- Below is a critical hit and fumble table I created for a 5th edition campaign I have been running. It has gone through several rounds of review, and at this point I think it is a fairly polished product. The focus of this table isn't effects such as damage multipliers.
- The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character's class description to see what other improvements you gain at each level.
- The Sorcerer table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Sorcerer Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
- Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.
Roll once on Magic Item Table F and 1d4 times on Magic Item Table G. 79–80: 3d6 (10) 500 gp gems: Roll once on Magic Item Table F and 1d4 times on Magic Item Table G. 81–82: 3d6 (1 0) 1,000 gp gems: Roll once on Magic Item Table F and 1d4 times on Magic Item Table G. 83–85: 2d4 (5) 250 gp art objects: Roll1d4 times on Magic Item Table H.
Simple Martial Weapons
001-004 Club
005-039 Dagger
040-043 Greatclub
044-067 Handaxe
068-075 Javelin
076-079 Light hammer
080-149 Mace
150-172 Quarterstaff
173-176 Sickle
177-213 Spear
214-230 Unarmed (wraps, gauntlets, monk weapons etc)
Simple Ranged Weapons
231-271 Crossbow light
272-287 Dart
288-303 Shortbow
204-319 Sling
Martial Melee Weapons
320-404 Battleaxe
405-413 Flail
414-420 Glaive
421-498 Greataxe
499-576 Greatsword
577-581 Halberd
582-586 Lance
587-773 Longsword
773-773 Maul
774-778 Morningstar
778-778 Pike
779-809 Rapier
810-848 Scimitar
849-887 Shortsword
888-891 Trident
892-895 War pick
896-900 Warhammer
901-905 Whip
Martial Ranged Weapons
906-907 Blowgun
908-914 Crossbow hand
915-955 Crossbow heavy
956-996 Longbow
997-1000 Net
I extracted the 3.5 SRD probabilities into a spreadsheet, counted only the weapons with direct 5e counterparts, took into account the probabilities for common and uncommon weapons, and rounded/summed up into a single d1000 table.
Roll d100 on this table each time you get an 'Ammunition +1, +2, +3' result and want to randomize.
Ammunition
01-50 Arrow
10 000 Wild Magic Table 5e
51-55 Blowgun needle56-80 Crossbow bolt
81-100 Sling bullet
Unlike the weapons table, the frequency for ammunition doesn't correspond directly to the 3.5 SRD. In 3.5, ammunition is 10% of all common ranged weapons (2% of all finds overall). In 5E, ammunition is its own entries in the treasure tables. Also, I made the choice to replace repeating crossbow bolts with blowgun needles, preserving the relative frequency of arrows, bolts and bullets.
Zapp
PS. Credit to Psikerlord who provided the idea:
What happens when you roll a 1 for an attack roll in Dungeons & Dragons? Well according to the official 5th Edition rules, not too much.
“If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC.” (p194 of the Player’s Handbook).
So you automatically miss, no matter what your attack roll modifier is and no matter how easy a target your opponent is, but nothing bad happens to mirror the powerful effects of scoring a critical hit when you roll a 20 (when you do double damage to your foe, and – at the DM’s discretion – also roll on the Lingering Injuries table – p272 of the Dungeon Master’s Guide).
a “critical fumble” blasts open the door of opportunity for something funny, unexpected or challenging to happen to both PCs and NPCs/Monsters
That’s a bit boring frankly speaking! As far as I’m concerned a “critical fumble” blasts open the door of opportunity for something funny, unexpected or challenging to happen to both PCs and NPCs/Monsters, and every DM worth his salt will want to seize this opportunity to spice up a combat. Making up details on the fly can be challenging (a DM has plenty to think about as it is!) and can even make PCs feel victimised if they bear the brunt of an ad hoc ruling – leading to tedious arguments and/or an unhappy player. But, by having a clear table that applies to 1s rolled on attacks by both players and monsters, not only can you depend on some interesting outcomes for your D&D combats… but hey you can blame it all on the dice!
So without further ado, here is Hipsters & Dragons very own homebrew critical fumbles chart for melee weapons (with separate charts for both thrown and fired range weapons underneath). Just buy me a beer sometime!
UPDATE. I’ve polished up these tables, added charts for natural weapons and spell attacks and published on the DMs Guild in a lovely printable PDF. If you’d like to donate a dollar to the cause, even better!
Critical Fumbles Table (Melee Weapons)
Roll a d20…
1-2. Weapon Break. The force of your blow, or parrying that of your opponent’s, causes your weapon to snap in two. (For magical weapons roll an additional d10, on a 1 they break).
3-4. Goodbye Fair Blade! Roll an Strength / Athletics check DC 15, or your weapon flies d12 feet out of your hand in a random direction. If you have any movement and a bonus action left you can go and pick it up. In doing so you provoke an opportunity attack from anyone in the area, starting with your most immediate opponent. (Otherwise you could simply draw a second weapon, if you have one, using a bonus action).
5-6. Wild Swing. You overextend yourself going for the kill. Your opponent gains advantage on their next attack roll.
7. Stuck Weapon. Your weapon gets stuck in your opponent’s shield, armour, hide, or else in a tree or wall, or the ground. Roll a Strength check to see if you can free it using a bonus action. The DC is 8 + your strength modifier.
8. Ooops! You hit an unintended foe in combat. Randomise all combatants within 5 feet and roll a second attack roll, if you beat their armour class roll damage as if they were your intended target. (Discount sneak attack damage for Rogues).
9. Self Inflicted wound. You manage to slice yourself with your own blade, roll normal damage and half it. (Applies to combatants using slashing weapons and flails only. Other weapon types roll again. Discount sneak attack damage for Rogues).
10-14. Slip Up. You lose your footing. Roll Dexterity / Acrobatics check (DC15) or fall prone. Your turn has ended and melee attacks have advantage on you (see p292 of PH for conditions of being prone).
15. Pulled Muscle (Arms). Roll a Constitution Saving Throw DC15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed three long rests, or received magical healing.

16. Pulled Muscle (Legs). Roll a Constitution Saving Throw DC15 or the strain of combat causes you to pull a muscle in your leg. Your movement is halved, and you lose your dex modifier to AC and initiative, and you have disadvantage on any ability checks that require lower body strength, until you have completed three long rests, or received magical healing.
17-18. Loss of Nerve. Man your opponent looks tough. Make a Wisdom Saving Throw with a base DC of 10 modified by +2 for every hit dice higher than you your opponent has (or -2 for every hit dice less). On a fail you are frightened (see p292 of Player’s Handbook). After one turn you can attempt the saving throw again.
19. Broken Item. In the hurly burly of combat, something fragile – like a magic potion – you’re carrying breaks. Randomise fragile objects you have in your possession and roll to determine which. (Note, better to do this when the combat is over).
20. A Little Accident. Either through fear, excitement or simply needing to go, you soil yourself. 75% chance it’s only pee.
Critical Misses Table (Shooting Range Weapons)
Roll a d20…
1-2. Weapon Break. Your bow shaft or a mechanism in your crossbow breaks and is now useless. (For magical weapons roll an additional d10, on a 1 they break).
3-5. String Break. Your bowstring snaps. Assuming you have a spare string, it requires 1 minute to replace it.
6-8. Loose String. Your string comes loose. You lose this attack. Starting next turn you can make a sleight of hand check DC15 to fix it. Each attempt takes one turn.
9-16. Ooops! You hit an unintended random target. Randomise all combatants within 10 feet (for a short range attack, or 30 feet for a long range attack) and roll a second attack roll, if you beat their armour class roll damage as if they were your intended target (discount sneak attack damage for Rogues).

17-18. Ammo Accident. Your quiver spills (50% strap broken, 50% you tilt it over by accident), and the remainder of your arrows / bolts fall to the floor. If you remain still you can use a bonus action to pick up one a round and still fire using your action. Otherwise you can use an action to pick up 2d8 and put them back in your quiver.
19. Pulled Muscle (Upper Body). Roll a Constitution Saving Throw DC15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed three long rests, or received magical healing.
20. Slip Up. You lose your footing. Roll Dexterity / Acrobatics (DC15) or fall prone. Your turn has ended and melee attacks have advantage on you (see p292 of PH for conditions of being prone).
Critical Misses Table (Thrown Range Weapons)
Roll a d10
1. Weapon Break. The impact of your weapon hitting a tree, the ground, a shield etc. causes it to break. It is now useless. (For magical weapons roll an additional d10, on a 1 they break).
2. Pulled Muscle (Arms). Roll a Constitution Saving Throw DC15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed three long rests, or received magical healing.
3-4. Slip Up. You lose your footing. Roll Dexterity / Acrobatics (DC15) or fall prone. Your turn has ended and melee attacks have advantage on you (see p292 of PH for conditions of being prone).
5-9. Ooops! You hit an unintended random target. Randomise all combatants within 10 feet (for a short range attack, or 30 feet for a long range attack) and roll a second attack roll, if you beat their armour class roll damage as if they were your intended target (discount sneak attack damage for Rogues).
10. WTF? You launch a comically bad projectile attack nowhere near your intended opponent – it flies into a huge empty space (or at DM’s discretion a distant unintended target) taking your self confidence with it. Roll wisdom saving throw DC15, or suffer disadvantage to attack rolls until you next score a hit on an opponent.
Critical Fumbles for High Level Characters. Once your PCs have two or three attacks a round, they might start rolling an incongruous number of fumbles, especially for heroes of their ability. Whilst being a higher level should also make passing some saving throws / skills checks easier, as well as reduce the chance of weapon breaks (as most high level characters fight with magical weapons), if you feel it’s necessary you could bring in a new rule. Starting at Level 5 you could give them a fumble saving throw where if they roll their level or below on a d20 they suffer no adverse effects. That way extremely high level characters will rarely fumble. Or you could rule that only if they roll a 1 on their first attack of their round do they have to consult this table. Rolling a 1 on any other attack and it’s just an automatic miss.
Like this? I’ve got a few other homebrew rules that you might like as well. If you have a chance to play test any of them do let me know in the comments. Would love to hear from you…
Update, what happens when a monster with natural weapons, such as bite, claw or tail attack, rolls a 1? Here we go….
Critical Misses Table (Natural Weapons)
Roll a d10.
1-2. Ouch! The attacker snaps one or several teeth / claws on its target’s weapon or armour, or nearby surface. They receive 1d3hp of damage, and furthermore they must subtract the result of the same d3 roll from damage done from this attack from now on. (Ignore for tail attacks).
3-5. Wild Swing. The attacker overextends itself going for the kill. Their intended target gains advantage on their next attack roll.
6-7. Slip Up. The attacker loses its footing. Roll Dexterity / Acrobatics check (DC15) or fall prone. Their turn has ended and melee attacks have advantage on you (see p292 of PH for conditions of being prone). Creatures with more than two legs are immune to this effect.
8-10. Loss of Nerve. The attacker is scared. They must make a Wisdom Saving Throw with a base DC of 10 modified by +2 for every hit dice higher the target of the attack has vs. the attacker (or -2 for every hit dice less). On a fail they are frightened (see p292 of Player’s Handbook). After one turn they can attempt the saving throw again. Creatures that inspire fear are immune to this effect (unless their target also inspires fear).
Magic Weapon Table 5e
Now available on the DMs Guild…