| 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. |