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.
- Slip 1–20 — A moment's failure. It costs you nothing but composure.
- Stumble 21–40 — A real but minor cost — tempo, position, or grip.
- Lapse 41–60 — The attempt is gone, and so is your turn or your footing.
- Debacle 61–80 — You are now measurably worse off than before you tried.
- Ruin 81–95 — Real loss. Someone is going to remember this one.
- Infamy 96–100 — Rare, spectacular, survivable. Describe it in loving detail.
The table
100 results. Roll d100.
| d100 | Result | Tier | What 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.