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Free tables Natural 1 — saving throws and ability checks

Natural 1 Table — Dexterity Saves and Checks, d100

A free d100 table for a natural 1 on a Dexterity 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 Dexterity specifically. A blown Dexterity roll should fail in a way that has something to do with Dexterity — 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 Caught Flat-Footed Slip No mechanical effect. You simply didn't move in time, and you know it.
2 Scuffed Landing Slip You come down harder than you meant to. Cosmetic.
3 Clattered Something Slip Anything within 30 feet that can hear knows someone is moving around here.
4 Fumbled It Slip One light item you were handling falls into your space.
5 Twisted Wrong Slip A joint complains. No mechanical effect.
6 Loose Buckle Slip Something on your kit works itself undone. Fixing it costs a free object interaction.
7 Skidded Slip You slide a hand's breadth further than intended. Cosmetic.
8 Snagged Sleeve Slip The first 5 feet you move on your next turn costs double.
9 Sharp Intake Slip No effect, but everyone nearby heard that something startled you.
10 Numb Fingers Slip You have disadvantage on your next Sleight of Hand check.
11 Barked Shin Slip No mechanical effect. It hurts an extraordinary amount.
12 Grit in Your Eye Slip You have disadvantage on your next Perception check.
13 Wrong Foot Slip No effect. You reset and go again.
14 Cloak Underfoot Slip You nearly go over and don't. Cosmetic, and briefly undignified.
15 Overcorrected Slip You can't take a bonus action this turn if you haven't already used it.
16 Lost the Rhythm Slip No mechanical effect — the timing was simply wrong.
17 Slipped a Step Slip You end up 5 feet from where you meant to be, in a direction the DM chooses.
18 Rattled Pouch Slip Your gear announces you. You have disadvantage on your next Stealth check.
19 Held Your Breath Too Long Slip You let it out in an audible rush. No mechanical effect.
20 Found the Timing Slip The failure shows you the beat you were missing. No penalty, and you have advantage on your next Dexterity check.
21 Off Balance Stumble You grant advantage to the next attack roll made against you before the start of your next turn.
22 Dropped It Stumble You drop whatever you were holding in one hand.
23 Turned Ankle Stumble Your speed is reduced by 10 feet until the end of your next turn.
24 Caught in the Open Stumble You lose the benefit of any cover until you move to a new space.
25 Reaction Gone Stumble You can't take reactions until the start of your next turn.
26 Tangled Stumble You must spend 5 feet of movement working yourself free.
27 Jarred Stumble If you're concentrating on a spell, make a DC 10 Constitution saving throw or lose concentration.
28 Noise Stumble One nearby creature of the DM's choice comes to see what that was.
29 Wrong Pocket Stumble You can't retrieve the item you were reaching for until your next turn.
30 Gasping Stumble On your next turn you can move or take an action, not both. Bonus actions still work.
31 Slipped Wide Stumble You're moved 5 feet in a direction the DM chooses.
32 Grazed Stumble You take 1 damage.
33 Fouled an Ally Stumble An ally within 5 feet is put off. Their next attack roll is made with disadvantage.
34 Stiff Hands Stumble You have disadvantage on the next check you make using tools.
35 Committed Stumble You can't move for the rest of this turn.
36 Exposed Flank Stumble The nearest hostile creature has advantage on its next attack roll against you.
37 Broken Stride Stumble You have disadvantage on Dexterity saving throws until the end of your next turn.
38 Strap Loose Stumble A piece of your visible gear falls into your space.
39 Read Easily Stumble The next creature to make a saving throw against an effect you create has advantage on it.
40 Crouched Awkwardly Stumble You aren't prone, but you're folded up badly. Standing fully costs 5 feet of movement.
41 Over You Go Lapse You fall prone.
42 Dropped Everything Lapse Everything you're holding falls into your space.
43 It Skitters Away Lapse An object you were handling lands 10 feet away.
44 Turn Spent Lapse The whole attempt unravels. Your turn ends immediately.
45 Twisted Hard Lapse You take 1d4 damage.
46 Tangled Fast Lapse You're restrained until you use an action to free yourself with a DC 12 Acrobatics check.
47 Rooted 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 Wrong Way Entirely Lapse You're moved 10 feet in a direction the DM chooses.
50 Set It Off Lapse If there is a trap, alarm, or hazard anywhere nearby, it triggers now.
51 Knocked an Ally Lapse An ally within 5 feet is shoved 5 feet in a direction the DM chooses.
52 Shaking Hands Lapse You have disadvantage on all attack rolls until the end of your next turn.
53 Handhold Missed Lapse Whatever you were counting on isn't where you thought. The DM decides where you land.
54 Dust in Your Eyes Lapse You're blinded until you use an object interaction to clear them.
55 Damaged in the Fall Lapse A non-magical item you carry is damaged, DM's choice. It still works, badly.
56 Heard by Everyone Lapse Every creature within 60 feet that can hear now knows roughly where you are.
57 Winded Lapse You have disadvantage on Constitution saving throws until the end of your next turn.
58 Carried Past Lapse You overshoot by 10 feet and fall prone where you land.
59 Nothing in the Legs Lapse You can't take the Dash or Disengage action on your next turn.
60 Collapse Lapse You fall prone and drop whatever you were holding.
61 Wrenched Knee Debacle Your speed is halved until you finish a short or long rest.
62 Hard Landing Debacle You take 1d6 damage.
63 Caught an Ally Debacle An ally within 5 feet takes 1d4 damage as you come down on them.
64 Sprained Wrist Debacle You have disadvantage on attack rolls with that hand until someone succeeds on a DC 13 Medicine check.
65 Lost to the Dark Debacle The object you were handling is flung 20 feet in a random direction.
66 Winded Senseless Debacle You're stunned until the end of your next turn.
67 Armour Fouled Debacle Your AC is reduced by 2 until you finish a short rest putting your kit back in order.
68 Footing Collapsed Debacle You fall prone and are restrained until you use an action to climb out.
69 Blood in Your Eyes Debacle You're blinded until the end of your next turn.
70 Made It Worse Debacle The DC for anyone to attempt this again increases by 5.
71 Item Broken Debacle A non-magical item you were using breaks. A magical one is merely bent and imposes disadvantage on its use until repaired over a short rest.
72 Into the Danger Debacle You stumble into the nearest hazard or hostile creature's reach and provoke an opportunity attack from everything that can reach you.
73 Cracked Ribs Debacle You have disadvantage on Constitution saving throws until you finish a long rest.
74 Brought Others Down Debacle Every ally within 5 feet must succeed on a DC 12 Dexterity saving throw or fall prone.
75 Dropped Your Light Debacle Your light source falls and goes out — or rolls 15 feet away if it can't be extinguished.
76 Winded and Down 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 Useless Debacle You drop everything you're holding and can't pick anything up until the end of your next turn.
79 Set Something Off Debacle An alarm sounds, a trap arms, or something wandering takes an interest. It resolves in 1d4 rounds.
80 Betrayed by Your Own Speed Debacle You take 1d6 damage and fall prone.
81 Ally Hurt Badly Ruin An ally within 5 feet takes 2d6 damage in the collision, the fall, or the collapse.
82 Item Destroyed Ruin A non-magical item you were using is destroyed outright. A magical one survives but is unusable until an hour's work restores it.
83 Badly Hurt Ruin You take 2d6 damage and have disadvantage on attack rolls until you regain any hit points.
84 Thrown Clear Ruin You're hurled 15 feet, land prone, and take 1d6 bludgeoning damage.
85 Exhausted Ruin You gain one level of exhaustion.
86 Leg Broken Ruin Your speed becomes 5 feet until a lesser restoration or a long rest with proper care.
87 Structural Collapse Ruin Every creature within 5 feet, you included, 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 Handed It Over Ruin The object you were handling ends up in a hostile creature's space, free for it to take.
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 Dexterity checks until you finish a long rest.
93 Made It Impossible Ruin This approach can't be attempted again this scene. The party needs another way.
94 Ally Trapped Ruin An ally within 5 feet is pinned 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 Brought It Down Infamy You go through, into, or under something that was holding the room together. The DM introduces a hazard or a countdown. You take 2d6 bludgeoning damage and fall prone.
97 Gone Entirely Infamy The object leaves the scene: over the edge, into the water, down the grating. Recovering it is a side quest, not an action. A magical item is always recoverable eventually.
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 knock yourself unconscious for 1 minute, or until you take damage or an ally uses an action to rouse you.
100 The One They'll Tell Stories About Infamy You end up prone, empty-handed, tangled in the scenery, and perfectly framed for everyone watching. 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