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Free tables Natural 20 — skill checks

Natural 20 Table — Arcana Skill Checks, d20

A free d20 table for a natural 20 on a Arcana check in 5e. Twenty outcomes, from solid to legendary.

A natural 20 on a skill check is not a critical success in fifth edition — criticals apply to attack rolls only, and a 20 on a check is simply a 20. Which is why a legendary roll so often feels like nothing happened. This table gives it somewhere to land.

Twenty results written for Arcana specifically. A legendary Arcana roll has nothing in common with a legendary roll at anything else, which is why there are eighteen of these and not one.

Roll d20 when a player rolls a natural 20 on a skill check and succeeding quietly would be a waste.

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

20 results. Roll d20.

d20Result TierWhat happens
1 Named It Solid You identify the effect precisely — school, rough level, and what it's doing. No extra effect.
2 Found the Seam Solid You spot where the magic is weakest. Anyone attempting to dispel or disrupt it has advantage.
3 Read the Hand Solid You recognise the caster's style or tradition, and could identify their work again anywhere.
4 Safe Distance Solid You know exactly how far the effect reaches, and can tell the party where to stand.
5 Counted the Charges Solid You learn how much use the item, ward, or effect has left in it.
6 Harmless After All Solid You establish with certainty that one thing the party was worried about is not dangerous.
7 Quick Study Solid You have advantage on your next Arcana check this scene.
8 Spotted the Trigger Solid You learn what sets the effect off — and therefore how to avoid setting it off.
9 Explained It Well Solid One ally who listens gains advantage on their next saving throw against this effect.
10 Recognised the Component Solid You identify a material component or reagent here, and it is worth taking.
11 Found the Off Switch Impressive You work out how to end the effect without dispelling it. It takes an action and no roll.
12 Turned It Impressive You can redirect the effect's target or area once, as an action, before it ends.
13 Full Schematic Impressive You understand the whole working — what it does, what it cost, and what it was built to protect.
14 Attuned Faster Impressive If this is an item requiring attunement, you attune to it immediately with no rest required.
15 Warded the Party Impressive Every ally who can hear you has advantage on their first saving throw against this effect.
16 Traced It Home Impressive You learn where the magic came from — the caster's location, the source, or the binding site.
17 Copied the Method Impressive You can reproduce a limited version of this working yourself later, given time and materials the DM specifies.
18 Unmade It Legendary You end the magical effect outright, permanently, with no roll and no spell slot. If it was a ward, a seal, or a curse on a place, it is simply over.
19 The Real Question Legendary You understand not just what the magic does but *why it is here*. The DM gives you one genuine secret about the plot behind it.
20 The One They'll Talk About Legendary You solve an arcane problem that was meant to take the party a session. The obstacle is gone, and any spellcaster who learns of it treats you as a peer from now on.

Questions

Is a natural 20 a critical success on a skill check?

Not by the rules. Criticals apply to attack rolls. A 20 on a check is a 20 — which is why a spectacular roll so often produces a shrug. This table is the house rule that fixes that.

Does a natural 20 automatically succeed?

No. On an ability check there is no automatic success — if the DC is 25 and your total is 22, you failed with a 20.

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