Critical System — Graded Success & Failure

A critical schema built on top of the SRD 5.2 / 2024 rules, branching by action type. The "Blade Complications" philosophy expanded to the entire game.


Contents

  • Section 0 — Core Rule
  • Section A — Attack (A1 Melee · A2 Ranged · A3 Spell Attack)
  • Section B — Physical Saving Throw (B1 Str · B2 Dex · B3 Con)
  • Section C — Mental Saving Throw (C1 Int · C2 Wis · C3 Cha)
  • Section D — Social (D1 Persuasion · D2 Deception · D3 Intimidation)
  • Section E — Skill Checks (E1 Physical · E2 Knowledge · E3 Perception)
  • Section F — Spells (F1 Damage · F2 Healing · F3 Control · F4 Utility)
  • Section G — Master Reference Table
  • Section H — Optional Rules / Tuning Knobs

Section 0 — Core Rule

When is it triggered?

When you make a D20 Test (attack, save, check, spell roll) and one of the following happens, go to the relevant subtable and roll d10:

ResultTrigger
Critical SuccessNat 20 · or beating the target number (AC/DC) by 5 or more
Critical FailureNat 1 · or falling 5 or more below the target number

Nat 20 is still a critical hit, nat 1 is still an automatic miss. The table effect is applied after the triggering roll is resolved. The table result does not change the actual success/failure — it adds an extra layer on top.

Severity Principle (the heart of the system)

The same die result hits with different severity depending on how hard the task is. Before going to the subtable, determine the difficulty band:

BandAC / DCLogic
Low≤ 13Easy task. If you botch it, you're embarrassed, not dead. Success is modest.
Medium14 – 17Noticeable outcome, ~1 round of effect.
High18 +You took on a hard task. The cost is heavy, the reward is big. Can be permanent, burns resources.

Why: Pushing a hard task is a conscious gamble. Attempting DC 20 is accepting risk; stumbling at DC 8 is just bad luck. The system ties risk to the player's decision.

Limiting Rules

  1. One effect per turn: Only one effect from these tables can occur on your own turn. (Since save/check are reactive, they count separately on the enemy's turn.)
  2. Doesn't feed itself: Rows that generate an extra attack / repeat roll cannot trigger a new table effect.
  3. Standard DC formula: If a row requires a save, unless stated otherwise, DC = 8 + PB + the action's ability modifier.
  4. Tuning knobs: The table can adjust severity (Section H). Default is medium.

How to read

Find the action type (A–F) → pick the subtype → check the difficulty band → roll d10 → apply the row.


Section A — Attack

Subtypes diverge mechanically: melee is physical control, ranged is positioning/ammunition, spell attack is spell leakage.

A1 · MELEE — Critical Success (d10)

d10Low AC (≤13)Medium AC (14–17)High AC (18+)
1Solid Hit. +2 damage.Staggering Blow. Target can't take reactions until its next turn.Pierced Armor. One of the target's resistances is ignored on this hit.
2Broke Balance. The next attack against the target gets +2.Hook. Pull the target 5 ft into an empty square of your choice.Broken Guard. Attacks against the target get +2 until its next turn.
3Speed. Move half your speed without provoking an opportunity attack.Hamstring. The target's speed is halved and it can't Dash (until the end of its next turn).Disarmed. Str save (8+PB+mod) — on a failure, an item drops.
4Graze. Target takes 1d4 Slashing at the start of its next turn (stopped by an action).Bleeding Wound. 1 damage die of Slashing at the start of its next turn (stopped by an action).Deep Wound. 2 damage dice of Slashing at the start of its next turn (stopped by an action).
5Morale. An ally's next attack gets +1.Stagger. Con save — on a failure, the target attacks with Disadvantage on its next turn.Hamstrung. Target is Prone.
6Push. Push the target 5 ft back.Fluid Step. Free half-speed movement, doesn't provoke opportunity attacks.Maximum Critical. Don't roll critical damage dice — take the maximum.
7Opening. The target's next save is at Disadvantage (1 round).Shield Bash. Push the target 5 ft back + Str save against Prone.Crushing Grip. Target is Grappled (escape DC = 8+PB+mod).
8Reposition. Free 5 ft step.Weak Point. +1 damage die.Intimidating. Wis save — on a failure, the target is Frightened on its next turn.
9Courage. Gain 1d4 temporary HP.Double Cut. One extra attack against the target with the same weapon (Adv). Does not trigger this table.Double Cut. One extra attack with the same weapon (Adv). Does not trigger this table.
10Opportunity. The DM grants a narrative advantage.Whirlwind. One attack against every enemy within reach. Does not trigger this table.Whirlwind + Execution. One attack against everyone within reach; on the first hit the target makes a Con save or is Stunned for 1 round. Does not trigger this table.

A1 · MELEE — Critical Failure (d10)

d10Low AC (≤13)Medium AC (14–17)High AC (18+)
1Off Balance. Your next attack is at Disadvantage.Weapon Slip. Your weapon slides 5 ft away.Weapon Dropped. You dropped your weapon (on the ground, next to you).
2Brief Opening. The nearest enemy can make an opportunity attack against you.Grazed From The Side. An adjacent ally takes half damage.Friendly Fire. An adjacent ally takes full damage.
3Out Of Breath. Your movement is halved on your next turn.Couldn't Recover. No reactions until your next turn.Fell Flat. You fall Prone.
4Clumsiness. Cosmetic — embarrassment, no mechanical effect.Grazed Yourself. You take 1 damage.Weapon Damaged. Your weapon is at –1 (until repaired at a short rest).
5Missed Your Footing. The DM determines your position (adjacent square).Opening Given. The target attacks you with Advantage for 1 round.Caught. The target Grappled you (escape DC = the target's).
6Wasted Effort. No bonus action on your next turn.Off Balance. Your next save is at Disadvantage.Dislocated Shoulder. Str/Dex checks at Disadvantage for 1 minute (cleared by a short rest).
7Tired Arm. If you have an extra attack this turn, one is cancelled.Lost Range. The target gains 5 ft of distance from you (they retreat, not you).Heavy Opening. The target + one ally attack you with Advantage for 1 round.
8Slippery Grip. Your next attack's damage die is at –2 (min 1).Lost Momentum. You can't move this turn (the remainder of it).Vulnerable. Next time you take damage, take +1 damage die on top even without a weakness.
9Confusion. You recover with a reaction at the start of your next turn (no effect).Misread. Your critical range narrows on your next attack (no margin critical this turn).Stumbled. Forced half-speed retreat (can provoke an opportunity attack).
10Swallowed Roll. Reroll the die normally (not a critical).Bad Balance. Prone + no movement for the rest of this turn.Catastrophe. The DM applies a severe narrative result (weapon jams, enemy gains advantage, etc.).

A2 · RANGED — Critical Success (d10)

Identity: range mastery, precision hit, ammunition mastery, rapid fire.

d10Low AC (≤13)Medium AC (14–17)High AC (18+)
1Clean Hit. +2 damage.Weak Point. +1 damage die.Between the Armor. One of the target's resistances is ignored on this hit.
2Aim. Your next shot at the target gets +2.Steady Aim. Attacks against this target get +2 until its next turn.Locked Aim. Attacks against this target have Advantage until its next turn.
3Intimidating Shot. The target hesitates to leave this corner for 1 round (narrative).Suppression. If the target moves away from you on its next turn, you get an opportunity shot (reaction).Pinned. Dex save — on a failure, the target's speed is 0 on its next turn (pinned to the ground/object).
4Grazed. Target takes 1d4 Piercing at the start of its next turn (stopped by an action).Bleeding Shot. 1 damage die of Piercing at the start of its next turn (stopped by an action).Piercing Wound. 2 damage dice of Piercing at the start of its next turn (stopped by an action).
5Position. Free 5 ft step (retreat).Ammo Saved. This shot doesn't consume ammunition + normal damage.Blind Spot. The target's first attack against you this turn is at Disadvantage.
6Reflex. An ally's next shot gets +1.Quick Reload. One extra shot with a bonus action (at this target). Does not trigger this table.Double Shot. One extra shot at the same target (Adv). Does not trigger this table.
7Intimidation. The target's next save is at Disadvantage (1 round).Weapon Hit. Str save — on a failure, the item in the target's hand drops.Kneecapped. The target's speed is halved and it can't Dash (until the end of its next turn).
8Good Angle. Ignore cover (this shot).Cover Piercing. Ignore half/three-quarters cover + normal damage.Maximum Critical. Don't roll critical damage dice — take the maximum.
9Cool-Headed. Gain 1d4 temporary HP.Follow-Up. One shot at a 2nd enemy in range (Adv). Does not trigger this table.Follow-Up Execution. One shot at a 2nd enemy in range (Adv); on a hit, Con save or Frightened for 1 round. Does not trigger this table.
10Opportunity. The DM grants a narrative advantage.Shot Storm. One shot each at 3 enemies within a 10 ft radius. Does not trigger this table.Death Rain. One shot each at everyone within a 10 ft radius; on the first hit, target makes a Dex save or has speed 0 for 1 round. Does not trigger this table.

A2 · RANGED — Critical Failure (d10)

d10Low AC (≤13)Medium AC (14–17)High AC (18+)
1Missed. Your next shot is at Disadvantage.Bow/Trigger Jammed. Spend a bonus action to clear your next shot.Broken String/Wire. Weapon unusable for 1 shot (bonus action to fix).
2Ricochet. The nearest ally takes ½ damage (direction set by the DM).Wrong Target. A random ally in range takes ½ damage.Ricochet + Pass-Through. An ally in range takes full damage.
3Dropped Ammo. Lose 1 piece of ammunition (on the ground).Depletion. Lose 1d4 pieces of ammunition (scattered on the ground).Quiver Spilled. All ready ammunition scatters 5 ft (gathering it takes an action).
4Clumsiness. Cosmetic — no mechanical effect.Line of Fire Closed. No line to this target until your next turn (new position needed).Jam. Weapon at –1 (until short rest/repair).
5Missed Your Footing. The DM decides your deviation into the nearest square.Exposed. If you were hidden, your stealth breaks; if not, the enemy gets Advantage for 1 round.Position Revealed. Enemy gets Advantage for 1 round + nearest enemy can close 5 ft (reaction).
6Slippery Grip. Your next shot's damage die is at –2 (min 1).Read the Wind. Your next save is at Disadvantage.Wrist Strained. Dex/shooting checks at Disadvantage for 1 minute (cleared by a short rest).
7Tired Finger. If you have an extra shot this turn, one is cancelled.Range Miscalculated. For the rest of this turn you can only shoot at short range.Heavy Opening. The target + one ally attack you with Advantage for 1 round.
8Shaky Hand. Your next shot has +0 modifier (your ability mod doesn't count).Lost Momentum. You can't move this turn (the remainder of it).Vulnerable. Take +1 extra damage die on your next hit taken.
9Confusion. No effect, turn flow disrupted (narrative).Bad Aim. You can't score a margin critical this turn.Panic Shot. Forced half-speed retreat (can provoke an opportunity attack).
10Swallowed Roll. Reroll the die normally (not a critical).Empty Quiver. Out of ammunition — reloading takes 1 action (or skip it).Catastrophe. DM applies a severe narrative result (bow broke, enemy took cover, ammo got wet, etc.).

Spell Attack — Two-axis severity: AC band × Spell level

For spell attacks, the severity of the result comes from two things:

  1. AC band → determines which row you read (Low/Medium/High column).
  2. Spell level → determines how hard that row hits (the multiplier below).

Base it on the slot level used (including upcast). Cantrip counts as 0. If a row mentions "damage die," "duration," "radius," or "save DC," apply the level coefficient. Fixed conditions (Prone, Grappled, Frightened) are not affected by the coefficient — but their durations extend by 1 round at Tier 3. Note: This Tier multiplier is only for enlarging the numeric effects of the success table. Failure-side backlash damage uses a separate system (slot × dice; see the Backlash Rule) and the Tier multiplier does not apply there.

Level TierSlotScaling effect
Tier 0CantripBase value. Row applies as-is.
Tier 1Levels 1–2Damage/radius ×1.5 (round up). Save DC +1.
Tier 2Levels 3–5Damage/radius ×2. Save DC +2. Duration-based effects +1 round.
Tier 3Level 6+Damage/radius ×3. Save DC +3. Duration-based effects +2 rounds. Fixed conditions +1 round.

Example: Fire Bolt (cantrip) with row 4 "1 damage die of Piercing" → 1 die. The same row with a 3rd-level Scorching Ray → ×2 = 2 dice. A 7th-level upcast → ×3 = 3 dice. This way a high-level spell's critical hits with the weight it deserves, and cantrip spam doesn't break the system.

A3 · SPELL ATTACK — Critical Success (d10)

Identity: spell leakage, school coloring, arcane precision. Effects are narratively colored by the spell's school (fire → scorching, necromancy → decay, radiant → blinding brilliance), the mechanic stays fixed. Numeric values scale with the level tier above.

d10Low AC (≤13)Medium AC (14–17)High AC (18+)
1Focus. +2 damage.Weak Point. +1 damage die.Pierced Resistance. One of the target's resistances is ignored on this hit.
2Brand. Your next spell attack against the target gets +2.Arcane Brand. Spells against this target get +2 until its next turn.Breaking Point. Spells against this target have Advantage until its next turn.
3Spark. Target glows with light for 1 round (can't hide, narrative).Leak. A 2nd enemy within 5 ft of the target takes 1d6 damage of the same type.Echo. Every enemy within 10 ft of the target takes 1 damage die of the same type.
4Searing Mark. Target takes 1d4 of the same type at the start of its next turn (stopped by an action).Lingering Effect. 1 damage die of the same type at the start of its next turn (stopped by an action).Deep Mark. 2 damage dice of the same type at the start of its next turn (stopped by an action).
5Economy. If it's a cantrip, your next cantrip gets +2 damage.Focus. If you have a concentration spell, your next Con save has Advantage.Piercing Focus. If you have a concentration spell, it's automatically maintained for 1 round (no save required).
6Arcane Reflex. An ally's next spell attack gets +1.Second Ray. One extra spell attack from the same spell, at the same target (Adv). Does not trigger this table.Split Ray. One extra spell attack at a different target (Adv). Does not trigger this table.
7Disruptor. The target's next save is at Disadvantage (1 round).Jarring Energy. Con save — on a failure, the target attacks with Disadvantage on its next turn.Paralyzing Touch. The target's speed is 0 on its next turn (Str/Dex save, DM picks based on type).
8Penetration. Ignore half cover (this spell).Cover Burn. Ignore half/three-quarters cover + normal damage.Maximum Critical. Don't roll critical damage dice — take the maximum.
9Sorcerous Breath. Gain 1d4 temporary HP.Chain. A 2nd enemy within 15 ft of the target takes half damage (no save). Does not trigger this table.Chain + Break. 2nd enemy takes half damage + Wis save or Frightened for 1 round. Does not trigger this table.
10Opportunity. The DM grants a narrative arcane advantage.Blast. 10 ft radius at the target; everyone makes a Dex save, half a damage die of damage. Does not trigger this table.Devastating Blast. 15 ft radius; Dex save, 1 damage die of damage + survivors are at Disadvantage for 1 round. Does not trigger this table.

A3 · SPELL ATTACK — Critical Failure (d10)

Backlash and leakage damage depend on the slot level (Backlash Rule below): detonating a high-level spell does bigger harm to your surroundings, but the Safety Floor protects you on the first mistake.

Backlash Rule — the spell's shape is preserved. If a row says "backlashes / goes wrong / scatters," preserve the spell's original shape:

  • Single-target spell (Fire Bolt, Scorching Ray, Inflict Wounds…): the spell goes to a random ally (or another creature in range) and applies its damage there as a single target. A normal spell attack roll is made against the new "target" — if you miss, the backlash fizzles.
  • Area spell (Fireball, Burning Hands…): the spell shifts 5 × 1d4 ft in a random direction from the targeted point (roll 1d8 for direction) and detonates with its normal area at that new point. Everyone in the area — ally, enemy, you included — makes the spell's own Dex save; those who succeed take half damage (standard AoE safety net).

Backlash damage — depends on slot level, independent of the spell's own damage. Don't use the spell's full damage as a reference — use the small die window below instead. Why: spell damage is scaled to fell an enemy; applied to the caster's thin HP pool it becomes lethal. Slot level (including upcast; cantrip = 0, doesn't backlash) automatically scales the damage:

SeverityFormulaExample: Fireball (lv3)Example: Disintegrate (lv6)
Lightslot × 1d63d6 (~10)6d6 (~21)
Mediumslot × 1d103d10 (~16)6d10 (~33)
Heavyslot × 2d6 + row's extra effect6d6 (~21)12d6 (~42)

Safety Floor — the first mistake in combat is forgiven. On the first critical spell failure within a combat, backlash damage cannot drop you below this threshold:

Floor = (Max HP ÷ 4) + Con modifier

  • If you're above the threshold, the damage drops you to the floor at most (not below it).
  • If you're already below the threshold, the backlash deals no HP loss at all (0 damage). So the first failure never kills.
  • On subsequent failures in the same combat there is no floor — backlash hits full force, death is possible. (Repeated mistakes aren't forgiven.)

Cantrips don't backlash (slot 0). Save-based pure AoE spells (those without an attack roll) don't fall under A3 — they go into Section F.

d10Low AC (≤13)Medium AC (14–17)High AC (18+)
1Dim Spell. Your next spell attack is at Disadvantage.Unstable Flow. Con save (10) for your next spell or spend a bonus action (stabilize).Backflow. You take 1 damage die of your spell's type.
2Bounce. Spell backlashes: Light severity (shape preserved — see Backlash Rule).Wrong Channel. Spell backlashes: Medium severity (shape preserved).Backlash. Spell backlashes: Heavy severity — if single-target, an ally + they also get a 1-round condition based on the spell type (fire→Disadvantage / cold→half speed / necrotic→max HP drops); if area, it detonates centered on you.
3Dissipation. If it's a cantrip, your next cantrip's damage die is –2 (min 1).Stray Energy. Leak: the nearest creature within 5 ft of you (ally or enemy) takes slot × 1d4 damage of the spell's type.Area Leak. Leak: everyone within 5 ft of you takes slot × 1d4 damage of the spell's type (the Safety Floor also applies to this row).
4Clumsiness. Cosmetic — no mechanical effect.Focus Shaken. If you have a concentration spell, make a Con save (10) immediately.Focus Broken. If you have a concentration spell, concentration breaks.
5Missed Your Footing. The spell deviates to the nearest square (DM).Exposed. If you were hidden, it breaks; if not, the enemy gets Advantage for 1 round.Arcane Trace. Enemy gets Advantage for 1 round + nearest enemy can close 5 ft (reaction).
6Shaky Channel. Your next spell attack's damage die is at –2 (min 1).Muddled Mind. Your next save is at Disadvantage.Headache. Int/Wis/Cha checks at Disadvantage for 1 minute (cleared by a short rest).
7Tired Mind. If you have an extra spell attack this turn, one is cancelled.Broken Line. No spell line to this target until your next turn (new position needed).Heavy Opening. The target + one ally attack you with Advantage for 1 round.
8Stuttered Incantation. Your next spell attack doesn't count your ability modifier.Lost Momentum. You can't move this turn (the remainder of it).Vulnerable. Take +1 extra damage die on your next hit taken.
9Confusion. No effect, flow disrupted (narrative).Bad Targeting. You can't score a margin critical this turn.Backfire Push. Forced half-speed retreat (can provoke an opportunity attack).
10Swallowed Roll. Reroll the die normally (not a critical).Wasted Flow. If not a cantrip: the spell has no effect but the slot is not consumed (retry).Catastrophe. DM applies a severe narrative result (wild magic surge, slot burns, area hazard appears, etc.).

Section B — Physical Saving Throw

You are the one who rolls the save; the trigger reverses. Critical success = escaping a threat cleanly; critical failure = getting badly caught by a threat. Here, the difficulty band is the attacker's/threat's save DC — the higher the DC, the harder the same roll hits.

Difficulty band (save DC): Low ≤ 13 · Medium 14–17 · High 18+

B1 · STRENGTH SAVE — Critical Success (d10)

Identity: holding, pushing, crushing, toppling, dragging, throwing. Grapple/Shove/Restrained/physical force threats.

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Solid Stance. You fended off the effect, held your position.Unshakable. Effect cancelled + Advantage on the next Str/Athletics contest against you this turn.Rock Solid. Effect cancelled + push the source back 5 ft (they make a Str save).
2Balance. You didn't fall Prone, you stayed upright.Counterforce. You broke the effect + free 5 ft to close on the source.Steamrolled. Effect cancelled + force the source Prone (Str save).
3Slip Free. You escaped a Grapple/Restrained attempt.Reversal. You grappled whoever tried to grapple you (start a Grapple, if you want).Toss. Throw the source back 10 ft (Str save, half on a success).
4Strong Arm. Your next melee attack gets +2 damage.Momentum. Your next movement gets +10 ft.Devastating Power. Your next melee attack has Advantage + a push effect.
5Resistance. Take half damage from this effect.Full Resistance. Take no damage from this effect.Reflection. Take no damage from the effect + reflect half of it to the source.
6Steady Footing. Difficult terrain doesn't slow you (1 round).Unmovable. For 1 round you can't be forcibly moved.Anchor. For 1 round you and 1 adjacent ally can't be forcibly moved.
7Catch. You caught a falling object/ally (narrative).Grip. Prevent an ally from going Prone from this effect (within 5 ft).Shield Wall. Allies within 5 ft have Advantage on saves against this effect.
8Breath. Your next save gets +1.Second Wind. Gain 1d6 temporary HP.Victory Cry. You and allies within 5 ft gain 1d6 temporary HP.
9Show of Force. A nearby enemy is intimidated by you for 1 round (narrative).Suppression. An enemy makes a Str save or can't approach you on its next turn.Dominance. An enemy makes a Wis save or is Frightened for 1 round.
10Luck. The DM grants a narrative physical advantage.Superior Force. Effect cancelled + one extra Str-based action (Shove/Grapple) free this turn.Heroism. Effect cancelled + Str saves/checks/attacks have Advantage until the end of your next turn.

B1 · STRENGTH SAVE — Critical Failure (d10)

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Stumbled. On top of the effect, you're dragged 5 ft in an unwanted direction.Toppled. Effect + Prone.Slammed Down. Effect + Prone + your movement is halved on your next turn.
2Weak Grip. An item in your hand is jostled (risk of dropping, DM).Dropped It. You dropped an item in your hand.Flung. You're hurled 10 ft in an unwanted direction (1d6 damage if there's an obstacle in the way).
3Caught. If a Grapple/Restrain attempt succeeded, it lasts +1 round.Tight Grip. You're Grappled (escape DC = the threat's).Crushed. You're Restrained (if there's a source; otherwise Prone + speed 0, 1 round).
4Strain. Your next Str check/save is at Disadvantage.Muscle Cramp. No bonus action on your next turn.Injury. Str-based checks/attacks at Disadvantage for 1 minute (cleared by a short rest).
5Winded. Your movement is –10 ft on your next turn.Depletion. 1 level of Exhaustion (if this effect is physical; otherwise speed 0 instead).Fatigue. 1 level of Exhaustion.
6Opening Given. The nearest enemy can make an opportunity attack against you.Off Balance. Enemy gets Advantage for 1 round.Heavy Opening. Enemy + one ally get Advantage against you for 1 round.
7Faltering. Your next attack is at Disadvantage.Lost Control. Involuntary 5 ft toward the nearest hazard/enemy.Dragged. The source pulls you 10 ft in whichever direction it wants.
8Labored Breathing. Your next save is at –1.Cramp. Your next turn is half movement + you can't Dash.Moment of Paralysis. Lose either your action or your bonus action on your next turn (DM's choice).
9Clumsiness. Cosmetic — no mechanical effect.Bad Fall. Prone + standing up uses your whole movement this turn.Injured. Your speed is halved for 1 minute (cleared by a short rest).
10Retry. Reroll the save normally (not a critical).Double Blow. Effect + Disadvantage on the save against the source's next effect.Catastrophe. DM severe result (limb caught, slipped toward a cliff, heavy object fell on you, etc.).

B2 · DEXTERITY SAVE — Critical Success (d10)

Identity: dodging an area effect, reflex, leap, evading traps, falling hazards. Fireball/trap/avalanche/explosion threats.

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Sidestep. You fended off the effect.Graceful Escape. Effect cancelled + free 5 ft reposition.Like a Shadow. Effect cancelled + free 10 ft, doesn't provoke opportunity attacks.
2Zeroed Out Half Damage. Take no damage at all where a save would only halve it.Full Escape. Take no damage from the area effect.Flawless Escape. Take no damage + pull 1 adjacent ally out of the area too (5 ft).
3Balance. No Prone/knockback, you stayed upright.Cat's Reflexes. Your next Dex save this turn has Advantage.Foresight. AC +2 against the next enemy attack (1 round).
4Agility. Your next movement gets +10 ft.Flow. Your next turn's Disengage is free.Wind Step. For 1 round your movement doesn't provoke opportunity attacks.
5Opportunity Shot. If you have a ranged weapon, take a free shot at an enemy (Adv).Counter Reflex. An enemy's next attack is at Disadvantage.Reflection. You used the area hazard to push an enemy (Dex save or 5 ft).
6Leap. Difficult terrain doesn't affect you for 1 round.Wall Run. Normal movement on vertical/difficult surfaces this turn.Shadow Step. Teleport 15 ft if you have line of sight (once, this turn).
7Shelter. Give 1 ally within 5 ft cover from the area damage (half).Shared Reflex. An ally shares your save (they also get Advantage).Collective Escape. Allies within 5 ft have Advantage on saves against this area effect.
8Recovery. Your next save gets +1.Adrenaline. Gain 1d6 temporary HP + Advantage on your next Initiative.Time Sense. Gain an extra reaction on your next turn.
9Showmanship. A nearby enemy hesitates for 1 round (narrative).Stagger. Nearby enemy makes a Dex save or has no reactions for 1 round.Dizziness. An enemy makes a Con save or has Disadvantage on attacks for 1 round.
10Luck. The DM grants a narrative agility advantage.Flawless Maneuver. Effect cancelled + free Dash or Disengage.Ballerina. Effect cancelled + Dex saves/checks/attacks have Advantage until the end of your next turn.

B2 · DEXTERITY SAVE — Critical Failure (d10)

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Stumbled. Effect + your movement is halved this turn.Direct Hit. Damage that would be halved by a save comes in full instead.Direct Hit + Fall. Full damage + Prone.
2Staggered. You're thrown 5 ft in an unwanted direction.Prone. Effect + you fall to the ground.Flung. Thrown 10 ft + 1d6 damage if there's an obstacle in the way + Prone.
3Slow Reflex. No reaction on your next turn.Frozen Up. No reaction + bonus action until your next turn.Shock. Not Incapacitated for 1 round but loses an action (only movement + bonus remain).
4Sluggishness. Your next Dex check/save is at Disadvantage.Sprained Wrist. Your next attack is at Disadvantage + movement –10 ft.Impairment. Your speed is halved for 1 minute (cleared by a short rest).
5Exposed. Enemy gets Advantage for 1 round.Caught In It. You're close to the hazard's center: a nearby ally also takes half.Chain Reaction. Allies within 5 ft of you also take half damage from this effect.
6Lost Balance. Your next turn's terrain acts like Difficult terrain.Trap Triggered. If there's a hidden hazard nearby, it's triggered (DM).Chain Reaction. Effect + a secondary hazard in the area (collapse/spreading flame, DM).
7Slip. Involuntary 5 ft toward the nearest hazard.Toward the Cliff. If a fall hazard is nearby, you're dragged to the edge (Str save or fall).Free Fall. If you're up high, risk of falling (Dex save or 1d6/1.5m).
8Winded. Your next save is at –1.Panic Step. Involuntary 10 ft away from the nearest enemy (can provoke an opportunity attack).Out of Control. The DM determines your next turn's movement (may be toward a hazard).
9Clumsiness. Cosmetic — no mechanical effect.Dropped It. You drop an item in your hand (5 ft away).Scattered. Your ready items (ammunition/potions) scatter (gathering takes an action).
10Retry. Reroll the save normally (not a critical).Double Opening. Effect + Disadvantage on the save against the source's next effect.Catastrophe. DM severe result (trap chain, fall, spreading fire, etc.).

B3 · CONSTITUTION SAVE — Critical Success (d10)

Identity: poison, disease, exhaustion, energy drain, breath/endurance, concentration. Poison/disease/necrotic/exhaustion threats.

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Endurance. You shrugged the effect off.Iron Body. Effect cancelled + Advantage on your next Con save this turn.Moment of Immunity. Effect cancelled + Advantage on saves against the same type of effect for 1 minute.
2Poison Resistance. The duration of the poison/disease effect is halved.Cleansing. End 1 Poisoned/disease effect on you.Full Cleansing. Clear all Poisoned effects on you + 1 level of Exhaustion.
3Solid Breath. Immune to suffocation/breath effects for 1 round.Second Wind. Gain 1d8 temporary HP.Life Force. Gain 2d8 temporary HP + Advantage on Con saves/checks for 1 round.
4Focus. If you have concentration, it's protected against this effect.Unshakable Focus. Your concentration spell is automatically maintained for 1 round.Absolute Focus. Concentration + your next Con save is automatically successful.
5Resistance. Take half damage from this effect.Full Resistance. Take no damage from this effect.Absorb. Take no damage + gain temporary HP equal to half the damage you would have taken.
6Recovery. Your next save gets +1.Vitality. If you have 1 level of Exhaustion, reduce it.Renewal. Reduce 1 Exhaustion + end 1 poison/disease effect.
7Metabolism. A potion's effect lasts 1 round longer (narrative).Shared Immunity. 1 ally within 5 ft has Advantage against the same effect.Aura. Allies within 5 ft have Advantage on saves against this effect.
8Patience. You showed no fatigue, morale stays high (narrative).Unshakable Will. Your next Wis save gets +2.Cheat Death. If you drop to 0 HP this turn, you stay at 1 HP instead (1/long rest).
9Radiant Health. You lifted a nearby ally's morale (narrative).Contagion Ward. Delay an ally's disease/poison save and grant Advantage.Life Bond. 1 ally within 5 ft stays at 1 HP if they drop to 0 (this turn).
10Luck. The DM grants a narrative endurance advantage.Superior Constitution. Effect cancelled + clear 1 Exhaustion.Undying Soul. Effect cancelled + immune to all negative Con-based effects for 1 minute.

B3 · CONSTITUTION SAVE — Critical Failure (d10)

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Nausea. Effect + attacks at Disadvantage on your next turn.Poisoned. Effect + Poisoned for 1 round.Heavy Poison. Effect + Poisoned (save to recover at the end of each turn, DC = the threat's).
2Shortness of Breath. Your next turn's movement is –10 ft.Depletion. 1 level of Exhaustion.Collapse. 2 levels of Exhaustion.
3Focus Shaken. If you have concentration, make a Con save (10) immediately.Focus Broken. Your concentration spell breaks.Mental Fog. Concentration breaks + your next spell's Con save is at Disadvantage.
4Weakness. Your next Con check/save is at Disadvantage.Exhausted Arm. Your next attack is at Disadvantage + no bonus action.Bodily Collapse. Str, Dex, Con checks at Disadvantage for 1 minute.
5Shivering. Your next save is at –1.Cramp. Either your next turn's action or movement is lost (DM's choice).Paralysis. Incapacitated for 1 round (no action/bonus/reaction, movement remains).
6Pallor. You visibly weaken; enemies notice it (narrative).Bleeding. 1d4 damage at the start of your next turn (stopped by an action).Internal Bleeding. 1d6 damage at the start of your next 2 turns (Medicine DC 12 or healing stops it).
7Nausea. No bonus action on your next turn.Weak Constitution. Healing effects give only half benefit for 1 round.Rejection. You gain no benefit from healing for 1 round.
8Fatigue. You can't Dash after your next move.Dizziness. Your next turn's attacks + Dex save are at Disadvantage.Poison Spread. Effect + 1 adjacent ally also makes a Con save (same DC) or suffers half the effect.
9Clumsiness. Cosmetic — no mechanical effect.Fever. Heat/cold sensitivity: act as if weak to that type for 1 round (you take +1 extra damage die).State of Shock. Frightened (of the source) until the start of your next turn.
10Retry. Reroll the save normally (not a critical).Double Poison. Effect + Disadvantage on the save against the source's next Con effect.Catastrophe. DM severe result (risk of unconsciousness, chronic illness, severe poisoning, etc.).

Section C — Mental Saving Throw

You are the one who rolls the save. Critical success = protecting your mind/self and gaining the upper hand; critical failure = your mind being seized, your will breaking. The difficulty band = the threat's save DC. In these tables the conditions are mostly mental (Frightened, Charmed, psychic damage, brief loss of control).

Difficulty band (save DC): Low ≤ 13 · Medium 14–17 · High 18+

C1 · INTELLIGENCE SAVE — Critical Success (d10)

Identity: seeing through illusions, resisting psychic attack, blocking mind-reading, defeating memory/knowledge manipulation. Mind Flayer, illusion, psychic threats.

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Clear Mind. You fended off the effect.Sharp Wit. Effect cancelled + Advantage on your next Int save this turn.Mental Fortress. Effect cancelled + Advantage on Int saves against the same source for 1 minute.
2Saw Through the Illusion. If it's an illusion, you knew it wasn't real.Decode. You cracked the illusion/deception + can tell an ally within 5 ft (they also get Advantage).Veil Torn. All illusions in the area are transparent to you (1 minute).
3Psychic Shield. Take half psychic damage.Mind Wall. Take no psychic damage.Reflection. Take no psychic damage + reflect half to the source (Int save, half on a success).
4Analysis. You learned a weakness/resistance of the source (DM).Tactical Reading. An ally's next attack against this enemy gets +2.Mind Reading. You sensed the source's next action: AC +2 + Advantage on saves against it for 1 round.
5Memory Ward. A memory/knowledge-theft attempt fails.Counter-Intrusion. Reverse the attempt: take a scrap of information from the source (DM).Mind Lash. Source makes an Int save or is Stunned for 1 round (if mental).
6Focus. Your concentration is protected against the psychic threat.Unshakable Logic. Concentration is automatically maintained for 1 round.Absolute Concentration. Concentration + your next mental save is automatically successful.
7Noticed It. You worked out a hidden danger/trap with your intellect (narrative).Warning. Warn an ally of an incoming mental effect (they get Advantage).Mind Web. Allies within 5 ft have Advantage on saves against this effect.
8Recovery. Your next save gets +1.Clarity. If you have Charmed/Frightened, end it immediately.Enlightenment. Clear all your mental conditions (Charmed/Frightened) + immune for 1 round.
9Insight. You read the enemy's intent (narrative advantage).Mental Pressure. An enemy makes an Int save or has Disadvantage on attacks for 1 round.Concussion. An enemy makes an Int save or is Incapacitated for 1 round (if mental).
10Luck. The DM grants a narrative intelligence advantage.Superior Intellect. Effect cancelled + also clear an ally's mental condition.Mind Master. Effect cancelled + Advantage on saves against all mental effects for 1 minute.

C1 · INTELLIGENCE SAVE — Critical Failure (d10)

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Confusion. Effect + your next Int check/save is at Disadvantage.Muddled Mind. Effect + Disadvantage on your spell/action choice for 1 round (DM applies the confusion).Stunned. Effect + Int save against Stunned for 1 round (DC = the threat's).
2Illusion. If it's an illusion, you believe it's real and act accordingly (1 round).Deep Illusion. You act as if fully convinced by the illusion (1 minute, or until you see proof).Loss of Reality. You can't tell what's real: 1 round of random targeting (DM).
3Psychic Sting. If it's psychic damage, it lands in full + your next turn starts with a headache (–1 to attacks).Mind Wound. Psychic damage full + your next save at Disadvantage.Brain Shock. Psychic damage full + no reaction + bonus action for 1 round.
4Distraction. No bonus action on your next turn.Concentration Cracked. If you have concentration, make a Con save (10).Concentration Broken. Concentration breaks + your next spell at Disadvantage.
5Information Leak. The source pulled a simple piece of information from you (DM).Memory Gap. You forgot a detail from the last turn (mechanically: one thing you prepared is cancelled).Mind Plunder. The source learns one of your secrets/plans + gets Advantage against you for 1 round.
6Confusion. Your next save is at –1.Miscalculation. The DM may nudge the target of your next attack/spell slightly.Logic Paralysis. You can't use your action on your next turn (only movement + bonus).
7Distracted. Your Passive Perception is –5 for 1 round.Deceived. You mistake an enemy for an ally (1 round, you won't attack them).Mental Enslavement. For 1 round you follow a simple mental command from the source (Charmed-like).
8Blurriness. Your next turn's spell targeting is at Disadvantage.Overload. Your next turn is either an action or a bonus action (not both).Mind Storm. Effect + 1 adjacent ally also takes 1d6 from the psychic leak.
9Clumsiness. Cosmetic — no mechanical effect.Muddled. Risk of picking the wrong spell/item on your next turn (DM).Moment of Madness. 1 round of brief madness (DM's Short-Term Madness table / narrative).
10Retry. Reroll the save normally (not a critical).Double Intrusion. Effect + Disadvantage on the save against the source's next mental effect.Catastrophe. DM severe result (lasting mental scar, memory loss, an open door into your mind for the source, etc.).

C2 · WISDOM SAVE — Critical Success (d10)

Identity: resisting fear/charm through will, sensing perceptual trickery, refusing mental domination. Fear, charm, domination, insight threats.

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Solid Will. You fended off the effect.Steel Will. Effect cancelled + Advantage on your next Wis save this turn.Unbreakable Soul. Effect cancelled + Advantage on Wis saves against the same source for 1 minute.
2Fearless. You didn't become Frightened, you stood tall.Courage. Immune to Frightened + allies within 5 ft get Advantage on their next Fear save.Aura of Courage. Allies within 5 ft have Advantage against Frightened for 1 minute.
3Break the Charm. You refused a Charmed attempt.Mental Clarity. End 1 Charmed/Frightened condition on you.Storm of Will. Clear all Charmed/Frightened + immune for 1 round.
4Intuition. You sensed the source's lie/intent (narrative).Reading. You sensed an enemy's next move: AC +2 against it for 1 round.Moment of Prophecy. Until your next turn you can cancel and redirect one enemy attack (reaction).
5Psychic Resistance. Take half psychic/mental damage.Mind Shield. Take no psychic damage.Reflection of Will. Take no psychic damage + source makes a Wis save or is Frightened for 1 round.
6Focus. Your concentration is protected.Unshakable Focus. Concentration is automatically maintained for 1 round.Absolute Focus. Concentration + your next Wis save is automatically successful.
7Vigilance. You sensed a hidden/invisible danger (DM).Protector. Turn an ally's Charm/Fear save into Advantage.Bond of Will. Allies within 5 ft have Advantage on saves against this effect.
8Recovery. Your next save gets +1.Calm. Gain 1d8 temporary HP + your next save has Advantage.Brightness. Clear all mental conditions + gain 2d8 temporary HP.
9Authority. A nearby enemy hesitates before your will (narrative).Suppression. An enemy makes a Wis save or is Frightened (of you) for 1 round.Spiritual Dominance. An enemy makes a Wis save or tries to flee from you for 1 round (Frightened + retreats).
10Luck. The DM grants a narrative will advantage.Superior Will. Effect cancelled + also clear an ally's mental condition.Soul Master. Effect cancelled + Advantage on saves against all Charm/Fear effects for 1 minute.

C2 · WISDOM SAVE — Critical Failure (d10)

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Shudder. Effect + attacks at Disadvantage on your next turn (unease).Fear. Effect + Frightened for 1 round (of the source).Terror. Effect + Frightened (save at the end of each turn, DC = the threat's) + must flee on the first turn.
2Mental Crack. If it's a Charm, you look at the source with suspicion for 1 round (can't attack them).Charmed. 1 round Charmed (can't attack the source, they get Advantage against you).Submission. Charmed (1 minute or until harmed) — susceptible to the source's verbal direction.
3Hesitation. No reaction on your next turn.Loss of Will. Your next turn is either an action or a bonus action (not both).Yielding. For 1 round you follow a simple command from the source (Dominated-like, a harmful order still triggers a save).
4Scattered Mind. Your next Wis check/save is at Disadvantage.Panic. Your next turn's movement is away from the nearest enemy (involuntary).Flight Instinct. All of your next turn's movement is away from the source + forced Dash.
5Psychic Sting. If it's psychic damage, it lands in full.Mind Wound. Psychic damage full + your next save at Disadvantage.Soul Shock. Psychic damage full + no reaction + bonus action for 1 round.
6Focus Shaken. If you have concentration, make a Con save (10).Focus Broken. Concentration breaks.Mind Break. Concentration breaks + your next spell at Disadvantage.
7Doubt. Passive Insight/Perception is –5 for 1 round.Delusion. You mistake an enemy for an ally / an ally for an enemy (1 round, DM).Reality Shock. For 1 round you don't know who to trust: targeting is handed to the DM.
8Morale Drop. Your next save is at –1.Despair. Healing gives only half benefit for 1 round (demoralized).Collapse. For 1 round you can't attack (only movement/defense), mental paralysis.
9Clumsiness. Cosmetic — no mechanical effect.Hallucination. You see a threat that isn't there: you go on the defensive against it for 1 round (DM).Brief Madness. 1 round of Short-Term Madness (DM's table / narrative).
10Retry. Reroll the save normally (not a critical).Double Break. Effect + Disadvantage on the save against the source's next mental effect.Catastrophe. DM severe result (lasting phobia, spiritual bond to the source, extended Frightened, etc.).

C3 · CHARISMA SAVE — Critical Success (d10)

Identity: protecting your self/soul, resisting possession, refusing planar banishment, defeating identity/soul manipulation. Banishment, possession, soul draining, identity threats.

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Solid Self. You fended off the effect.Steel Soul. Effect cancelled + Advantage on your next Cha save this turn.Unbreakable Identity. Effect cancelled + Advantage on Cha saves against the same source for 1 minute.
2Banishment Resistance. You refused a Banishment/teleportation attempt.Anchored Soul. Immune to Banishment + an ally within 5 ft also gets Advantage on their next save.Dimensional Anchor. For 1 minute you and allies within 5 ft have Advantage against teleportation/banishment.
3Possession Refusal. You broke a possession attempt.Soul Wall. Break the possession/control effect + source can't use that ability for 1 round.Soul Counterstrike. Source makes a Cha save or is Stunned for 1 round (spiritual backlash).
4Necrotic Resistance. Take half necrotic/soul-draining damage.Soul Shield. Take no necrotic/soul damage.Soul Drain Reversed. Take no necrotic damage + recover lost max HP, if any.
5Charismatic Stance. You made the source pause for a moment (narrative).Compelling Will. An enemy makes a Cha save or can't attack you for 1 round.Spiritual Authority. An enemy makes a Cha save or is open to your command for 1 round (a simple order).
6Focus. Your concentration is protected.Unshakable Self. Concentration is automatically maintained for 1 round.Absolute Self. Concentration + your next Cha save is automatically successful.
7Soul Sense. You sensed an invisible spiritual/planar entity (DM).Shared Soul Shield. Turn an ally's possession/banishment save into Advantage.Soul Bond. Allies within 5 ft have Advantage on saves against this effect.
8Recovery. Your next save gets +1.Living Soul. Gain 1d8 temporary HP + your next Cha save has Advantage.Radiant Self. Clear all spiritual/mental conditions + gain 2d8 temporary HP.
9Magnetism. A nearby enemy is affected by your presence (narrative).Spiritual Pressure. An enemy makes a Cha save or has Disadvantage on attacks for 1 round.Soul Dominance. An enemy makes a Cha save or is Frightened + can't approach you for 1 round.
10Luck. The DM grants a narrative charisma/soul advantage.Superior Self. Effect cancelled + also clear an ally's spiritual condition.Soul Master. Effect cancelled + Advantage against all possession/banishment/soul effects for 1 minute.

C3 · CHARISMA SAVE — Critical Failure (d10)

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Self Shaken. Effect + your next Cha check/save is at Disadvantage.Soul Crack. Effect + Disadvantage on your spell/action choice for 1 round.Identity Blur. Effect + for 1 round you're not sure who you are (attacks at Disadvantage).
2Slippage. If a Banishment/teleportation attempt succeeded, it lasts +1 round.Half Banished. Partially phasing out: for 1 round your attacks and attacks against you are at Disadvantage (semi-invisible).Banished. If Banishment succeeded, your resistance saves are at Disadvantage for 1 minute (harder to return).
3Control Opening. Your next save against a possession attempt is at Disadvantage.Partial Takeover. For 1 round you follow one simple command from the source (Charmed-like).Possession Gateway. The source tries to possess you with Advantage for 1 round (save each round).
4Pale Soul. No bonus action on your next turn.Soul Fatigue. If necrotic/soul-based, your max HP drops by one damage die for 1 round.Soul Erosion. If your max HP drops from this effect, it doesn't return until a long rest.
5Dim Aura. Charisma/social checks at Disadvantage for 1 round.Cracked Self. Cha-based spell DCs/attacks are –2 on your next turn.Loss of Self. Cha checks/saves/spell DC –2 for 1 minute (cleared by a short rest).
6Focus Shaken. If you have concentration, make a Con save (10).Focus Broken. Concentration breaks.Soul Break. Concentration breaks + your next spell at Disadvantage.
7Unease. Your next save is at –1.Spiritual Leak. An ally also draws the possession source's attention (DM).Soul Storm. Effect + adjacent ally also makes a Cha save (same DC) or suffers half effect.
8Indecision. Your next turn is either an action or movement (DM's choice).Weak Will. Your next Charm/Fear save is at Disadvantage.Spiritual Paralysis. Incapacitated for 1 round (no action+bonus+reaction).
9Clumsiness. Cosmetic — no mechanical effect.Identity Confusion. For 1 round you think you're someone else (DM narrative + attacks at Disadvantage).Soul Echo. A past trauma/spiritual scar resurfaces: Frightened for 1 round (sourceless, internal).
10Retry. Reroll the save normally (not a critical).Double Banishment. Effect + Disadvantage on the save against the source's next spiritual effect.Catastrophe. DM severe result (lasting spiritual scar, open door to possession, risk of planar banishment, etc.).

Section D — Social

In social actions, failure must never negate the character's competence. A master orator doesn't suddenly speak like a mediocre one; an event overshadows, interrupts, or shifts their focus. So social failure comes from two layers:

  • External Interruption — The action was good, but an event undercut it: a fight breaks out, someone more famous steps onto the scene, a guard bursts in, a messenger distracts, noise drowns it out. The character doesn't look incompetent, the situation turns against them.
  • Self-Error — You really messed up: the wrong word, a joke that lands wrong, a cultural faux pas, a caught lie, a cracking voice. Rare but present — because sometimes funny/human moments are needed too.

Two social families — interruption rate difference

FamilyActionsFailure distributionLogic
PerformativePersuasion (oratory), stage performance, showmanship, ceremony, inspiring others~70% External / ~30% Self-ErrorThe character is good at this; failure mostly comes from an external factor.
TacticalDeception (bluff/lying), Intimidation (threats), bargaining~70% Self-Error / ~30% ExternalFailure comes more from your own move: the lie is seen through, the bluff is caught, the threat backfires.

Below, every failure row is tagged [External] or [Self]. The success side is blended: some rows are your skill shining, some are the situation turning in your favor.

Difficulty band (social DC / target's attitude): Low ≤ 13 (friendly/easy) · Medium 14–17 (indifferent/cautious) · High 18+ (hostile/high risk)

D1 · PERSUASION — Critical Success (d10)

Performative family. Identity: persuasion, oratory, inspiration, reconciliation, stage/ceremonial performance, diplomatic gain.

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Heartfelt Words. The target is persuaded + warms to you.Winning Hearts. Persuaded + the target's attitude improves one step (e.g. hostile→indifferent).Won Every Heart. Persuaded + the target and the listeners around them are also won over.
2[Blend] Perfect Timing. Just as you speak, something happens in your favor (news, a witness).[Blend] Wind at Your Back. An unexpected ally/witness backs your words.[Blend] Moment of Fate. A dramatic external event (a sign, timing) makes your words look prophetic.
3Inspiration. 1 ally within 5 ft gets +2 on their next social check.Assembly Effect. Bystanders in the area lean toward you (your next Persuasion has Advantage).Mass Inspiration. The whole audience is moved: they rally behind you as a group (narrative power).
4Trust. The target gives you a small secret/piece of information.Seed of Loyalty. The target is inclined to help you with a future request.Allegiance. The target promises a significant favor/alliance.
5Warmth. The mood softens; all subsequent social interactions become easier (1 scene).Reconciliation. You reconciled two parties / resolved a conflict with words.Peacemaking. You brought two hostile parties to the table (major narrative gain).
6Clear Message. You conveyed your intent flawlessly, no misunderstanding.Chain of Persuasion. Persuading one person also sways the others (domino effect).Legendary Moment. This performance/speech enters the retellings; lasting positive effect on your reputation.
7Charm. The target offers better terms in your next negotiation.Admiration. An NPC comes to admire you (future ally).Icon. The person you affected openly promises to defend/protect you.
8Morale. Your own group's morale rises (their next saves get +1, 1 scene).Enthusiasm. Your group is inspired: one gains 1 Inspiration/advantage (DM).Galvanization. Your group enters the next encounter with morale (narrative bonus).
9[Blend] Applause. The crowd reacts in your favor, the target feels the pressure.[Blend] Wave. The crowd's enthusiasm forces the target to be persuaded.[Blend] The Stage Is Yours. The scene is entirely under your control; no one can push back.
10Luck. The DM grants a narrative social advantage.Superior Oratory. Persuaded + get one more demand accepted.Written in History. Persuaded + this moment permanently turns the relationship/event in your favor.

D1 · PERSUASION — Critical Failure (d10) — ~70% External / ~30% Self

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1[External] Right in the middle of your speech, a fight/commotion breaks out, attention scatters — your message is lost.[External] An event breaks out in the area (a raid, an alarm); the subject changes, your gain is erased.[External] A critical interruption (an attack, a messenger) — the scene falls apart, the target leaves.
2[External] Something more interesting enters the scene; the target's attention slips.[External] Someone more famous/effective steps onto the scene, you're overshadowed (not a matter of skill, of competition).[External] An authority/rival cuts in and interrupts you; the initiative shifts to them.
3[External] The target is called away for something else; the persuasion is left half-done (hard to try again).[External] A third party interjects, planting doubt in the target.[External] A rival presents information that contradicts your words (you're caught off guard).
4[External] The setting is noisy/inappropriate; the message doesn't come through clearly (no effect).[External] Bad timing: the target just received bad news, they're closed off.[External] Cultural/political tension erupts, your words get twisted the wrong way.
5[External] A small mishap (something falls, someone interjects) breaks the moment.[External] An ally's blunder undercuts your effort (not your fault).[External] Another drama in the area draws all the attention; you become invisible.
6[External] The target says they're in a hurry; the opportunity slips away.[External] An unexpected witness changes the target's mind.[External] The target is preoccupied with a bigger threat/opportunity; you're not a priority.
7[External] Gossip/prejudice makes the target closed off to you from the start.[Self] You used the wrong example/name; a small loss of trust (next social check –2).[Self] You overdid it, came across as insincere; the target pulls back.
8[Self] Your words got tangled, you stumbled for a moment (cosmetic, mild embarrassment).[Self] You struck the wrong tone; the target's attitude worsens one step.[Self] You misread the topic; you hit a sensitive point, the target is offended.
9[Self] Clumsiness — cosmetic, no mechanical effect.[Self] You talked too much; the target got bored, your next attempt is at Disadvantage.[Self] Serious blunder: you openly offended the target; their attitude turns hostile.
10Retry. Reroll the check normally (not a critical).[External] Double-layered interruption: an event breaks it AND you make a small blunder.[External/Self] Catastrophe. DM severe result (scandal, relationship rupture, reputation damage, etc.).

D2 · DECEPTION — Critical Success (d10)

Tactical family. Identity: bluff, lying, disguise, distraction, false identity, gambling/deceit.

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Convincing Lie. The target swallowed it whole.Flawless Bluff. The lie held + the target makes an extra assumption that works in your favor.Legendary Bluff. The lie held + the target misleads others on your behalf.
2Cool-Headed. You didn't flinch at all; not a shred of suspicion from the target.Ice Cold. No suspicion + the target trusts you more now (next Deception has Advantage).Manipulation. The target thinks your fabrication is their own idea.
3Distraction. You did something (pilfering/hiding) without it being noticed.Masterful Redirection. You drew the target's attention where you wanted (ally gets advantage).Invisible Hand. You made the whole room look the wrong way (group advantage).
4False Identity. Your identity/role was accepted without question.Deep Cover. Your false identity was confirmed by an NPC (luck/setup).Perfect Mask. Your identity is so solid that it opens one more door/access.
5Half-Truth. You wove your lie into truth; impossible to disprove.Cross-Checked Fabrication. Even if the target checks your lie, it holds up.Flawless Web. Your lie is backed by evidence (fake but convincing traces).
6Bluff Held. Your bluff worked in a gamble/negotiation.Reverse Play. The target draws the wrong conclusion and gives you an advantage.Mental Chess. You steered the target into exactly the move you wanted.
7Abuse of Trust. You pried a piece of information/an item from the target.Inside Information. The target gives you a valuable secret (trusting your lie).Espionage. You learned the target's plan without them noticing.
8Escape Story. You lied your way out of a suspicious situation.Pinned It on Someone Else. You convincingly shifted a crime/suspicion onto someone else.Perfect Alibi. You fully cleared yourself + left a trail (someone else is now suspect).
9[Blend] Lucky Fabrication. An external detail happens to confirm your lie.[Blend] Timing. An unexpected event makes your lie look backed by evidence.[Blend] Curtain of Fate. The setting perfectly supports your lie (no one can question it).
10Luck. The DM grants a narrative deception advantage.Superior Deception. The lie held + get one more deception free.The Long Con. Your lie turns into a long-term advantage (a lasting fabrication).

D2 · DECEPTION — Critical Failure (d10) — ~70% Self / ~30% External

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1[Self] A micro-hesitation is caught; the target starts to doubt (next Deception –2).[Self] Your lie came out inconsistent; the target starts questioning you.[Self] The lie collapses: the target sees the truth, their attitude turns hostile.
2[Self] You forgot a detail; a small contradiction appears (a shred of suspicion).[Self] You over-explained; talking too much raised suspicion.[Self] You're caught: the target notices evidence that could prove the lie.
3[Self] You sweated/blushed; the target senses something off but can't prove it.[Self] Your disguise/role cracked; the target grows suspicious of your identity.[Self] Identity exposed: your false identity is unmasked (access closes).
4[Self] You gave the wrong name/place; the target has a slight suspicion.[Self] Cross-examination cornered you; your persuasiveness drops.[Self] You fell into a trap: the target tested you and confirmed your lie.
5[Self] Your bluff fell flat; the target wasn't much impressed (no effect).[Self] Your bluff was seen through; the target plays their cards accordingly (Disadvantage against you).[Self] The bluff collapsed: the other side seizes the upper hand (loss in the negotiation/gamble).
6[Self] A small contradiction — you can fix it later, but a trace remains.[Self] Loss of trust: the target questions your words from now on (1 scene).[Self] Reputation hit: the target makes others suspicious of you too.
7[Self] Clumsiness — cosmetic, no mechanical effect.[Self] You picked the wrong target; this person turned out especially resistant to deception.[Self] Moral line: your lie also put an ally in a tough spot.
8[External] A witness unwittingly says something that contradicts your lie.[External] Someone unexpected appears and unravels your story.[External] Evidence appears: an external event physically disproves your lie.
9[External] Bad timing: the target sees something right then that hints at the truth.[External] A rival deliberately exposes your bluff.[External] The situation turns: events expose your lie in front of everyone.
10Retry. Reroll the check normally (not a critical).[Self] Double failure: the lie doesn't hold and you leave a small trace.[Self/External] Catastrophe. DM severe result (identity fully collapses, blame lands on you, an enemy prevails, etc.).

D3 · INTIMIDATION — Critical Success (d10)

Tactical family. Identity: threats, coercion, pressure, establishing authority, scaring.

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Made Them Yield. The target backs down.Dominant Stance. The target yields + no longer resists your next request either.Absolute Dominance. The target + those around them are cowed too.
2Chilling Look. The target is visibly uneasy (Wis save or 1 round hesitant).Instilling Fear. The target is Frightened (of you) for 1 round — hesitant in the social context.Aura of Dread. All weak-willed nearby make a save against Frightened.
3Unbluffed Threat. They believed you're serious; they do what you asked.Convincing Power. The target overestimates your strength (assumes in your favor).Legendary Fear. Your reputation amplifies the fear; the target agrees without negotiating.
4Information Extraction. The target gave up a piece of information out of fear.Confession. Under pressure the target confesses a secret/crime.Full Disclosure. The target gives up their plan/accomplices.
5Backing Down. The target chooses to avoid a conflict.Surrender. The target offers an item/concession to placate the situation.On Their Knees. The target fully submits (a major concession).
6Authority. Others in the area approach you with respect/wariness too.Hierarchy. You're recognized as a group's leader (temporary).Reign of Fear. A group obeys you (narrative control).
7Deterrence. The target abandons a move they had planned.Cowed Rival. An enemy enters the next encounter hesitant (Disadvantage, 1 round).Paralyzing Fear. An enemy wastes its first turn hesitating (risk of losing its action).
8Reputation. Small boost to your "feared" reputation (future advantage).Making a Name. Word spreads; Advantage on future Intimidation against similar types.Legendary Reputation. Your reputation precedes you; many NPCs are wary from the start.
9[Blend] Setting Support. An external sign (thunder, shadows) amplifies your threat.[Blend] Show of Force. An unexpected event makes you look more dangerous.[Blend] Moment of Fate. The setting makes your threat look prophetic; the target freezes.
10Luck. The DM grants a narrative intimidation advantage.Superior Pressure. The target yields + accepts one more demand.Breaking Point. The target's will is permanently broken (long-term obedience/fear).

D3 · INTIMIDATION — Critical Failure (d10) — ~70% Self / ~30% External

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1[Self] Your threat fell flat; the target didn't take it seriously (no effect).[Self] Your bluff was seen through; the target shows they're not scared, the upper hand shifts to them.[Self] The threat backfired: the target gets angry and turns hostile (attitude turns hostile).
2[Self] Excessive harshness pushed the target on the defensive (they dug in).[Self] You went too far; the target finds you "dangerous" and rallies support.[Self] A line crossed: the target pushes back to defend their honor, no room to back down.
3[Self] You weren't convincing; your intimidation came off ridiculous (slight reputation loss).[Self] You misjudged the balance of power; the target is actually stronger/protected.[Self] Challenging authority: the power behind the target steps in (new enemy).
4[Self] Wrong target; this person is resistant to intimidation (no effect).[Self] Your threat had witnesses; others now see you as crude/a bully (social penalty).[Self] Scandal: your bullying gets around, your reputation is damaged (lasting mark).
5[Self] Your voice/stance wasn't dominant enough (no effect).[Self] The target hardened: your intimidation attempt made them stubborn, your next attempt is at Disadvantage.[Self] Outburst of rage: the target turns aggressive (risk of physical conflict).
6[Self] Small blunder — you recover, but the moment is lost.[Self] Lack of empathy: bystanders side with the target.[Self] Alliance breaker: even an ally is uncomfortable with your attitude.
7[Self] Clumsiness — cosmetic, no mechanical effect.[Self] Overkill: your threat is so exaggerated no one believes it (credibility loss).[Self] Moral collapse: the target becomes a sympathetic victim, gathers support.
8[External] An authority figure steps in and stops you.[External] An unexpected power appears behind the target; the balance shifts.[External] The situation turns: an event makes you look weak/in the wrong, the threat collapses.
9[External] Bad timing: the target receives encouraging news at that exact moment.[External] A rival/witness exposes your bluff.[External] The show of force backfires: an external event makes you look ridiculous.
10Retry. Reroll the check normally (not a critical).[Self] Double failure: the threat doesn't land + minor damage to your reputation.[Self/External] Catastrophe. DM severe result (a powerful new enemy, reputation collapse, physical conflict, etc.).

Section E — Skill Checks

Skill failure must also never negate the character's expertise (the lesson of Section D). Especially for Knowledge checks, failure must mean "couldn't recall / not sure / missing information," not "wrong information" — a knowledgeable character doesn't suddenly become ignorant, but they also can't know everything. In Physical and Perception checks, failure looks more like situational mishap and a missed/misleading detail.

Difficulty band (task DC): Low ≤ 13 (easy) · Medium 14–17 (demanding) · High 18+ (very hard/rare)

E1 · PHYSICAL SKILLS — Critical Success (d10)

Scope: Athletics, Acrobatics, Stealth, Sleight of Hand. Identity: climbing/jumping/swimming, balance/tumbling, hiding, sleight of hand/thieving.

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Clean Work. You did the task flawlessly.Grace. Task done + free 5 ft extra positioning/progress.Mastery. Task done + your next physical check has Advantage (flow).
2Speed. You finished the task in half the time (extra movement/time).Flow. Task done + free Dash/Disengage on your next turn.Parkour. You crossed rough terrain without slowing at all + opened the path for an ally.
3Silence. If it's Stealth, you left no trace at all; your position is fully hidden.Ghost. You hid + passed unnoticed by an enemy.Invisible. Your group can also pass through your hidden route (allies within 5 ft have Advantage).
4Grasp. You caught a falling ally/object.Save. You prevented an ally's fall/slip.Heroic Leap. You cleared a seemingly impossible distance (dramatic gain).
5Nimble Fingers. If it's Sleight of Hand, you took/planted it unnoticed.Master Fingers. You took it + the target won't notice the loss for a while.Invisible Hand. No one saw it even in a crowd + you pilfered one extra thing.
6Balance. You moved on rough terrain without ever stumbling.Tightrope Walker. Normal-speed movement on a thin/slippery surface.Defying Gravity. Short movement on a wall/ceiling (narrative/1 round).
7Positioning. You gained an advantageous position for your next attack.Flanking Master. You pinned an enemy (set up Advantage with an ally).High Ground. You reached an inaccessible position (enemies struggle to reach you).
8Efficiency. You conserved your energy; your next physical check gets +1.Second Wind. Gain 1d6 temporary HP (physical recovery).Peak Form. Your physical checks get +2 for the rest of this scene.
9Display. Your move is impressive; onlookers are impressed (narrative).Inspiration. An ally draws courage from your move (their next check +2).Legendary Feat. An athletic feat that will be retold (reputation/narrative gain).
10Luck. The DM grants a narrative physical advantage.Superior Performance. Task done + one extra physical action free.Perfection. Task done + physical checks/saves have Advantage until the end of your next turn.

E1 · PHYSICAL SKILLS — Critical Failure (d10)

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Mishap. The task is delayed; you spent extra time/movement.Rough Ground. The terrain/conditions are worse than expected; you made no progress this turn.Obstacle. An unexpected physical obstacle (a collapse, shifting ground) blocks the way.
2Noise. If Stealth, a small sound (a nearby enemy grows suspicious).Spotted. Stealth is broken; an enemy knows your general direction.Exposed. Your stealth is completely blown; the enemy(ies) know your exact position.
3Slippery Grip. If Sleight of Hand, the job is left half-done (you didn't get it).Given Away. If Sleight of Hand, the target senses something off (suspicion).Caught Red-Handed. If Sleight of Hand, you're caught (social/legal consequences).
4Loss of Balance. Your movement is halved this turn.Stumble. You fall Prone (no harm if the terrain isn't dangerous).Fall. If you're up high, risk of falling (Dex save or 1d6/1.5m) / if not, Prone + speed 0.
5Fatigue. Your next physical check is at Disadvantage.Strain. No bonus action on your next turn (out of breath).Muscle Strain. Physical checks at Disadvantage for 1 minute (cleared by a short rest).
6Snag. Your gear/clothing gets caught on something (1 round to free yourself).Wedged. You get stuck in a tight passage/obstacle; freeing yourself takes an action.Trapped. Restrained-like (freeing yourself needs Athletics/Acrobatics DC = the task's).
7Opening Given. The nearest enemy can make an opportunity attack.Vulnerable Moment. Enemy gets Advantage for 1 round.Heavy Opening. Enemy + ally get Advantage against you for 1 round.
8Minor Harm. Scrape/strain: 1d4 damage.Collision. You slam into something: 1d6 damage + your next move –10 ft.Bad Fall/Collision. 2d6 damage (DM adjusts based on the hazard).
9Clumsiness. Cosmetic — no mechanical effect.Equipment Trouble. Your tool/rope got damaged (–1 or 1 use lost).Lost Equipment. A tool/item dropped somewhere unreachable (into a chasm, water, etc.).
10Retry. Reroll the check normally (not a critical).Double Mishap. The task fails and there's a small delay/noise.Catastrophe. DM severe result (serious fall, trap triggered, exposure to a hazard, etc.).

E2 · KNOWLEDGE SKILLS — Critical Success (d10)

Scope: Arcana, History, Nature, Religion, Investigation. Identity: recalling knowledge, deduction, analysis, tracking/investigation. No "wrong information" on failure — only incomplete/uncertain.

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Clear Answer. You fully recalled the answer you were seeking.Deep Knowledge. The answer + a related extra clue/connection.Expert View. The answer + a rare/hidden aspect of the subject.
2Connection. You combined two pieces of information into a new inference.Synthesis. You combined multiple clues to see the whole picture.Oracular Mind. An accurate prediction of the future based on the data at hand (the DM gives a hint).
3Weakness Spotted. You learned a resistance/weakness of an enemy/creature.Full Analysis. You learned 2 of the creature's traits (resistance, weakness, ability).Encyclopedic. A critical tactical detail from the creature's stat block (DM shares it).
4Reading a Clue. If Investigation, you found a clue.Following the Trail. Clue + you worked out where it leads.Detective. You put together all the clues and solved it.
5Quick Recall. You recalled the information instantly (saved time).Practical Application. You immediately turned the knowledge into use (next related check +2).Moment of Mastery. Your knowledge fully solves a puzzle/obstacle.
6Teaching. You passed the knowledge on to an ally (they benefit too).Group Knowledge. Your team has Advantage on this subject for 1 scene.Enlightenment. You solved a great mystery for the group (narrative progress).
7Source Memory. You also recalled where this knowledge could be learned.Expert Network. You remembered an NPC/resource who could help with this.Lost Knowledge. You recalled a long-forgotten secret (rare advantage).
8Confidence. Your knowledge is solid; your next Knowledge check gets +1.Authority. You're recognized as an expert in this area (social advantage).Sage's Reputation. Your knowledge becomes known; NPCs consult you on related matters.
9Bonus Discovery. Alongside what you sought, an unexpectedly useful detail.Hidden Door. The knowledge opens an alternative solution/path.Paradigm Shift. Your knowledge lets you see the situation from an entirely new angle.
10Luck. The DM grants a narrative knowledge advantage.Superior Insight. The answer + a bonus question answered too.Perfect Analysis. The answer + related checks have Advantage for the rest of this scene.

E2 · KNOWLEDGE SKILLS — Critical Failure (d10)

Note: No row ever says "you give wrong information." An expert character doesn't become foolish — they just recall incompletely, aren't sure, or run into a time/resource problem.

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Just Out Of Reach. You couldn't recall; you need a moment to think (lost time).Fuzzy Memory. You partially remember but aren't sure (DM gives vague/incomplete info).Mental Blank. You can't recall right now; you'll need another source/more time.
2Missing Piece. You know part of the answer, the rest is missing.Half the Picture. You have clues but can't connect them (no link formed).Scattered Knowledge. Too many conflicting possibilities; no clear conclusion.
3Not Sure. You have a guess but don't trust it (DM notes the risk).Two Possibilities. You're stuck between two answers, don't know which is right.Uncertainty. The knowledge is so rare that being sure is impossible (DM gives no hint).
4Time Pressure. No time to think it through; it'll have to wait for now.Rushed. You didn't have time for a full analysis (incomplete result).Lockup. Under pressure your mind seizes up; this turn is wasted.
5No Resource. You don't have the reference/tool this knowledge needs.Missing Equipment. If Investigation, without the right tool/light the detail was missed.Access Problem. Reaching this knowledge needs a special resource/person.
6Distraction. You couldn't concentrate; try again later.Interruption. An outside factor (noise/urgency) broke your analysis.Tired Mind. Mental fatigue: your next Knowledge check is at Disadvantage.
7Surface Look. You only saw the obvious, missed the depth.Overlooked. If Investigation, you missed a clue (the DM gives you a later chance).Misleading Trail. A detail distracted you; the real clue slipped by.
8Indecision. Your next Knowledge check gets –1.Doubt. Your confidence in your own knowledge is shaken (1 scene, related check –2).Confusion. You're confused about the subject; clarity will take time.
9Clumsiness. Cosmetic — "on the tip of my tongue" moment, no effect.Wrong Direction. You didn't ask the right question; you wasted your energy (time).Dead End. This approach won't work; you need an entirely different angle.
10Retry. Reroll the check normally (not a critical).Double Gap. You couldn't recall it AND lost time.Catastrophe. DM severe result (risk of a critical misconception only if the DM deems it appropriate, proceeding on a false assumption, etc.).

E3 · PERCEPTION/INTERACTION SKILLS — Critical Success (d10)

Scope: Perception, Insight, Survival, Medicine, Animal Handling. Identity: noticing, sensing/reading, tracking/survival, first aid, animal handling.

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Sharp Eye. You spotted the detail/hazard you were looking for.Full Sweep. Detail + you also spotted something hidden nearby.Sixth Sense. You even sensed a hidden/invisible threat (an ambush is foiled).
2Intuition. If Insight, you read an NPC's lie/intent.Deep Reading. You understood the NPC's true motivation.Like Mind Reading. You sensed the NPC's next move/plan.
3Tracking. If Survival, you found the trail/direction.Master Tracker. Trail + you learned how far away/in what state the quarry/target is.Nature's Master. You read the whole terrain: safest/fastest route + hazards.
4First Aid. If Medicine, you stabilized an ally/1 HP.Healer's Hand. Stabilized + a small heal (1d6+Wis temporary/real HP, DM).Surgeon. You diagnosed a disease/poison effect and reduced it (granted Advantage on the save).
5Animal Friend. If Animal Handling, you calmed/directed an animal.Bonding. The animal trusts you (helps for 1 scene).Pack Leader. You even made a wild creature a temporary ally (narrative).
6Early Warning. You spotted an approaching danger ahead of time (no surprise).Sentinel. You prevented the group from being ambushed.On Alert. Your group has Advantage on Initiative in the next encounter.
7Attentive. You caught a small but important clue.Connection. What you noticed helps solve a mystery/puzzle.Explorer. You found a hidden passage/door/mechanism.
8Focus. Your next Perception check gets +1.Sharpening. Perception/Insight checks get +2 for the rest of this scene.Alert Mind. You automatically notice the next trap/ambush (this scene).
9Empathy. You read an NPC's emotional state and earned their trust.Building Trust. The NPC/animal opens up to you (information/help).Reading the Heart. You understood an NPC's hidden trouble and formed a deep bond.
10Luck. The DM grants a narrative perception advantage.Superior Perception. Detail + a related bonus notice.Perfect Awareness. Detail + nothing can catch you off guard until the end of your next turn.

E3 · PERCEPTION/INTERACTION SKILLS — Critical Failure (d10)

Failure in perception = "you missed it / you misread it," not a loss of expertise. Mostly situational (poor visibility, distraction, a misleading sign).

d10Low DC (≤13)Medium DC (14–17)High DC (18+)
1Overlooked. You couldn't spot the detail you were after (for now).Blind Spot. You missed something important; the DM shows the consequence later.Total Miss. A critical hazard/clue completely escaped your notice.
2Misread. If Insight, you read the NPC wrong (you look confident about it).Deceived. If Insight, a good liar convinced you (false confidence).Manipulation. You were skillfully fooled; you arrived at a wrong conclusion (DM).
3Lost the Trail. If Survival, you lost the trail (lost time).Wrong Direction. You misread the trail and went the wrong way (briefly).Lost. You lose your bearings; finding the right route costs time/resources.
4Shaky Hand. If Medicine, the treatment is left half-done (no effect).Misdiagnosis. If Medicine, you misread the symptom (treatment delayed).Worsening. If Medicine, the intervention didn't work; the condition stays critical.
5Spooked It. If Animal Handling, the animal got restless.Distrust. The animal resists you (won't help this scene).Aggression. The animal spooks and turns aggressive/flees.
6Late Notice. You noticed the danger late; caught off guard.Surprise. A threat caught you off guard (your next Initiative is at Disadvantage).Ambush. The group misses a hidden threat; the enemy gains a surprise advantage.
7Distraction. While focused on one thing you missed another.Misleading Sign. You followed a false/misleading trail (lost time).Bait. You fell for a deliberate trap/decoy (DM).
8Blurred Vision. Your next Perception check is at Disadvantage.Tired Eyes. Perception checks are –2 for 1 scene.Sensory Blindness. Bad conditions (fog/darkness/noise) restrict your senses for 1 scene.
9Clumsiness. Cosmetic — no mechanical effect.Wrong Priority. You focused on the trivial and missed what mattered.Overconfidence. You said "nothing's there" but there was (the group's guard drops).
10Retry. Reroll the check normally (not a critical).Double Miss. You missed the detail AND lost time.Catastrophe. DM severe result (falling into a trap, proceeding on false confidence, completely missing a hazard, etc.).

Section F — Spells (Family by Function)

A spell isn't one single "type"; it produces different critical results depending on what it does. It would be absurd for a healing spell to deal explosive damage on a critical failure. So spells are divided into four families by function, and each family follows its own logic.

When is this section used?

  • Spell attack (a spell with an attack roll) → use Section A3. Not this section.
  • Save-based spell (the target makes a save): the trigger is the target's save roll. If the target rolls a nat 1 or falls 5+ below the DC → critical in your favor (the success table below). If the target rolls a nat 20 or beats the DC by 5+ → critical against you (the failure table). So for save-based spells, "critical success/failure" arises mostly from the target's roll, not the caster's.
  • Rollless spell (automatically effective, e.g. Misty Step, Detect Magic): normally the critical system doesn't trigger. F4 only comes into play if the DM calls for a risk/roll (a marginal use, casting under an enemy spell's effect).

Difficulty band (the spell's save DC or spell attack band)

The spell's DC (8 + PB + casting mod) is usually a single number; the band is set by the spell's level: Low = cantrip–2nd level · Medium = 3rd–5th level · High = 6th+ level. (Upcasting raises the band.)

Backlash damage is the same as the Backlash Rule in Section A3 (slot × 1d6/1d10/2d6 + Safety Floor + shape preservation). If a save-based AoE spell backlashes: it shifts 5×1d4 ft, everyone in the area makes a Dex save.

Backlash Type — based on the spell's SOURCE

Backlashing energy is the "shadow" form of the source the spell comes from. Instead of a fixed type (Force), the backlash is colored according to the table below. This applies to all spell backlashes (F1 damage, F2 healing included):

SourceClass / themeBacklash TypeWhy
Divine / HolyCleric, Paladin, holy light, positive energyRadiantHoly light burns when it flows out of control.
Dark / CursedDeath domain, blood magic, necromancy, negative energyNecroticDark energy rots when it flows backward.
Nature / PrimalDruid, Ranger, life force, plant/animalPoisonRaw natural energy turns toxic (spores, sap, essence).
Arcane / MagicalWizard, Bard, Artificer, Sorcerer (pure magic)ForcePure arcane energy, type-neutral raw impact.
Spiritual / FeyWarlock, Fey pact, spirit/mind, psychicPsychicSpiritual energy strikes the mind/self.

Application: If a row says the backlash is "of the spell's type" or "(type)," first use the damage spell's own type (a fire spell → backlashes as Fire). If the spell has no damage type of its own (healing, most utility, type-neutral spells), use the source table above. Healing backlash always comes from the source table (Cleric healing → Radiant, Druid healing → Poison, etc.).


F1 · DAMAGE SPELL — Critical Success (d10)

Scope: save-based damage spells (Fireball, Lightning Bolt, Shatter, Cloudkill…). Effect is colored by the spell's type. Trigger is usually the target's failed save (nat 1 / DC−5).

d10Low (cantrip–2)Medium (3–5)High (6+)
1Direct Hit. +2 damage (per creature affected).Weak Point. +1 damage die (per creature affected).Pierced Resistance. Affected targets' resistance is ignored for this spell.
2Focused Blast. One target takes an extra damage die.Echo. If area, radius +5 ft; if single target, +1 damage die.Devastation. Radius +10 ft (if area) + all damage dice +1.
3Shaken. One target makes a Con save or has Disadvantage on attacks for 1 round.Knockdown. One target makes the relevant save or falls Prone.Shockwave. All targets make the relevant save or fall Prone + are pushed 5 ft.
4Searing Mark. One target takes 1 damage die (same type) at the start of its next turn.Lingering Field. The point of effect stays hazardous for 1 round (anyone entering takes 1 damage die).Lasting Devastation. The area is hazardous for 1 minute (anyone starting their turn there takes damage).
5Efficiency. If the slot is 1st level, the number of creatures affected +1 (a nearby one).Economy. If concentration is required, your next Con save has Advantage.Piercing Focus. If the spell requires concentration, it's automatically maintained for 1 round.
6Chain Spark. A 2nd enemy within 5 ft takes half damage.Chaining. Secondary damage bounces from the main target (1 extra target, half).Chain Storm. Bounces to 2 extra targets (half damage each).
7Suppression. Affected creatures hesitate to leave the area for 1 round (narrative).Area Denial. The point of effect is Difficult terrain for 1 round.Area Dominance. The area is Difficult terrain for 1 minute + anyone entering makes a save.
8Aim. Your next damage spell against this target gets +2.Momentum. Your next spell feels like it gets a free "upcast" by 1 slot level (DM approval / narrative).Maximum. Apply maximum damage dice against one target.
9Breaking Morale. One enemy makes a Wis save or is Frightened for 1 round.Panic. One affected creature makes the relevant save or flees for 1 round.Dread. All affected creatures make a Wis save or are Frightened for 1 round.
10Luck. The DM grants a narrative spell advantage.Superior Devastation. Effect + a small secondary blast nearby (1d6).Apocalypse. Effect at maximum radius + damage + all targets make the relevant save or gain a condition for 1 round (DM picks by type).

F1 · DAMAGE SPELL — Critical Failure (d10)

Trigger: the target's very successful save (nat 20 / DC+5) or your own roll (if the DM calls for it in a non-save-based case). Backlash → A3 Backlash Rule (slot × dice + Safety Floor).

d10Low (cantrip–2)Medium (3–5)High (6+)
1Fizzle. The spell detonates weakly; those who succeeded on the save take no damage at all (zero instead of half).Dim Blast. All targets take half damage (a successful save = 0).Big Fizzle. The spell loses its main effect; only minimum damage (1 per die).
2Stray Energy. Leak: the nearest creature within 5 ft of you takes slot×1d4 (same type).Backlash. The spell backlashes: Light severity (shape preserved — see A3).Heavy Backlash. The spell backlashes: Medium severity (shape preserved).
3Wrong Point. If area, it shifts 5×1d4 ft (everyone makes a Dex save).Deviation. The area shifts + an ally enters the effect area.Disastrous Deviation. The area shifts toward you (you're in it too, make a save).
4Focus Shaken. If you have concentration, make a Con save (10).Focus Broken. Concentration breaks.Chain Break. Concentration breaks + your next spell at Disadvantage.
5Waste. If not a cantrip, your damage dice are –2 (min 1 total).Weak Channel. All of the spell's damage dice drop a size (d6→d4, etc.).Loss of Power. The spell behaves as if one level lower (upcast cancelled).
6Backfire. You take 1 damage die (same type).Energy Shock. You take slot×1d4 (same type) + your next save –1.Backflow. You take slot×1d6 (same type, Safety Floor applies).
7Dissipation. If you have an extra spell action this turn, one is cancelled.Unstable Weave. Con save (10) for your next spell or spend a bonus action.Spell Clog. You can't cast a spell on your next turn (cantrips only).
8Visibility. You're exposed; if hidden, it breaks, the enemy gets Advantage for 1 round.Energy Trail. Enemies find you easily (attacks against you +2 for 1 round).Arcane Beacon. For 1 round you can't hide + enemy gets Advantage.
9Clumsiness. Cosmetic — no mechanical effect.Bad Targeting. You can't score a margin critical this turn.Chaotic Energy. A wild magic effect (DM's Wild Magic table / narrative).
10Retry. Reroll the die normally (not a critical).Wasted Flow. The spell has no effect but the slot is not consumed (retry).Catastrophe. DM severe result (wild magic surge, heavy backlash, area hazard, etc.).

F2 · HEALING SPELL — Critical Success (d10)

Scope: Cure Wounds, Healing Word, Mass Cure, Regenerate, Lesser/Greater Restoration… A healing spell NEVER backfires or deals damage. Critical success = exceptional healing; critical failure = wasted/short healing. Trigger: the caster's spell roll (these spells don't require a save; the healing amount ties to a roll or a DM-declared critical moment — depends on whether your table also counts a nat 20 as a critical on a healing spell).

How does a healing critical trigger? Healing spells normally don't involve a D20 Test. Two options (the table chooses, Section H has the setting): (a) When healing, roll a d20 "healing roll" (no mechanical effect, only for checking a critical): nat 20 → success table, nat 1 → failure table. (b) Only narratively, when the DM declares a critical moment. Default: (a), but only on nat 20 / nat 1 (no margin, because there's no DC).

d10Low (cantrip–2)Medium (3–5)High (6+)
1Bountiful Healing. Healing +2.Potent Healing. +1 die to the healing dice.Miraculous Touch. Apply healing dice at maximum.
2Overflow → Shield. Healing beyond the target's max HP becomes temporary HP.Overflowing Heal. The full excess becomes temporary HP (1 minute).Life Armor. The excess becomes temporary HP + the target's next save has Advantage.
3Revival. The target gets up from Prone for free.Raising Up. The target gets up + is freed from 1 condition (Frightened/Poisoned).Full Revival. If raised from 0 HP, the target gets up without Exhaustion + gains a bonus action for 1 round.
4Quick Hand. If Healing Word, it feels like you gained a small extra bonus-action move this turn.Double Touch. A 2nd ally within 5 ft also heals half.Wave of Healing. All allies within 10 ft heal 1d8 (in addition to the main target).
5Cleansing. One poison/disease effect on the target ends.Purge. All the target's Poisoned effects + 1 level of Exhaustion end.Holy Cleansing. All the target's negative conditions (Charmed/Frightened/Poisoned) end.
6Resistance Boost. The target's next save gets +1.Blessing. The target gains resistance to a damage type for 1 round (DM/spell theme).Holy Protection. The target has resistance to a chosen damage type for 1 minute.
7Morale. The target's next attack gets +2.Inspiration. The target gains 1 Inspiration-like advantage (DM).Heroism. The target has Advantage on all attacks/saves for 1 round.
8Focus Healing. If the target has concentration, their next Con save has Advantage.Life Bond. For 1 round, you and the target share healing (half of what you heal also goes to them).Breath of Revival. If the target drops to 0 HP this turn, they stay at 1 HP instead.
9Efficient Spell. If the slot is 1st level, a 2nd, unaffected ally also gets 1d4.Extended Healing. The healing effect (Regenerate, etc.) lasts 1 round longer.Fountain of Life. The point of effect becomes a healing area for 1 round (anyone entering heals 1d6).
10Luck. The DM grants a narrative healing advantage.Superior Healing. Healing + one condition cleared for free.Divine Intervention. Healing at maximum + the target has Advantage on all saves for 1 minute.

F2 · HEALING SPELL — Critical Failure (d10)

A healing spell never deals damage to a target/area — it doesn't backfire on them. But the spell is arcane energy; on a severe failure, this energy can backlash onto the caster only ("the healing energy went out of control and flowed back into you"). Minor failures are purely functional (healing wasted/delayed/misdistributed).

Healing Arcane Backlash (severe rows only). Some rows are tagged [Backlash]. On these rows, the caster (only the caster, not the target) takes damage equal to:

Backlash = 1/3 of the spell's nominal healing amount (rounded). Damage type is determined by the spell's source (Backlash Type table): Cleric/Paladin healing → Radiant, Druid/Ranger healing → Poison, dark/necromantic healing → Necrotic, arcane healing (Bard/Artificer) → Force, spiritual/Fey healing → Psychic.

  • "Nominal" = the amount the spell would normally heal (using the full value even if the row halves/wastes the healing). Logic: "you were going to give it, the energy came back to you." Powerful healing = powerful backlash.
  • The Safety Floor applies (Section A3): the first failure in combat can't drop the caster below (Max HP÷4 + Con mod); if already below it, 0 damage. The first failure never kills.
  • Backlash only occurs on rows tagged [Backlash] — most failures deal no damage.
d10Low (cantrip–2)Medium (3–5)High (6+)
1Weak Flow. Healing is halved (round down).Feeble Healing. Take the lowest result of the healing dice (minimum result).[Backlash] Dim Miracle. Healing drops to minimum (1 per die) + the slot is spent + the caster takes arcane backlash (1/3 of the healing, source type).
2Wasted Slot. The healing has no effect but the slot is not consumed (retry).Half Channel. Half the healing occurs, the slot is fully spent.[Backlash] Broken Channel. No healing occurs, the slot is spent + the caster takes arcane backlash (1/3 of the healing, source type).
3Wrong Target. The healing accidentally goes to another ally within 5 ft.Scattered Healing. The healing is split between the target and a random ally.Straying Energy. Half the healing is wasted (goes to no one), half goes to the target.
4Delay. The healing takes effect not this turn, but at the start of your next turn.Slow Healing. The healing is spread over 2 turns (half now, half later).Suspended Healing. The healing doesn't apply until the target's next turn.
5Focus Shaken. If you have concentration, make a Con save (10).Focus Broken. Concentration breaks.Chain Break. Concentration breaks + your next spell at Disadvantage.
6Tired Hand. No bonus action on your next turn.Depletion. Your next healing spell suffers a Disadvantage-like penalty (dice at –2).Healing Block. You can't cast a healing spell on your next turn.
7Incomplete Cleansing. If it was going to clear a condition, it doesn't (only the healing part happens).Half the Job. Healing occurs but an unexpected condition remains on the target.Rejected Healing. An external effect (curse/aura) prevents the target from receiving healing this turn.
8Leak. Part of the healing shifts to you instead of the target, or vice versa (small misdistribution).[Backlash] Unstable Flow. The healing occurs normally but the caster takes a small arcane backlash (1/3 of the healing, source type — Safety Floor applies).[Backlash] Overload. The healing occurs but the caster takes arcane backlash (1/3 of the healing, source type) + 1 level of Exhaustion.
9Clumsiness. Cosmetic — your hand trembled, the effect is normal (no mechanical effect).Bad Timing. You healed, but the target took other damage at that exact moment (net effect small).Wasted Moment. The healing went to the wrong place/amount (inefficient but harmless).
10Retry. Reroll the die normally (not a critical).Double Loss. Healing is halved + the slot is spent.[Backlash] Catastrophe. DM severe result: slot burns + healing wasted + the target can't be healed for 1 round + the caster takes arcane backlash (1/3 of the healing, source type). Never damage to the target.

F3 · CONTROL SPELL — Critical Success (d10)

Scope: condition/area-control spells (Hold Person, Web, Hypnotic Pattern, Wall of Force, Slow, Banishment…). Trigger: the target's failed save (nat 1 / DC−5).

d10Low (cantrip–2)Medium (3–5)High (6+)
1Solid Effect. The condition/control is fully applied.Deep Effect. Condition + the target's next recovery save is at Disadvantage.Lockdown. Condition + the target automatically fails its first recovery save.
2Extended Duration. The effect lasts 1 round longer.Lasting Web. Duration +1 round + area +5 ft.Absolute Control. Duration +1 round + escaping the area is impossible (1 round).
3Spread. A 2nd enemy within 5 ft also makes a save (same DC).Area Expansion. The area of effect is +10 ft; newly covered enemies make a save.Mass Capture. Radius doubles; all newly affected targets make a save.
4Pinning. The target can't move for 1 round (on top of the condition).Anchoring. The target can't be forcibly moved + stays in Difficult terrain.Dimensional Lock. For 1 round the target can't teleport/phase (control + confinement).
5Weakening. Attacks against the controlled target get +2.Open Target. Attacks against the target have Advantage (for the duration of the control).Helplessness. For the duration of the control, the target's saves are at Disadvantage.
6Efficiency. If concentration, your next Con save has Advantage.Solid Focus. Concentration is automatically maintained for 1 round.Piercing Focus. Concentration + your next save is automatically successful.
7Chaining. An ally gains an advantage against the controlled target.Tactical Edge. The area of control gives allies safe passage.Battlefield Control. The area operates on your terms for 1 minute (Difficult/obstacle).
8Intimidation. When the target's condition ends, they're Frightened for 1 round.Seed of Panic. When the control ends, the target flees for 1 round.Broken Will. Even after the control ends, the target's attacks are at Disadvantage for 1 round.
9Secondary Effect. The target suffers a small extra drawback on top of the condition (DM).Compound Control. Two mild conditions at once (e.g. Restrained + Disadvantage).Total Dominance. The target is fully Incapacitated for 1 round (if the condition is strong enough).
10Luck. The DM grants a narrative control advantage.Superior Control. Effect + partially affect a second target too.Legendary Control. Effect at maximum duration + area + all targets automatically fail their first save.

F3 · CONTROL SPELL — Critical Failure (d10)

Trigger: the target's very successful save (nat 20 / DC+5). A control spell "backfiring" usually looks like wrong targeting, the control affecting the caster, or area deviation — rarely damage.

d10Low (cantrip–2)Medium (3–5)High (6+)
1No Effect. The target completely shrugs off the condition (no effect).Instant Break. If the effect applied, it breaks immediately (lasts 0 rounds).Moment of Immunity. The target is immune to this spell for 1 minute.
2Weak Web. The effect lasts half the duration.Loose Control. The target also gets a recovery save at the start of each turn (extra chance).Broken Control. The target has Advantage on saves to break free.
3Wrong Target. The control accidentally targets a different creature (random).Deviation. The area of effect shifts 5×1d4 ft (may miss the intended target).Reverse Direction. The area shifts toward you/your allies (they make the save).
4Focus Shaken. If you have concentration, make a Con save (10).Focus Broken. Concentration breaks (the control ends).Chain Break. Concentration breaks + your next spell at Disadvantage.
5Recoiling Control. A brief moment: your movement is halved on your next turn (the spell grazed you too).Partial Backlash. For 1 round you're also mildly affected (Disadvantage on a save/check).Reverse Control. For 1 round you're subjected to a mild version of your own control spell (DM decides based on type; not lethal).
6Waste. The spell has no effect but the slot is not consumed (retry).Half Slot. A weak effect occurs, the slot is fully spent.Wasted Slot. No effect, slot spent.
7Dissipation. If you have an extra spell action this turn, one is cancelled.Unstable Weave. Con save (10) for your next spell or spend a bonus action.Spell Clog. You can't cast a control spell on your next turn.
8Exposure. If hidden, it breaks; enemy gets Advantage for 1 round.Energy Trail. The enemy clearly sees the source (you); attacks against you +2 for 1 round.Marked Target. For 1 round you can't hide + enemy(ies) get Advantage against you.
9Clumsiness. Cosmetic — no mechanical effect.Miscalculation. You can't score a margin critical this turn.Chaotic Web. A wild magic effect (DM's table / narrative).
10Retry. Reroll the die normally (not a critical).Double Loss. No effect + slot spent.Catastrophe. DM severe result (control reverses, an ally is affected, the area becomes hazardous, etc.).

F4 · UTILITY SPELL — Critical Success (d10)

Scope: movement/perception/utility spells (Misty Step, Detect Magic, Invisibility, Fly, Dispel Magic, Counterspell, Teleport…). Usually rollless; a critical only comes into play when the DM calls for a risk/roll (a marginal use, casting under an enemy's effect, contested spells like Dispel/Counterspell).

d10Low (cantrip–2)Medium (3–5)High (6+)
1Clean Cast. The spell worked flawlessly.Efficient Cast. The spell + a small bonus (range/duration +).Mastery. The spell + advantage for your next spell (flow).
2Extension. If timed, the duration extends.Widening. The area/range of effect notably increases.Permanence. Duration doubles (utility effect).
3Precise Teleport. If Misty Step/Teleport, you land exactly where you wanted + 5 ft extra.Group Shift. If Teleport, you can also bring 1 adjacent ally.Master of Dimensions. Teleport + you gain an advantageous position on arrival for 1 round.
4Sharp Sense. If Detect/Divination, you learn an extra detail.Deep Scan. You also reveal something hidden/concealed.Prophetic Sight. A critical secret beyond what you sought (DM hint).
5Solid Dispel/Counter. If Dispel/Counterspell, automatic success (the contest is won).Superior Dispel. You break the target spell + gain advantage against the same spell next time.Spell Shield. Dispelled + arcane backlash on the source (their next spell at Disadvantage for 1 round).
6Stealth. If Invisibility/Stealth, the effect is more solid (harder to break).Flawless Stealth. Effect + protected for 1 round even while moving.Ghost Step. Stealth + for 1 round you leave no sound/trace.
7Efficiency. If the utility spell requires concentration, your next Con save has Advantage.Solid Focus. Concentration is automatically maintained for 1 round.Piercing Focus. Concentration + your next save is automatically successful.
8Economy. The spell used fewer resources than expected (narrative / small DM refund).Momentum. A free bonus-action utility spell on your next turn (small).Master of Flow. An extra utility cantrip free this turn.
9Versatile. The spell leads to an unexpected second benefit (DM).Synergy. The effect strengthens an ally's plan (advantage).Key. The spell fully solves an obstacle/puzzle.
10Luck. The DM grants a narrative utility advantage.Superior Cast. Effect + a related bonus effect.Perfect Mastery. Effect at maximum + your next utility spell has advantage this scene.

F4 · UTILITY SPELL — Critical Failure (d10)

Utility failure = positional/perceptual deviation, an effect working incompletely or incorrectly. Damage is rare and small; the main cost is functional.

d10Low (cantrip–2)Medium (3–5)High (6+)
1Deviation. If Misty Step/Teleport, you arrive 5×1d4 ft off target (a safe but useless spot).Bad Arrival. You teleport to an undesired (but harmless) location; you might land in enemy range.Dangerous Deviation. You teleport into a bad spot (in the middle of enemies / Dex save or 1d6 environmental damage).
2Half Effect. Duration/range is halved.Feeble Cast. The effect is weaker than expected (reduced range/duration).Partial Failure. The spell partially works (e.g. Invisibility lasts 1 round, not the full duration).
3Wasted Slot. The spell has no effect but the slot is not consumed (retry).Half Slot. A weak effect occurs, the slot is fully spent.Broken Cast. No effect, the slot is spent.
4Failed Dispel/Counter. If Dispel/Counterspell, you lose the contest (the target spell continues).Backfiring Dispel. You lose + the source gains Advantage against you on spells for 1 round.Counter Reversed. You lose + one of your own active spells is put at risk (Con save or one ends).
5Focus Shaken. If you have concentration, make a Con save (10).Focus Broken. Concentration breaks.Chain Break. Concentration breaks + your next spell at Disadvantage.
6Delay. The effect doesn't start this turn, but at the start of your next turn.Suspended Cast. The effect starts 1 round later + you're vulnerable until then.Locked Cast. The effect doesn't trigger until the target's next turn.
7Exposure. If it's a stealth spell, the reverse happens: you're visible for 1 more round.Energy Trail. The utility spell leaves an arcane trace; the enemy finds you easily (1 round).Bright Trace. For 1 round you can't hide + enemy gets Advantage.
8Faulty Reading. If Detect/Divination, the result is incomplete/vague (not wrong, just incomplete).Blurred Scan. You couldn't find what you were looking for; trying again takes time.Blind Spot. The scan missed something important (the DM reveals it later).
9Clumsiness. Cosmetic — no mechanical effect.Bad Targeting. You can't score a margin critical this turn.Chaotic Energy. A wild magic effect (DM's table / narrative).
10Retry. Reroll the die normally (not a critical).Double Loss. No effect + slot spent.Catastrophe. DM severe result (bad teleport, an active spell collapses, position revealed, etc.).

Section G — Master Reference Table

DM screen card. At a glance: which table for which action, what triggers it, what the difficulty band is based on.

G1 · Which table do I use?

ActionSectionTrigger (whose roll)Difficulty band based on
Melee attackA1Attacker's rollTarget's AC
Ranged attackA2Attacker's rollTarget's AC
Spell attackA3Caster's rollTarget's AC + spell's level tier
Str/Dex/Con saveB1/B2/B3The save-maker's rollThe threat's save DC
Int/Wis/Cha saveC1/C2/C3The save-maker's rollThe threat's save DC
PersuasionD1Check-maker's rollSocial DC / target's attitude
DeceptionD2Check-maker's rollSocial DC / target's attitude
IntimidationD3Check-maker's rollSocial DC / target's attitude
Physical skillE1Check-maker's rollTask DC
Knowledge skillE2Check-maker's rollTask DC
Perception skillE3Check-maker's rollTask DC
Damage spell (save-based)F1Target's save rollSpell level
Healing spellF2Caster's "healing roll" (see H)Spell level
Control spellF3Target's save rollSpell level
Utility spellF4Caster's roll (if DM calls for risk)Spell level

G2 · Common trigger (same in every table)

ResultCondition
Critical SuccessNat 20 · or beating the target number by 5+
Critical FailureNat 1 · or falling 5+ below the target number

For save-based spells (F1/F3) the trigger is the target's roll: target rolls nat 1 / DC−5 → critical in your favor; target rolls nat 20 / DC+5 → critical against you.

G3 · Difficulty band thresholds

BandAC / DCSpell level (F)
Low≤ 13cantrip – 2nd level
Medium14 – 173rd – 5th level
High18 +6th+ level

G4 · Core limiting rules (reminder)

  • One effect per turn. At most 1 effect from these tables on your own turn.
  • Doesn't feed itself. Rows that produce an extra attack/roll don't trigger a new table effect.
  • Standard DC. If a row requires a save, DC = 8 + PB + the action's modifier.

G5 · Spell backlash summary

ItemRule
Damageslot × 1d6 (Light) / 1d10 (Medium) / 2d6 (Heavy)
Healing backlash1/3 of the nominal healing (only [Backlash] rows, caster only)
Safety Floorthe first failure in combat can't drop the caster below (Max HP÷4 + Con mod)
Shapesingle target → random creature + new attack roll; area → 5×1d4 ft shift + Dex save
Backlash typethe spell's own type; if none, source: Divine→Radiant, Dark→Necrotic, Nature→Poison, Arcane→Force, Spiritual/Fey→Psychic

Section H — Optional Rules / Tuning Knobs

Every table is different. Use the knobs below to soften or harden the system to fit your table. Defaults are in bold.

H1 · Severity dial

Adjusts the overall weight of critical failures:

ModeEffect
SoftRead High-band results as Medium band. Reduce Catastrophe rows (row 10) to their "Double" version.
StandardTables as written. (Default.)
HardRead Low-band results as Medium. On Catastrophe rows the DM adds an extra complication.

H2 · Margin threshold

Adjusts when the graded critical triggers:

ModeEffect
OffOnly nat 20 / nat 1 trigger it (classic 5e feel). No margin critical.
5+Beating/falling below the target number by 5+ also triggers it. (Default.)
10+Only a 10+ margin triggers it. Prevents "constant critical" bloat at high level.

Suggestion: use 10+ in high-level (Tier 3–4) campaigns; master characters routinely clear the DC by a 5+ margin, causing critical inflation.

H3 · How does a healing critical trigger?

Healing spells normally don't involve a D20 Test. For Section F2:

ModeEffect
Healing rollRoll a d20 "healing roll" when healing (no mechanical effect). Nat 20 → F2 success, nat 1 → F2 failure. No margin (no DC). (Default.)
Narrative onlyHealing criticals only when the DM declares a dramatic moment.
OffHealing spells never enter the critical system.

H4 · Fumble severity (lasting effects)

Persistent/resource-burning effects on high-band failures (weapon –1, Exhaustion, slot burning):

ModeEffect
ForgivingLasting effects (weapon damage, Exhaustion) clear on a short rest. Slot burning → slot refunded.
StandardAs written. (Default.)
MercilessWeapon damage needs repair (tools/materials). Exhaustion by normal rules. Slots genuinely burn.

H5 · Backlash Safety Floor

The death-preventing floor for healing and damage spell backlash:

ModeEffect
On (first failure)The first failure in combat can't drop the caster below the floor. Subsequent ones hit full force. (Default.)
Always onThe floor applies on every failure — backlash never kills (low-lethality tables).
OffNo floor. Backlash hits whatever the dice say (high-lethality / hardcore).

H6 · Social External/Self ratio

The balance between external interruption and self-error in Section D:

ModeEffect
DefaultPerformative ~70% External, Tactical ~70% Self.
HeroicAll social failures read predominantly as [External] (characters never look foolish).
Brutally RealisticIgnore the tags; any failure can be a self-error (harsher social play).

H7 · Speed mode (optional simplification)

If d10 tables feel slow at your table:

  • Full system: Roll d10, read the row. (Default.)
  • Fast: Don't roll a die; the DM directly picks a result fitting the band's "spirit" (Low=mild, High=severe).
  • Hybrid: Full table only on nat 20/nat 1; on margin criticals the DM picks quickly.

Critical System — Version 1.0. All action types (attack, save, social, skill, spell) are covered. Feedback and balancing can happen as the table plays.


License: This system is an original work. The rule terms and mechanics used are based on the SRD 5.2 (Wizards of the Coast LLC, CC-BY-4.0). This work includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.