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Free tables Natural 1 — saving throws and ability checks

Natural 1 Table — Wisdom Saves and Checks, d100

A free d100 table for a natural 1 on a Wisdom 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 Wisdom specifically. A blown Wisdom roll should fail in a way that has something to do with Wisdom — 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 Looked Right Past It Slip No mechanical effect — but it was there, and the DM knows it.
2 Uneasy Slip Something feels wrong and you can't say what. No effect.
3 Second Thoughts Slip You talk yourself round in a circle. No effect.
4 Misread the Room Slip No mechanical effect. You'll find out how badly later.
5 Startled Slip Anything within 30 feet that can hear knows someone just jumped out of their skin.
6 Dropped Something Slip One light item you were holding falls into your space.
7 Distracted by Nothing Slip You have disadvantage on your next Perception check.
8 Wrong Instinct Slip No effect. Your gut was simply wrong this time.
9 Lost the Trail Briefly Slip You pick it up again a moment later. No effect.
10 Animal Wary Slip Any friendly animal within 30 feet won't approach you until the end of your next turn.
11 Doubt Slip You can't take a bonus action this turn if you haven't already used it.
12 Blinked at the Wrong Moment Slip Whatever happened, happened while your eyes were shut. No mechanical effect.
13 Misjudged the Weather Slip No effect now. The DM should absolutely let it matter later.
14 Trusted Too Quickly Slip No effect yet. Note who you decided to trust.
15 Cold Feeling Slip The hair goes up on your arms and settles again. No effect.
16 Tired Eyes Slip You have disadvantage on your next Investigation check.
17 Fumbled the Bandage Slip You have disadvantage on your next Medicine check.
18 Spoke Out of Turn Slip You have disadvantage on your next Charisma check.
19 Overruled Yourself Slip No effect. Your first read was the right one.
20 Caught Yourself Slip You feel the mistake as you make it. No penalty, and you have advantage on your next Wisdom saving throw.
21 Missed the Obvious Stumble The DM tells you one detail you should have caught — a full round too late to act on it.
22 Dropped It Stumble You drop whatever you were holding in one hand.
23 Rattled Stumble You have disadvantage on your next attack roll.
24 Distracted Stumble You grant advantage to the next attack roll made against you before the start of your next turn.
25 Hesitated Stumble You can't take reactions until the start of your next turn.
26 Faith Wavers Stumble If you're concentrating on a spell, make a DC 10 Constitution saving throw or lose concentration.
27 Misjudged Someone Stumble You have disadvantage on your next Insight check.
28 Spooked an Animal Stumble Any animal within 30 feet becomes frightened of you until the end of your next turn.
29 Wrong Direction Stumble You lose your bearings. The DM picks a heading and you're certain it's the right one.
30 Slow Stumble On your next turn you can move or take an action, not both. Bonus actions still work.
31 Nerves Stumble You have disadvantage on Wisdom saving throws until the end of your next turn.
32 Flinched Into Something Stumble You take 1 damage.
33 Frozen Stumble You can't move for the rest of this turn.
34 Alarmed an Ally Stumble An ally within 5 feet catches your nerves. Their next attack roll is made with disadvantage.
35 Easily Read Stumble The next creature to make a saving throw against an effect you create has advantage on it.
36 Cried Out Stumble One nearby creature of the DM's choice comes to see what the noise was.
37 Shaky Hands Stumble You have disadvantage on the next check you make using tools.
38 Kit Spilled Stumble A piece of your visible gear falls into your space.
39 Bad Counsel Stumble An ally acts on your read of the situation. The DM decides what it costs them.
40 Sat Down Hard Stumble You aren't prone, but getting back up properly costs 5 feet of movement.
41 Rooted by Doubt Lapse You can't commit to anything. Your turn ends immediately.
42 Dropped Everything Lapse Everything you're holding falls into your space.
43 Kit Scattered Lapse Your healer's kit, tools, or holy symbol lands 10 feet away.
44 Lost the Thread Entirely Lapse You can't take the Search action on your next turn.
45 Panic Spike Lapse You take 1d4 psychic damage.
46 Frozen Solid 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 Off Lapse You're moved 10 feet in a direction the DM chooses, and you don't register it happening.
50 Taken In Lapse If there is a lie, disguise, or illusion in play, you believe it completely until shown hard proof.
51 Misled an Ally Lapse An ally within 5 feet acts on your reading. Their next attack roll is made with disadvantage.
52 Trembling Lapse You have disadvantage on all attack rolls until the end of your next turn.
53 Did More Harm Lapse Whoever or whatever you were treating, tracking, or calming is now in a worse state than before you started.
54 Eyes Squeezed Shut Lapse You're blinded until you use an object interaction to open them and look.
55 Ruined the Dressing Lapse A non-magical healing supply you carry is used up to no effect at all.
56 Called Out Lapse Every creature within 60 feet that can hear now knows roughly where you are.
57 Sick with Nerves 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 Nerve Gone Lapse You can't willingly move closer to whatever unsettled you until the end of your next turn.
60 Collapse Lapse You fall prone and drop whatever you were holding.
61 Shaken Badly Debacle You have disadvantage on Wisdom checks until you finish a short or long rest.
62 Panic Debacle You take 1d6 psychic damage.
63 Cost an Ally Debacle An ally within 5 feet takes 1d4 damage as a direct result of your mistake.
64 Rattled Deep Debacle You have disadvantage on Wisdom saving throws until someone succeeds on a DC 13 Medicine check to settle you.
65 Kit Lost Debacle Your kit, tools, or holy symbol is flung 20 feet in a random direction.
66 Mind Blank Debacle You're stunned until the end of your next turn.
67 Disorganised Debacle Retrieving any item from your pack costs an action until you finish a short rest.
68 Backed Into It Debacle You fall prone and are restrained by whatever you retreated into without looking.
69 Sight Swims Debacle You're blinded until the end of your next turn.
70 Made It Worse Debacle The DC to track, treat, calm, or perceive this increases by 5 for everyone.
71 Supplies Ruined Debacle Your non-magical healer's kit or tools are fouled. A magical equivalent is merely dirtied and unusable until cleaned 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 Dread Debacle You have disadvantage on Wisdom saving throws until you finish a long rest.
74 Panic Spreads Debacle Every ally within 5 feet must succeed on a DC 12 Wisdom saving throw or be frightened of the nearest hostile creature until the end of their next turn.
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 Shaking 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 Work Debacle You drop everything you're holding and can't pick anything up until the end of your next turn.
79 Cried Out Loud Debacle The noise carries. A wandering creature of the DM's choice arrives in 1d4 rounds.
80 Overwhelmed Debacle You take 1d6 psychic damage and fall prone.
81 Led Them Wrong Ruin An ally acting on your read takes 2d6 damage of a type the DM chooses.
82 Supplies Destroyed Ruin Every non-magical healing supply you carry is used up or ruined.
83 Broken Nerve Ruin You take 2d6 psychic damage and have disadvantage on attack rolls until you regain any hit points.
84 Bolted Ruin You move your full speed away from the nearest hostile creature by the safest route available, ending prone.
85 Exhausted Ruin You gain one level of exhaustion.
86 Lasting Fear Ruin You're frightened of whatever caused this until a lesser restoration or a long rest.
87 Startled It Ruin Whatever you were tracking, treating, or calming reacts violently. Every creature within 5 feet must succeed on a DC 13 Dexterity saving throw or take 2d6 damage.
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 calming, holding, or keeping still breaks free immediately.
90 Gave It Away Ruin You tell a hostile creature something true and important without meaning to.
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 Wisdom checks until you finish a long rest.
93 Made It Impossible Ruin This can't be tracked, treated, calmed, or perceived again this scene. The party needs another way.
94 Ally Trapped Ruin An ally within 5 feet is caught by what you disturbed 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 Off Infamy Whatever you disturbed reacts all at once, and takes part of the room with it. The DM introduces a hazard or a countdown. You take 2d6 damage and fall prone.
97 Gone Entirely Infamy Your kit, tools, or holy symbol leaves the scene entirely. Recovering it is a side quest, not an action. A magical one is always recoverable eventually.
98 Hurt the One You Meant to Help Infamy Your treatment, your warning, or your reassurance does the opposite. The ally nearest to you takes 4d6 damage, or half as much on a successful DC 13 Dexterity saving throw.
99 Out Cold Infamy It's simply too much. 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 Your nerve, your judgement, and your footing all go at once, in front of everybody. 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