Fumble Table

## Rules

On a critical miss, make a second attack roll to confirm the fumble. If your second roll fails to hit your opponent's AC, you fumble. If your second roll is a one, you continue to confirm, rolling with disadvantage for each subsequently confirmed fumble. Roll 2d30 and check result against the table. You can **NOT** Fumble on an Attack of Opportunity.

## Fumbles

(Melee | Ranged | Magic) on applicable entries

1. **Reroll** - Make sure you're using the correct dice this time.
2. **Attempted Seppuku** | **Shot in the Wrist** | **Spell Aimed With Wrong Hand** - Fumbler strikes themself in a vulnerable spot for normal damage.
3. **Back Turned** | **Great Distraction** - Fumbler swings wide and exposes their back. All adjacent allies of targeted opponent may immediately take a free Attack of Opportunity against the fumbler. | Fumbler's missile/Spell distracts their allies. All allies of target opponent may immediately make a single free Attack of Opportunity against any of the fumbler's allies adjacent to them.
4. **Oops, My Bad** - A random adjacent ally becomes the target of the attack. (If no ally is nearby, this is merely a miss). | A random ally within 20' of the target becomes the target of the attack/spell. (If no ally is nearby, this is merely a miss).
5. **OW! My Head** - Fumbler hits themself in the head and becomes Stunned for 1 round.
6. **Overexerted** - Fumbler is Staggered for 1 round. Magical healing removes this effect.
8. **Really???** - Fumblers armor becomes suddenly and fantastically undone, clattering noisily at their feat. If fumbler is not wearing any armor, they bite their tongue and cannot cast spells for 1 round.
9. **Dust in Your Eye** - Fumbler's attacks have a 20% miss chance for the remainder of the encounter. Fumbler can take a Full Round Action to carefully rub their eyes.
10. **Rough-Handled Rucksack** - Something wasn't packed as well as it could have been. A random fragile item in fumbler's pack breaks.
11. **Give Them Hope** - Fumbler misses their target in a ridiculous fashion. Allies of targeted opponent who have line of sight on the fumbler gain +2 morale bonus to attack for the rest of the encounter.
12. **Tripped and Hit Head** - Fumbler trips, falls prone, and strikes their head. Stunned for 1d4 rounds. (If fumbler is wearing a helmet, then they are not stunned, but their helmet is knocked off).
13. **Twisted Blade** | **Fractured Bow** | **Surge!!** - Weapon is damaged and loses some of its effectiveness (-2 on attack rolls, -4 on damage rolls), but is still usable. Weapon can be repaired for 1/2 base cost and a DC 20 craft check. This includes magical weapons. | Roll twice on the wild magic table.
14. **Definitely the Wrong Target** | **Surge!!** - A random adjacent ally is struck for weapon damage only. (If no ally is nearby, this is merely a miss). | A random ally within 20' of the target is struck for ½ weapon damage only. (If no ally is nearby, this is merely a miss). | Roll twice on the wild magic table.
15. **That Sword-Clash** - Thing from the Movies | Get a Grip | Surge! - Fumbler's weapon is sent flying 10' in a random direction. | Roll once on the wild magic table with disadvantage.
16. **Knocked from your hand** | **Surge!**- Fumbler immediately drops their weapon. | Roll on the wild magic table.
17. Exposed | Startled Ally - Fumbler swings/aims wide and exposes a weak spot. Targeted opponent may immediately take a free Attack of Opportunity against the fumbler. | Fumbler's missile startles their allies. Targeted opponent may immediately take a free Attack of Opportunity against any ally adjacent to them.
18. **Stop Hitting Yourself** | **Shot in the Foot** | **Major Magical Mishap** - Fumbler strikes themself for 1/2 damage / effect.
19. **Bent Blade** | **Warped Bow** | **Hand Spasms** - Weapon is damaged and loses some of its effectiveness (-1 on attack rolls, -2 on damage rolls), but is still usable. Weapon can be repaired with a DC 15 craft check. This takes one minute. This effect includes magical weapons. | Arcane energy spasms through your hands, dealing (HD) damage and giving you -2 on attack rolls with all ranged attacks for 1 minute.
20. **Broken Weapon** | **Hand Spasms** - A badly misplaced swing leaves your weapon significantly damaged. If non magical, the Weapon is destroyed. Can be reassembled for 1/2 of the weapon’s base cost. (Magical weapons instead lose their magical properties for 5 rounds). | Arcane energy spasms through your hands, dealing (HD) damage and giving you -2 on attack rolls with all ranged attacks for 1 minute.
21. **My Back!** - Something got hung up in there. Fumbler must succeed a DC 14 Fortitude Save or become Paralyzed for 1d4 rounds. Magical healing removes this effect.
22. **Panic Attack** - Fumbler must succeed a DC 14 Will Save or become Frightened for 1d4 rounds. On their turn, an ally may, as a Swift Action, attempt a DC 16 Diplomacy check to calm the fumbler down.
23. **Forgot to Buckle** - You forgot to close your pack. Its contents roll out onto the floor, creating difficult terrain (and possibly mines)
24. **It Squeaked Out** - Fumbler lets one rip, and apparently they've been holding it in. Fumbler and any adjacent creature must succeed a DC 13 Fortitude Save or become Nauseated for 1 round. Magical healing removes this effect.
25. **Sweaty Palms** | **Surge!** - Fumbler must succeed a DC 14 Reflex Save or throw their weapon into their target's space. | Fumbler must succeed a DC 14 Reflex Save or drop their weapon in the space in front of them. | Roll on the wild magic table.
26. **Severely Off Balance** - Fumbler’s movements put them severely off balance. They lose Dex, Shield, and Dodge bonuses to AC for 1 round. (-2 to AC minimum)
27. **Right in the Solar Plexus** - Fumbler becomes Exhausted for 1d4 rounds. Magical healing removes this effect.
28. **Broken Pack Strap** - Your pack was evidently not properly secured. Fumbler's pack falls to the ground. (If not wearing pack, this is merely a miss).
29. **Lost Track of the Battle** - Fumbler ends their turn and drops to last in the initiative order at the start of the next round.
30. **Bumbling Idiot** - Fumbler misses their target in a ridiculous fashion. Targeted opponent gains inspiration.
31. **Deer in the Headlights** - Fumbler must succeed a DC 14 Will Save or become Cowering for 1d4 rounds. On their turn, an ally may, as a Swift Action, attempt a DC 16 Diplomacy check to bring the fumbler back to attention.
32. **Armor Comes Undone** - Fumbler’s armor buckles pop off, leaving them partially expose. Fumbler loses 2 points of armor bonus from their armor until they fix it as a standard action.
33. **Slipped** - Fumbler must succeed a DC 15 Reflex Save or immediately falls prone.
34. **Completely Outclassed** - Fumbler takes -2 morale penalty on attack rolls and -2 morale penalty on damage rolls against all opponents for the remainder of the encounter.
35. **Ahhh Chooo** - Fumbler sneezes, ruining their attack and costing them a swift action. If fumbler has no swift actions, they lose their swift action for next turn.
36. **Wind Knocked Out** - Fumbler must succeed a DC 14 Fortitude Save or becomes Fatigued for 1d4 rounds. Magical healing removes this effect.
37. **Stomach Cramp** - Fumbler must succeed a DC 13 Fortitude Save or be Sickened for 1d4 rounds. Magical healing removes this effect.
38. **Overconfident** - Fumbler must succeed a DC 12 Will Save or become Shaken for 1d4 rounds. On their turn, an ally may, as a Swift Action, attempt a DC 14 Diplomacy check to calm the fumbler down.
39. **Overreached** | **Pulled Arm Muscle** - Fumbler overextends their swing and pulls an arm muscle. -2 on all attack rolls made by the fumbler until the end of the encounter. Magical healing removes this effect. | Fumbler pulls an arm muscle. -2 on all attack rolls made by the fumbler until the end of the encounter. Magical healing removes this effect.
40. **Rolled Ankle** - Fumbler must succeed a DC 13 Reflex Save or cannot shift for the remainder of the encounter. Magical healing removes this effect.
41. **Loss of Confidence** - Fumbler takes -2 morale penalty on attack rolls against targeted opponent for the remainder of the encounter.
42. **Easy Prey** - Allies of targeted opponent get +2 morale bonus on attack rolls against fumbler for the  next turn.
43. **Weapon Nicked** | **Hand Cramp** - -1 to attack with weapon until repaired (DC 10, 1 minute) | -1 to hit with all touch attacks for 1 minute.
44. **Dropped Pants** - Fumbler's pants becomes loose and fall to their ankles. Fumbler moves at 1/2 speed until the end of the encounter. Fumbler may take a Standard Action to pull their pants up. Needless to say, Fumbler takes -5 on intimidate checks.
45. **Solar Glare** - The sun's light or another bright light source is reflected off a weapon or piece of armor right into the fumbler's eyes. In addition to spoiling the attack, Fumbler is Dazzled for 1d4 rounds. Magical healing removes this effect
46. **Spun Around** - Fumbler swings/aims wildly, dizzying themself and becoming Dazed for 1 round.
47. **Infuriated** - You thought you had that one. Fumbler must succeed a DC 12 Will Save or becomes Antagonized by target for 1d2 rounds. On their turn, an ally may attempt a DC 14 Diplomacy check to bring the fumbler to their senses.
48. **A Friendly Push** | **Stumble Forward** - Fumbler’s target may chose to shift 5 feet as a free action. | fumbler shifts 5 feet closer to the target of their ranged attack.
49. **Charlie Horse (My Leg!!!!)** - Fumbler must succeed a DC 12 Fortitude Save or moves at 1/2 speed for the remainder of the encounter. Magical healing removes this effect.
50. **Loud Clang** - Fumbler strikes their target's armor (or nearby surface) creating a loud metallic clang or magical screech. Fumbler and target must succeed a DC 10 Fortitude Save or be Deafened for 1d4 rounds. Magical healing removes this effect.
51. **Off Balance** - Fumbler’s movements put them off balance. They take a -1 penalty to AC until their next turn.
53. **Wrong Tube** - Fumbler breaths in their own saliva and must make a DC 10 fortitude save or spend the next turn unable to make any sounds but coughing and wheezing.
54. **A Little Accident** - Shouldn't have had all that ale. Fumbler wets themself and gains 1 cold resistance for 1 round, then gains vulnerability to cold for the remainder of the encounter.
56. **Loose Coin Purse** - You didn't cinch your coin purse properly last time you were in town. Fumbler drops 1d100 gp, which must be picked up individually.
57. **Wrong Target** - Fumbler hits the wrong enemy and makes a second attack roll on a random adjacent enemy. (If no enemy is nearby, this is merely a miss). | Fumbler makes a second attack roll on a random enemy within 20' of target. (If no enemy is nearby, this is merely a miss).
58. **My Glasses!** - You catch your glasses/mask/helmet, knocking them/it off your head. (If no eye gear is worn, helmet is knocked off. If no helm is worn, this is merely a miss).
59. **Accidental Tackle** | **I Meant to do That** - Fumbler loses footing and falls into their target in an impromptu Bull Rush. Target opponent is so surprised that they do not get an Attack of Opportunity. | Fumbler loses footing and tumbles 5' in a random direction. This does not provoke an Attack of Opportunity.
60. **Sometimes Lucky** - Through an absolute happenstance of luck the Fumbler’s fumble takes the opponent so off guard that the fumbler scores a hit! Treat as a normal hit.