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Free tables Natural 1 — saving throws and ability checks

Natural 1 Table — Intelligence Saves and Checks, d100

A free d100 table for a natural 1 on a Intelligence 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 Intelligence specifically. A blown Intelligence roll should fail in a way that has something to do with Intelligence — 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 Drew a Blank Slip It's on the tip of your tongue and refuses to come. No mechanical effect.
2 Misread a Word Slip You catch it yourself a moment later. No effect.
3 Headache Slip A dull pressure behind the eyes. No mechanical effect.
4 Lost Your Thread Slip You have to start the reasoning over. No effect.
5 Wrong Script Slip You were reading it as entirely the wrong language. Harmless once you notice.
6 Dropped Your Notes Slip One light item you were holding falls into your space.
7 Muttering Slip Anything within 30 feet that can hear knows someone is here, talking to themselves.
8 Eye Strain Slip You have disadvantage on your next Perception check.
9 Second-Guessed Slip You can't take a bonus action this turn if you haven't already used it.
10 Half-Remembered Slip You recall the fact but not where you learned it, which makes it hard to trust. No effect.
11 Ink on Your Hands Slip And now on your face. Entirely cosmetic.
12 Counted Wrong Slip No effect. You recount and get there.
13 Wrong Shelf Slip The answer simply isn't where you looked for it. No effect.
14 Distracted Slip You have disadvantage on your next Investigation check.
15 Tongue-Tied Slip You have disadvantage on your next Charisma check as you try to explain yourself.
16 Overthought It Slip No effect. The answer was much simpler than you assumed.
17 Forgot a Name Slip No mechanical effect, but you'll have to ask someone, out loud, in front of everyone.
18 Cramped Hand Slip You have disadvantage on the next check you make using tools.
19 Doubted Yourself Slip No effect. You were right the first time, and the DM should let you find that out eventually.
20 Saw the Flaw Slip The failure shows you where your reasoning went wrong. No penalty, and you have advantage on your next Intelligence check.
21 Confidently Wrong Stumble The DM tells you something plausible and completely false. You believe it until something proves otherwise.
22 Dropped It Stumble You drop whatever you were holding in one hand.
23 Mental Fog Stumble You have disadvantage on your next attack roll.
24 Absorbed 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 Train of Thought Snapped Stumble If you're concentrating on a spell, make a DC 10 Constitution saving throw or lose concentration.
27 Misfiled Stumble You have disadvantage on the next Intelligence check you make.
28 Said It Out Loud Stumble You reveal something you meant to keep to yourself. The DM decides who heard.
29 Numbers Wrong Stumble You misjudge a distance, a count, or a duration by roughly half, and act on it.
30 Slow Stumble On your next turn you can move or take an action, not both. Bonus actions still work.
31 Migraine Building Stumble You have disadvantage on Intelligence saving throws until the end of your next turn.
32 Nosebleed Stumble You take 1 damage.
33 Rooted in Thought Stumble You can't move for the rest of this turn.
34 Talked Over an Ally Stumble An ally within 5 feet loses their thread. Their next attack roll is made with disadvantage.
35 Predictable Stumble The next creature to make a saving throw against an effect you create has advantage on it.
36 Loud Realisation Stumble One nearby creature of the DM's choice comes to find out what you just shouted about.
37 Fumbled the Reference Stumble You have disadvantage on the next check you make using tools.
38 Notes Scattered Stumble A piece of your visible gear falls into your space.
39 Wrong Conclusion Shared Stumble An ally acts on your bad information. The DM decides what that costs them.
40 Head in Hands Stumble You aren't prone, but pulling yourself together costs 5 feet of movement.
41 Blank Lapse Nothing comes at all. Your turn ends immediately.
42 Dropped Everything Lapse Everything you're holding falls into your space.
43 Lost the Page Lapse The book, map, or scroll you were working from lands 10 feet away.
44 Completely Lost Lapse You can't take the Search or Study action on your next turn.
45 Splitting Head Lapse You take 1d4 psychic damage.
46 Frozen Lapse You're incapacitated until the end of your next turn.
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 Wandered Lapse You're moved 10 feet in a direction the DM chooses, and you don't notice it happening.
50 Believed It Lapse If there is an illusion, disguise, or lie in play, you're entirely convinced by it until shown hard proof.
51 Misled an Ally Lapse An ally within 5 feet acts on your error. Their next attack roll is made with disadvantage.
52 Shaking Lapse You have disadvantage on all attack rolls until the end of your next turn.
53 Corrupted Memory Lapse The DM quietly replaces one thing you know with something false, and does not tell you which.
54 Eyes Won't Focus Lapse You're blinded until you use an object interaction to clear them.
55 Damaged the Source Lapse A non-magical book, map, or note you were using is damaged. Still legible, barely.
56 Said It Loudly Lapse Every creature within 60 feet that can hear knows where you are and roughly what you're doing.
57 Reeling Lapse You have disadvantage on Constitution saving throws until the end of your next turn.
58 Backed Away Lapse You're moved 10 feet in a direction the DM chooses and fall prone.
59 Nothing Left to Give 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 Splitting Migraine Debacle You have disadvantage on Intelligence checks until you finish a short or long rest.
62 Psychic Feedback Debacle You take 1d6 psychic damage.
63 Cost an Ally Debacle An ally within 5 feet takes 1d4 psychic damage as your panic spreads to them.
64 Concussed Thinking Debacle You have disadvantage on Intelligence saving throws until someone succeeds on a DC 13 Medicine check.
65 Lost the Source Debacle The book, map, or component you were using is flung 20 feet in a random direction.
66 Mind Blanked Debacle You're stunned until the end of your next turn.
67 Disorganised Debacle You can't find anything. Retrieving any item from your pack costs an action until you finish a short rest.
68 Wandered Into It Debacle You fall prone and are restrained by something you walked straight into without noticing.
69 Sight Swims Debacle You're blinded until the end of your next turn.
70 Made It Worse Debacle Your interference sets things back. The DC to solve, decipher, or investigate this increases by 5 for everyone.
71 Source Ruined Debacle A non-magical book, scroll, or map is destroyed. A magical one is merely scrambled and unusable until restored over a short rest.
72 Walked Into 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 Lingering Ache Debacle You have disadvantage on Intelligence saving throws until you finish a long rest.
74 Confused the Party Debacle Every ally within 5 feet has disadvantage on their next ability 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 Forgot Debacle You drop everything you're holding and can't pick anything up until the end of your next turn.
79 Said the Name Debacle You speak aloud something that should not have been spoken. Something takes notice and arrives in 1d4 rounds.
80 Overloaded Debacle You take 1d6 psychic damage and fall prone.
81 Led Them Wrong Ruin An ally acting on your information walks straight into it and takes 2d6 damage of a type the DM chooses.
82 Source Destroyed Ruin The book, scroll, or map is destroyed outright. A magical one survives but is unusable until an hour's work restores it.
83 Mind Torn Ruin You take 2d6 psychic damage and have disadvantage on attack rolls until you regain any hit points.
84 Recoiled Ruin You're thrown 15 feet by the shock of it, land prone, and take 1d6 psychic damage.
85 Exhausted Ruin You gain one level of exhaustion.
86 Memory Lost Ruin You can't recall one specific thing — a name, a route, a password — until a lesser restoration or a long rest. The DM chooses, and it should be inconvenient.
87 Triggered It Ruin A ward, glyph, or mechanism you were studying goes off. Every creature within 5 feet must succeed on a DC 13 Dexterity saving throw or take 2d6 damage of the DM's choosing.
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, warding, or keeping bound breaks free immediately.
90 Handed It Over Ruin The object you were studying 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 Intelligence checks until you finish a long rest.
93 Made It Impossible Ruin This can't be deciphered, investigated, or recalled again this scene. The party needs another way.
94 Ally Trapped Ruin An ally within 5 feet is caught by what you set off 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 Set It All Off Infamy Every ward, glyph, and mechanism in the area triggers at once. The DM introduces a hazard or a countdown. You take 2d6 damage and fall prone.
97 Gone Entirely Infamy The book, map, or component leaves the scene — into the fire, down the shaft, out the window. 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 saving throw of the DM's choosing (DC 13).
99 Out Cold Infamy The strain drops you. You're 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 announce your conclusion with total confidence, at volume, and it is spectacularly, provably wrong within seconds. Every creature that can see you has advantage on attack rolls against you until the start of your next turn — you are standing there with your mouth open. The DM should have a stranger quote you back to yourself in a later session.

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