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Free tables Natural 20 — skill checks

Natural 20 Table — Religion Skill Checks, d20

A free d20 table for a natural 20 on a Religion 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 Religion specifically. A legendary Religion 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 the God Solid You identify whose symbol, rite, or handiwork this is, precisely. No extra effect.
2 The Right Words Solid You know the correct form of address, prayer, or offering for this place.
3 Consecrated or Not Solid You determine whether this ground is hallowed, desecrated, or simply old.
4 The Feast Day Solid You recall a date, rite, or observance that turns out to be relevant right now.
5 Read the Heresy Solid You notice where this doctrine has been altered, and by whom.
6 What It Wants Solid You know what the entity behind this expects, and therefore how to avoid offending it.
7 Devout Solid You have advantage on your next Religion check this scene.
8 Safe Passage Solid You know the observance that lets the party pass without being challenged.
9 Reassured Them Solid One ally who listens has advantage on their next saving throw against fear.
10 The Relic Is Real Solid You authenticate an object here — or expose it as a forgery.
11 Turned the Rite Impressive You know how to complete, interrupt, or reverse the ritual in progress.
12 Bound by Its Own Law Impressive You identify a rule the entity here cannot break, and the party can hold it to that.
13 The True Name Impressive You recall a name that has power over what is here. Using it should cost something, and should work.
14 Sanctified Impressive Every ally who can hear you has advantage on their first saving throw against this entity or its servants.
15 Who Sent Them Impressive You determine which power actually backs the faction you're dealing with, whatever they claim.
16 The Older Faith Impressive You recognise that something older than the current religion is buried under it here.
17 Absolution Impressive You know how a curse, oath, or divine displeasure affecting the party can be lifted, and what it will take.
18 Noticed Legendary Something divine takes an interest in you — favourably. The DM should grant a single, significant boon at a moment of their choosing.
19 The Real Covenant Legendary You understand the actual bargain underpinning this place or faction, and it is not what is written down. The DM gives you the truth.
20 The One They'll Talk About Legendary Your understanding ends a divine problem outright — a curse lifted, a rite unmade, a bound thing released or sealed. Clergy of that faith will know your name.

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.

The rest of this set