1 | You are embarassed by your poor showing, but nothing remarkable happens. | You miss your attack. |
2-5 | You lose your combat footing, exposing yourself to your target. | Your target has advantage on their first attack roll against you next round. |
6-9 | You lose your combat footing, exposing yourself to your enemies. | Your enemies have advantage on their first attack roll against you next round. |
10-14 | You lose your combat footing, and have difficulty recovering. | Your enemies have advantage on their attack rolls against you until the end of your next turn. |
15-19 | Melee: You get tangled with your enemy and fall over. Ranged: You spill your quiver. | Melee: You are knocked prone and your movement is reduced to 0. Your target must succeed a DC 10 dexterity check or they are also knocked prone. Ranged: You must pick up arrows individually from the ground using your "environmental interaction", or the "Use an Object" action to nock your bow. |
20-29 | You lose your balance while attacking. | You fall prone and your movement is reduced to 0. |
30-39 | As you attack your opponent you begin to fear that they are the superior combatant. | Disadvantage on your next attack roll against your target. |
40-49 | You miss an attack and gaze upon the chaos of the battle, causing your confidence to falter. | Disadvantage on your next attack roll against any target. |
50-59 | You lose your grip as you attack. | Roll a DC 10 Dexterity Check, on failure you drop your weapon at your feet. |
60-69 | Melee: The weapon slips from your hand as you attack. Ranged: Your ammunition gets lodged in its container. | Melee: Roll a DC 10 Dexterity Check, on failure you throw your weapon into your enemy's space. DM determines where the item is thrown on large sized or greater creatures. Ranged: You must use an action to organize the ammunition in its case before you can make another ranged attack. |
70-79 | Melee: You lunge past an enemy exposing yourself to his attack. Ranged: Your missile startles your allies near your target. | Melee: Enemy you were attacking is able to use their reaction to perform and attack of opportunity. Ranged: the target can perform an opportunity attack on any ally within melee range. |
80-84 | Missing what you thought was a critical blow causes you to panic. | End your current turn and you are surprised until the end of your next turn. |
85-89 | You attack wildly and lose track of the fight around you. | End your turn and move to the bottom of the initiative order at the start of the next round. |
90-94 | You lose your footing while attacking and fall to the ground bumping your head. | You fall prone. Roll a DC 10 constitution save, on failure you take 1d6 damage and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious. |
95-99 | You lose your footing while attacking and fall head first. | You fall prone. Roll a DC 15 constitution save, on failure you take 2d6 damage and are knocked unconscious for 1 minute or until you receive damage from any source. On success take half damage and you remain conscious. |
100 | You lose your footing while attacking and slam your head into the ground. | You fall prone, take 3d6 damage. Evil has subverted your thoughts, you are at disadvantage for the entire combat. |