Side Effect Table d20

by HondeHok

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Curse Side Effect Table
d20 Effect
01 The faces around you become a blur. Make a Wisdom Saving Throw (DC 15). On a failed save you are unable to distinguish friend from foe until the end of your next turn.
02 Your attacks turn into wild, careless swings. Until the end of your next turn, when you hit a melee weapon attack, you take damage equal to half the damage dealt.
03 Two puncture marks appear on your body, dripping venom. You are poisoned until the end of your next round.
04 A swarm of flies envelope your head. Until the end of your next turn, you make attack rolls with disadvantage.
05 You stomach churns, causing you to vomit. You cannot take a bonus action on your current turn.
06 Your size is reduced by one size category as if affected by the Reduce spell until the end of your next turn.
07 Your vision grows dark. Until the end of your next turn, you can only see up to 20 feet.
08 Magic dampening energies wash over you. Any magic item on your person loses becomes a mundane object until the end of your next turn.
09 Your body grows heavy. Your movement speed is halved until the end of your next round.
10 A tremendous force hits your chest. You are moved up to 10 feet in the opposite direction you are facing you and you take 1d6 Force Damage.
11 Until the end of your next turn, any attack action taken against you is made with advantage.
12 The world around you seems to speed up. Until the end of your next turn, you can take either an action or bonus action but not both.
13 A gravitational force forms inside your body. Until the end of your next turn, whenever any creature within 5 feet of you you is targeted by a ranged attack, roll a d20. On 9 or lower, the attack targets you instead
14 You become paranoid of your allies. You are unable to willingly move to within 5 feet of any allied creature.
15 Thorns overgrow your lower body. Until the end of your next turn, you take 2 piercing damage for every 5 feet you move.
16 The ground beneath you momentarily gives way. Make a Dexterity saving throw (DC 15). On a failed save you fall prone and cannot stand up until the beginning of your next turn.
17 Your reflexes slow down. Until the end of your next turn, you are unable to to take reactions.
18 You start fading into another realm. Until the end of your next turn, your hit point maximum is halved.
19 Living shadows seem to overcome a nearby creature. You are frightened by the nearest creature until the end of your next turn.
20 You use all of your movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.
 

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