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Free tables Natural 1 — saving throws and ability checks

Natural 1 Table — Strength Saves and Checks, d100

A free d100 table for a natural 1 on a Strength 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 Strength specifically. A blown Strength roll should fail in a way that has something to do with Strength — 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 Grunt of Effort Slip No mechanical effect. Everyone present heard exactly how hard you were trying.
2 Slipped Grip Slip Your hand skids and you catch it again immediately. No effect.
3 Popped Seam Slip A seam in your clothing gives out audibly. Entirely cosmetic.
4 Scraped Knuckles Slip No mechanical effect. It stings out of all proportion to the damage.
5 Boots Skid Slip You slide on loose ground and recover. Cosmetic.
6 No Leverage Slip No effect — you simply never had the angle for it, and now you know.
7 Red-Faced Slip No mechanical effect, but the strain is written all over you.
8 Cramp Slip No effect now. You shake it out and set yourself again.
9 Dropped Something Small Slip One light item you were carrying falls into your space.
10 Ringing Strain Slip Your ears sing with the effort. No mechanical effect.
11 Overcommitted Slip The first 5 feet you move on your next turn costs double.
12 Sweat in Your Eyes Slip You have disadvantage on your next Perception check.
13 Torn Glove Slip Your glove or bracer splits along the seam. Cosmetic.
14 Audible Strain Slip Anything within 30 feet that can hear knows someone is working hard here.
15 Pulled Muscle Slip You have disadvantage on your next Strength check.
16 Reset Your Stance Slip No effect. You take a breath and plant your feet properly this time.
17 Winded Slip You can't take a bonus action this turn if you haven't already used it.
18 Splinter Slip No mechanical effect, and it will bother you for the rest of the day.
19 Lost Your Place Slip Whatever you were bracing against settles back to where it started. No other effect.
20 Learned the Trick Slip The failure shows you where the leverage actually is. No penalty, and you have advantage on your next Strength check.
21 Slipped Backward Stumble You're moved 5 feet in a direction the DM chooses.
22 Grip Fails Stumble You drop whatever you were holding in one hand.
23 Wrenched Shoulder Stumble You have disadvantage on your next attack roll.
24 Off Balance Stumble You grant advantage to the next attack roll made against you before the start of your next turn.
25 Legs Buckle Stumble Your speed is reduced by 10 feet until the end of your next turn.
26 Spent Stumble You can't take reactions until the start of your next turn.
27 Strained Back Stumble You have disadvantage on the next Strength check or Strength saving throw you make.
28 Jarred Loose Stumble A piece of your visible gear falls into your space.
29 Hand Numb Stumble You have disadvantage on your next attack roll made with that hand.
30 Gasping Stumble On your next turn you can move or take an action, not both. Bonus actions still work.
31 Braced Wrong Stumble You have disadvantage on Dexterity saving throws until the end of your next turn.
32 Into the Open Stumble You lurch out of position and lose the benefit of any cover until you move again.
33 Torn Strap Stumble Your pack sags badly. Spend 5 feet of movement righting it, or leave it behind.
34 Overexerted Stumble You take 1 damage.
35 Committed Too Far Stumble You can't move for the rest of this turn.
36 Loud Failure Stumble One nearby creature of the DM's choice comes to see what the noise was.
37 Blistered Hands Stumble You have disadvantage on the next check you make using tools.
38 Shook Something Loose Stumble A piece of the surroundings shifts. Cosmetic for now — the DM should make a note of it.
39 Fouled an Ally Stumble An ally within 5 feet is put off balance. Their next attack roll is made with disadvantage.
40 Down to One Knee Stumble You aren't prone, but you're low and awkward. Standing fully costs 5 feet of movement.
41 Flat on Your Back Lapse You fall prone.
42 Dropped Everything Lapse You drop everything you're holding into your space.
43 It Gets Away From You Lapse An object you were holding or moving lands 10 feet away.
44 Turn Spent Lapse The whole effort comes to nothing. Your turn ends immediately.
45 Wrenched Badly Lapse You take 1d4 damage.
46 Pinned Lapse Whatever you were straining against has you. You're restrained until you use an action to break free with a DC 12 Athletics check.
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 Carried Ten Feet Lapse You're moved 10 feet in a direction the DM chooses.
50 Pack Torn Open Lapse Your pack splits and one item spills into your space.
51 Jarred an Ally Lapse An ally within 5 feet is shoved 5 feet in a direction the DM chooses.
52 Shoulder Out of Line Lapse You have disadvantage on all attack rolls until the end of your next turn.
53 The Handhold Fails Lapse Whatever you were relying on — rope, ledge, harness — gives way. The DM decides where you end up.
54 Blinded by Sweat Lapse You're blinded until you use an object interaction to clear your eyes.
55 Cracked Something Lapse A non-magical item you carry is damaged, DM's choice. It still works, badly.
56 Alerted the Area Lapse Every creature within 60 feet that can hear now knows roughly where you are.
57 Winded Hard Lapse You have disadvantage on Constitution saving throws until the end of your next turn.
58 Thrown Back Lapse You're moved 10 feet away from whatever you were straining against and fall prone.
59 Strength Spent Lapse You can't take the Dash or Grapple action on your next turn.
60 Collapse Lapse You fall prone and drop whatever you were holding.
61 Torn Muscle Debacle Your speed is halved until you finish a short or long rest.
62 Deep Strain Debacle You take 1d6 damage.
63 Struck an Ally Debacle You lose control of the load or the limb. An ally within 5 feet takes 1d4 damage.
64 Shoulder Dislocated Debacle You have disadvantage on attack rolls with that arm until someone succeeds on a DC 13 Medicine check to set it.
65 It's Gone Debacle The object you were holding is flung 20 feet in a random direction.
66 Stunned by the Effort Debacle You're stunned until the end of your next turn.
67 Armour Strained Debacle Buckles tear. Your AC is reduced by 2 until you finish a short rest.
68 The Ground Gives Debacle You fall prone and are restrained until you use an action to climb out.
69 Burst Vessel Debacle You take 1d4 damage and look genuinely unwell for the rest of the scene.
70 Made It Worse Debacle Whatever you were trying to move, open, or hold is now jammed harder. The DC to attempt it increases by 5 for everyone.
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 Pulled Into It 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 torch, lantern, or other 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 and may be trampled.
78 Hands Useless Debacle You drop everything you're holding and can't pick anything up until the end of your next turn.
79 Something Gave Way Loudly Debacle The noise carries. A wandering creature of the DM's choice arrives in 1d4 rounds.
80 Betrayed by Your Own Strength Debacle You take 1d6 damage and fall prone.
81 Ally Hurt Badly Ruin An ally within 5 feet takes 2d6 damage as the weight, the swing, or the collapse catches them.
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 Torn 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 Arm Broken Ruin You can't use that arm — or any two-handed equipment — 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, grappling, or bracing shut breaks free immediately.
90 Handed It Over Ruin The object you were struggling with 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 Wrenched Senseless Ruin You're stunned until the end of your next turn, and have disadvantage on Strength checks until you finish a long rest.
93 Made It Impossible Ruin Whatever you were attempting can't be attempted again by anyone this scene. The party needs another way.
94 Ally Trapped Ruin An ally within 5 feet is pinned by the collapse 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 Whatever you were straining against gives all at once, and takes part of the room with it. 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, through the gap. Recovering it is a side quest, not an action. A magical item is always recoverable eventually — the DM decides how far you'll go.
98 Hurt the One You Meant to Help Infamy Your effort goes catastrophically wrong and 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. You are not dying — you are simply, comprehensively spent.
100 The One They'll Tell Stories About Infamy You fail so completely that you end up prone, empty-handed, and tangled in whatever you were attempting, in full view of everyone. 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