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Free tables Natural 1 — saving throws and ability checks

Natural 1 Table — Charisma Saves and Checks, d100

A free d100 table for a natural 1 on a Charisma save or check in 5e. 100 outcomes, graded by severity.

Fifth edition does not critically fail saving throws or ability checks either: a natural 1 is just a 1, and on a check it can still succeed if the modifier is high enough. This table is for DMs who want the genuinely bad roll to land as something, and it is graded so that most results cost very little.

Written for Charisma specifically. A blown Charisma roll should fail in a way that has something to do with Charisma — which is why this is six tables and not one.

Roll d100 when a player rolls a natural 1 on a saving throw or ability check and you want the moment to land.

Severity tiers

Each result names its tier, so you can see at a glance how bad a roll was without decoding a colour.

The table

100 results. Roll d100.

d100Result TierWhat happens
1 Wrong Word Slip You correct yourself almost fast enough. No mechanical effect.
2 Voice Cracked Slip At precisely the wrong moment. No effect.
3 Awkward Pause Slip It goes on a beat too long. No mechanical effect.
4 Overfamiliar Slip No effect, but they noticed, and they didn't care for it.
5 Laughed at the Wrong Moment Slip No mechanical effect. Nobody else was laughing.
6 Dropped Something Slip One light item you were holding falls into your space.
7 Too Loud Slip Anything within 30 feet that can hear knows someone is holding forth here.
8 Lost Your Place Slip You find the thread again. No effect.
9 Wrong Name Slip You call someone by the wrong name. No mechanical effect, and they will remember it.
10 Sweating Slip You have disadvantage on your next Deception check.
11 Fidgeting Slip You have disadvantage on your next Sleight of Hand check.
12 Mumbled Slip You have to repeat yourself, which never helps. No mechanical effect.
13 Wrong Register Slip You badly misjudged how formal to be. No effect beyond the wince.
14 Overshared Slip You reveal something private and harmless. It will come up again.
15 Missed the Joke Slip You laugh a half-second late. No mechanical effect.
16 Off-Key Slip You have disadvantage on your next Performance check.
17 Cleared Your Throat Too Much Slip No effect, and it is becoming noticeable.
18 Second-Guessed Slip You can't take a bonus action this turn if you haven't already used it.
19 Talked Yourself Out of It Slip No effect. Your first instinct was the right one.
20 Found the Angle Slip The failure shows you what they actually want. No penalty, and you have advantage on your next Charisma check.
21 Said the Quiet Part Stumble You reveal something you meant to hold back. The DM decides who heard it.
22 Dropped It Stumble You drop whatever you were holding in one hand.
23 Flustered Stumble You have disadvantage on your next attack roll.
24 Wrong-Footed Stumble You grant advantage to the next attack roll made against you before the start of your next turn.
25 Lost for Words Stumble You can't take reactions until the start of your next turn.
26 Rattled Stumble If you're concentrating on a spell, make a DC 10 Constitution saving throw or lose concentration.
27 Gave Offence Stumble You have disadvantage on your next Persuasion check with anyone who heard that.
28 Unconvincing Stumble The creature you were addressing is now specifically suspicious of you, whatever else it believes.
29 Overplayed It Stumble You have disadvantage on your next Intimidation check.
30 Tongue-Tied Stumble On your next turn you can move or take an action, not both. Bonus actions still work.
31 Confidence Shaken Stumble You have disadvantage on Charisma saving throws until the end of your next turn.
32 Bit Your Tongue Stumble You take 1 damage, mid-sentence.
33 Rooted Stumble You can't move for the rest of this turn.
34 Undercut an Ally Stumble An ally within 5 feet has disadvantage on their next Charisma check.
35 Transparent Stumble The next creature to make a saving throw against an effect you create has advantage on it.
36 Made a Scene Stumble One nearby creature of the DM's choice comes over to see what the commotion is.
37 Fumbled the Prop Stumble You have disadvantage on the next check you make using tools.
38 Kit Spilled Stumble A piece of your visible gear falls into your space.
39 Spoke for the Party Stumble An ally is now committed to something you said on their behalf. The DM decides the cost.
40 Sat Down Heavily Stumble You aren't prone, but recovering your poise costs 5 feet of movement.
41 Lost the Room Lapse Whatever you had, it's gone. Your turn ends immediately.
42 Dropped Everything Lapse Everything you're holding falls into your space.
43 Prop Lost Lapse Your instrument, badge, or holy symbol lands 10 feet away.
44 Nothing to Say Lapse You can't take any action that requires speech on your next turn.
45 Humiliated Lapse You take 1d4 psychic damage.
46 Froze Lapse You're incapacitated until the end of your next turn.
47 Rooted to the Spot Lapse Your speed is 0 until the end of your next turn.
48 Concentration Broken Lapse You lose concentration on any spell you're maintaining. No saving throw.
49 Backed Away Lapse You're moved 10 feet in a direction the DM chooses.
50 Caught in the Lie Lapse Any deception you were maintaining collapses. Everyone present now knows.
51 Dragged an Ally In Lapse An ally within 5 feet is implicated alongside you. Their next Charisma check is made with disadvantage.
52 Shaking Lapse You have disadvantage on all attack rolls until the end of your next turn.
53 Made an Enemy Lapse One NPC present decides they dislike you personally, and acts on it from here on.
54 Can't Meet Their Eyes Lapse You have disadvantage on Charisma checks against that creature until you finish a short rest.
55 Ruined the Prop Lapse A non-magical instrument, badge, or costume piece is damaged. Still usable, barely.
56 Everyone Heard Lapse Every creature within 60 feet that can hear knows where you are and that it went badly.
57 Sick with Embarrassment Lapse You have disadvantage on Constitution saving throws until the end of your next turn.
58 Fled the Moment Lapse You're moved 10 feet in a direction the DM chooses and fall prone.
59 Nothing Left Lapse You can't cast a spell of 1st level or higher on your next turn.
60 Collapse Lapse You fall prone and drop whatever you were holding.
61 Reputation Bruised Debacle You have disadvantage on Charisma checks until you finish a short or long rest.
62 Cutting Response Debacle You take 1d6 psychic damage.
63 Cost an Ally Debacle An ally within 5 feet takes 1d4 psychic damage from the fallout of what you said.
64 Badly Shaken Debacle You have disadvantage on Charisma saving throws until someone succeeds on a DC 13 Medicine check to calm you.
65 Prop Flung Debacle Your instrument, badge, or symbol is flung 20 feet in a random direction.
66 Blanked Debacle You're stunned until the end of your next turn.
67 Dishevelled Debacle You can't benefit from any social advantage — rank, disguise, reputation — until you finish a short rest putting yourself right.
68 Backed Into It Debacle You fall prone and are restrained by whatever you retreated into.
69 Vision Swims Debacle You're blinded until the end of your next turn.
70 Made It Worse Debacle The DC for anyone in the party to persuade, deceive, or intimidate this creature increases by 5.
71 Prop Ruined Debacle A non-magical instrument, badge, or costume is destroyed. A magical one is merely tarnished and unusable until restored over a short rest.
72 Walked Into It Debacle You back into the nearest hazard or hostile creature's reach and provoke an opportunity attack from everything that can reach you.
73 Lasting Doubt Debacle You have disadvantage on Charisma saving throws until you finish a long rest.
74 Party Discredited Debacle Every ally within 5 feet has disadvantage on their next Charisma check.
75 Dropped Your Light Debacle Your light source falls and goes out — or rolls 15 feet away if it can't be extinguished.
76 Down and Reeling Debacle You fall prone, and your speed is 0 until the end of your next turn.
77 Spilled Pack Debacle One item from your inventory — DM's choice, never an attuned one — falls into your space.
78 Hands Won't Work Debacle You drop everything you're holding and can't pick anything up until the end of your next turn.
79 Drew a Crowd Debacle The commotion attracts someone. They arrive in 1d4 rounds, and they have opinions.
80 Undone Debacle You take 1d6 psychic damage and fall prone.
81 Singled Out an Ally Ruin You put an ally in the frame instead of yourself. The nearest hostile creature immediately attacks them if it can reach.
82 Prop Destroyed Ruin Your non-magical instrument, badge, or costume is destroyed outright. A magical one survives but is unusable until an hour's work restores it.
83 Broken Composure Ruin You take 2d6 psychic damage and have disadvantage on attack rolls until you regain any hit points.
84 Something Gets a Grip Ruin Whatever was reaching for you finds purchase. You're thrown 15 feet, land prone, and take 1d6 psychic damage.
85 Exhausted Ruin You gain one level of exhaustion.
86 Marked Ruin One NPC or faction of note now considers you an enemy until you make genuine amends. This is not resolvable in this scene.
87 Provoked It Ruin The creature you were addressing acts on its worst impulse. Every creature within 5 feet must succeed on a DC 13 Charisma saving throw or take 2d6 psychic damage.
88 Attracted Attention Ruin Someone or something arrives in 1d4 rounds, and they are not on your side.
89 Let Something Go Ruin Anything you were holding together by force of personality — a truce, a bluff, a bound creature — ends now.
90 Gave It Away Ruin You tell a hostile creature something true and important without meaning to.
91 Everything Falls Ruin You drop what you were holding, your pack, and one other item, each into a different space within 10 feet.
92 Concussed Ruin You're stunned until the end of your next turn, and have disadvantage on Charisma checks until you finish a long rest.
93 Made It Impossible Ruin Nobody in the party can persuade, deceive, intimidate, or perform for this audience again this scene.
94 Ally Seized Ruin An ally within 5 feet is grabbed by those you provoked and restrained. Freeing them takes an action and a DC 13 Athletics check.
95 Out of the Fight Ruin You fall prone, drop everything, and your turn ends. You can't take reactions until the start of your next turn.
96 Turned the Room Infamy Everyone present who was neutral is now hostile, and everyone already hostile is now committed. The DM introduces a countdown or a hazard. You take 2d6 psychic damage.
97 Gone Entirely Infamy Your instrument, badge, or symbol leaves the scene — thrown, seized, or smashed beyond finding. Recovering it is a side quest, not an action. A magical one is always recoverable eventually.
98 Hurt the One You Meant to Help Infamy Your intervention lands on entirely the wrong person. The ally nearest to you takes 4d6 psychic damage, or half as much on a successful DC 13 Charisma saving throw.
99 Out Cold Infamy You're unconscious for 1 minute, or until you take damage or an ally uses an action to rouse you. You are not dying — you have simply left the conversation.
100 The One They'll Tell Stories About Infamy You fail so publicly, so completely, and so quotably that it follows you out of the room. Every creature that can see you has advantage on attack rolls against you until the start of your next turn. The DM should have a total stranger repeat your exact words back to you in a later session, word perfect.

Questions

Is a natural 1 an automatic failure on a check?

No. Automatic failure on a 1 applies to attack rolls and death saves. On an ability check or a saving throw, a natural 1 is just a 1 — add your modifier, and a skilled character can still succeed.

When should I roll on this?

Only when the failure matters. A natural 1 on a check nobody was watching is not a story.

The rest of this set