of your cookie. Healing energy flows through you and you heal 1d4 hit points.
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Roll 100:
Miraculous Recovery
You accidentally do the right thing after failing, making you recover with grace. Re-roll your dice
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Roll 101:
Meditative Breath
You breathe deeply and channel your frustration into something wholesome. You regain one expended spell slot or skill use of your choice.

