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Free tables Natural 1 — saving throws and ability checks

Natural 1 Table — Constitution Saves and Checks, d100

A free d100 table for a natural 1 on a Constitution 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 Constitution specifically. A blown Constitution roll should fail in a way that has something to do with Constitution — 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 Queasy Slip A wave of nausea passes. No mechanical effect.
2 Cold Sweat Slip No effect, but you look genuinely terrible.
3 Dry Heave Slip Nothing comes up. No mechanical effect.
4 Shivering Slip You can't stop for a few seconds. No effect.
5 Ears Ring Slip You have disadvantage on your next Perception check that relies on hearing.
6 Metallic Taste Slip Sharp and unpleasant. No mechanical effect.
7 Head Swims Slip You can't take a bonus action this turn if you haven't already used it.
8 Clammy Hands Slip You have disadvantage on the next check you make using tools.
9 Short of Breath Slip The first 5 feet you move on your next turn costs double.
10 Stitch in Your Side Slip You have disadvantage on your next Athletics check.
11 Blurred Edges Slip You have disadvantage on your next Perception check.
12 Coughing Fit Slip Anything within 30 feet that can hear knows someone is here and unwell.
13 Numb Lips Slip An odd, spreading numbness. No mechanical effect.
14 Sudden Chill Slip Cold to the bone for a moment, then gone. No effect.
15 Heartbeat Loud Slip You can hear it in your ears. No mechanical effect.
16 Weak Knees Slip They hold. Barely. No effect.
17 Dropped Something Slip One light item you were holding falls into your space.
18 Bitter Bile Slip You can't taste anything for the next hour. No mechanical effect.
19 Flushed Slip No effect, but your allies can see something is wrong with you.
20 Rode It Out Slip It passes almost as soon as it arrives. No penalty, and you have advantage on your next Constitution saving throw.
21 Nauseous Stumble You have disadvantage on your next attack roll.
22 Weak Grip Stumble You drop whatever you were holding in one hand.
23 Legs Unsteady Stumble Your speed is reduced by 10 feet until the end of your next turn.
24 Exposed Stumble You grant advantage to the next attack roll made against you before the start of your next turn.
25 Slow to React Stumble You can't take reactions until the start of your next turn.
26 Concentration Slipping Stumble If you're concentrating on a spell, make a DC 10 Constitution saving throw or lose concentration.
27 Cramping Stumble You have disadvantage on the next Strength check or Strength saving throw you make.
28 Retching Stumble You can't speak — and so can't cast spells with verbal components — until the end of your next turn.
29 Cold Fingers Stumble You have disadvantage on your next attack roll made with that hand.
30 Winded Stumble On your next turn you can move or take an action, not both. Bonus actions still work.
31 Fever Spike Stumble You have disadvantage on Constitution saving throws until the end of your next turn.
32 Blood in Your Mouth Stumble You take 1 damage.
33 Faltered Stumble You can't move for the rest of this turn.
34 Sour Sweat Stumble You have disadvantage on your next Charisma check.
35 Vision Narrows Stumble You have disadvantage on Dexterity saving throws until the end of your next turn.
36 Loud Distress Stumble One nearby creature of the DM's choice comes to investigate the noise.
37 Trembling Stumble You have disadvantage on the next check you make using tools.
38 Gear Slips Stumble A piece of your visible gear falls into your space.
39 Ally Distracted Stumble An ally within 5 feet is worried about you. Their next attack roll is made with disadvantage.
40 Doubled Over Stumble You aren't prone, but straightening up costs 5 feet of movement.
41 On Your Knees Lapse You fall prone.
42 Grip Goes Entirely Lapse You drop everything you're holding into your space.
43 Bringing It Up Lapse Your turn ends immediately, and you can't take reactions until the start of your next turn.
44 Turn Lost Lapse The moment takes everything you had. Your turn ends immediately.
45 Something Tears Lapse You take 1d4 damage.
46 Locked Up Lapse You're incapacitated until the end of your next turn.
47 Legs Gone 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 Staggered Lapse You're moved 10 feet in a direction the DM chooses.
50 It Takes Hold Lapse You're poisoned until the end of your next turn.
51 Contagious Moment Lapse An ally within 5 feet must succeed on a DC 10 Constitution saving throw or have disadvantage on their next attack roll.
52 Shaking Badly Lapse You have disadvantage on all attack rolls until the end of your next turn.
53 Blackout Moment Lapse You lose a few seconds entirely. The DM tells you what you missed while you were gone.
54 Eyes Streaming Lapse You're blinded until you use an object interaction to clear them.
55 Something Spoils Lapse A non-magical consumable you carry is ruined, DM's choice.
56 Heard Retching Lapse Every creature within 60 feet that can hear now knows roughly where you are.
57 Weakened Lapse You have disadvantage on Strength checks until the end of your next turn.
58 Fell Back Lapse You're moved 10 feet in a direction the DM chooses and fall prone.
59 Nothing in Reserve Lapse You can't take the Dash action on your next turn.
60 Collapse Lapse You fall prone and drop whatever you were holding.
61 Systemic Failure Debacle Your speed is halved until you finish a short or long rest.
62 Internal Damage Debacle You take 1d6 damage.
63 Contagion Debacle An ally within 5 feet must succeed on a DC 12 Constitution saving throw or be poisoned until the end of their next turn.
64 Lungs Burning Debacle You have disadvantage on Constitution saving throws until someone succeeds on a DC 13 Medicine check to settle you.
65 Convulsion Debacle You drop everything you're holding and it scatters up to 10 feet.
66 Blacked Out Debacle You're stunned until the end of your next turn.
67 Sweated Through Debacle Straps slick, grip poor. Your AC is reduced by 2 until you finish a short rest.
68 Buckled Debacle You fall prone and are restrained by your own body until you use an action to get moving again.
69 Sight Gone Grey Debacle You're blinded until the end of your next turn.
70 It Sets In Debacle Whatever this is, it has you now. The DC to shake it off increases by 5.
71 Consumable Ruined Debacle A non-magical potion, ration, or component you carry spoils. Magical potions survive intact.
72 Dragged Down Debacle You stagger into the nearest hazard or hostile creature's reach and provoke an opportunity attack from everything that can reach you.
73 Ribs Cracked from Coughing Debacle You have disadvantage on Constitution saving throws until you finish a long rest.
74 Others Falter Debacle Every ally within 5 feet must succeed on a DC 12 Constitution saving throw or have disadvantage on their next attack roll.
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 Winded 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 Close Debacle You drop everything you're holding and can't pick anything up until the end of your next turn.
79 Drew Something Debacle The sound, or the smell, attracts a wandering creature of the DM's choice. It arrives in 1d4 rounds.
80 Body Gives Out Debacle You take 1d6 damage and fall prone.
81 Dragged Someone Down Ruin An ally within 5 feet who tried to steady you falls prone and takes 1d6 damage.
82 Consumables Destroyed Ruin Every non-magical potion, ration, or component you carry is ruined. Magical potions survive.
83 Systemic Collapse Ruin You take 2d6 damage and have disadvantage on attack rolls until you regain any hit points.
84 Convulsed Clear Ruin Your own spasm throws you 15 feet. You land prone and take 1d6 damage.
85 Exhausted Ruin You gain one level of exhaustion.
86 Lasting Sickness Ruin You're poisoned until a lesser restoration or a long rest with proper care.
87 Structural Collapse Ruin You go down against something load-bearing. Every creature within 5 feet must succeed on a DC 13 Dexterity saving throw or take 2d6 bludgeoning damage. A piece of cover is destroyed.
88 Attracted Attention Ruin A wandering monster or reinforcement of the DM's choice arrives in 1d4 rounds.
89 Let Something Go Ruin Anything you were holding, restraining, or holding shut breaks free immediately.
90 Down in Reach Ruin You and everything you were carrying end up in a hostile creature's space.
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 Constitution checks until you finish a long rest.
93 Can't Face It Again Ruin Whatever you were enduring can't be endured again by you this scene. The party needs another way through.
94 Ally Trapped Ruin An ally within 5 feet is pinned beneath you 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 Down Through Something Infamy You collapse into something that was holding the room together. The DM introduces a hazard or a countdown. You take 2d6 damage and fall prone.
97 Gone Entirely Infamy Whatever you were carrying is lost to the scene as you go down — over the edge, into the water, down the drain. Recovering it is a side quest, not an action.
98 Hurt the One You Meant to Help Infamy The ally nearest to you takes 4d6 damage, or half as much on a successful DC 13 Dexterity 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 — your body has simply filed a formal complaint.
100 The One They'll Tell Stories About Infamy You go down comprehensively and unmistakably, in full view of everyone present. Every creature that can see you has advantage on attack rolls against you until the start of your next turn. You take no damage. Your dignity takes all of it.

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