Fumble Table

Rules
On a critical miss, make a second attack roll to confirm the fumble. If your second roll fails to hit your opponent's AC, you fumble. If your second roll is a one, you continue to confirm, rolling with disadvantage for each subsequently confirmed fumble. Roll 2d30 and check result against the table. You can NOT Fumble on an Attack of Opportunity.

Fumbles
(Melee | Ranged | Magic) on applicable entries
 * 1) Reroll - Make sure you're using the correct dice this time.
 * 2) Attempted Seppuku | Shot in the Wrist | Spell Aimed With Wrong Hand - Fumbler strikes themself in a vulnerable spot for normal damage.
 * 3) Back Turned | Great Distraction - Fumbler swings wide and exposes their back. All adjacent allies of targeted opponent may immediately take a free Attack of Opportunity against the fumbler. | Fumbler's missile/Spell distracts their allies. All allies of target opponent may immediately make a single free Attack of Opportunity against any of the fumbler's allies adjacent to them.
 * 4) Oops, My Bad - A random adjacent ally becomes the target of the attack. (If no ally is nearby, this is merely a miss). | A random ally within 20' of the target becomes the target of the attack/spell. (If no ally is nearby, this is merely a miss).
 * 5) OW! My Head - Fumbler hits themself in the head and becomes Stunned for 1 round.
 * 6) Overexerted - Fumbler is Staggered for 1 round. Magical healing removes this effect.
 * 7) Lodged Weapon | Spilled Quiver | Surge!!! - Fumbler misses their target and strikes the floor or a nearby object, embedding their weapon. Fumbler may take a standard action to attempt a DC 14 Strength test to free their weapon. | Fumbler spills their quiver on the ground around them. As a Swift Action, fumbler can pick up a single round of ammo to use that turn. As a Move Action, fumbler can pick up 1d8 rounds of ammo (2d8 as a Standard Action or 3d8 as Full Round Action). | Roll three times on wild magic table.
 * 8) Really??? - Fumblers armor becomes suddenly and fantastically undone, clattering noisily at their feat. If fumbler is not wearing any armor, they bite their tongue and cannot cast spells for 1 round.
 * 9) Dust in Your Eye - Fumbler's attacks have a 20% miss chance for the remainder of the encounter. Fumbler can take a Full Round Action to carefully rub their eyes.
 * 10) Rough-Handled Rucksack - Something wasn't packed as well as it could have been. A random fragile item in fumbler's pack breaks.
 * 11) Give Them Hope - Fumbler misses their target in a ridiculous fashion. Allies of targeted opponent who have line of sight on the fumbler gain +2 morale bonus to attack for the rest of the encounter.
 * 12) Tripped and Hit Head - Fumbler trips, falls prone, and strikes their head. Stunned for 1d4 rounds. (If fumbler is wearing a helmet, then they are not stunned, but their helmet is knocked off).
 * 13) Twisted Blade | Fractured Bow | Surge!! - Weapon is damaged and loses some of its effectiveness (-2 on attack rolls, -4 on damage rolls), but is still usable. Weapon can be repaired for 1/2 base cost and a DC 20 craft check. This includes magical weapons. | Roll twice on the wild magic table.
 * 14) Definitely the Wrong Target | Surge!! - A random adjacent ally is struck for weapon damage only. (If no ally is nearby, this is merely a miss). | A random ally within 20' of the target is struck for ½ weapon damage only. (If no ally is nearby, this is merely a miss). | Roll twice on the wild magic table.
 * 15) That Sword-Clash - Thing from the Movies | Get a Grip | Surge! - Fumbler's weapon is sent flying 10' in a random direction. | Roll once on the wild magic table with disadvantage.
 * 16) Knocked from your hand | Surge!- Fumbler immediately drops their weapon. | Roll on the wild magic table.
 * 17) Exposed | Startled Ally - Fumbler swings/aims wide and exposes a weak spot. Targeted opponent may immediately take a free Attack of Opportunity against the fumbler. | Fumbler's missile startles their allies. Targeted opponent may immediately take a free Attack of Opportunity against any ally adjacent to them.
 * 18) Stop Hitting Yourself | Shot in the Foot | Major Magical Mishap - Fumbler strikes themself for 1/2 damage / effect.
 * 19) Bent Blade | Warped Bow | Hand Spasms - Weapon is damaged and loses some of its effectiveness (-1 on attack rolls, -2 on damage rolls), but is still usable. Weapon can be repaired with a DC 15 craft check. This takes one minute. This effect includes magical weapons. | Arcane energy spasms through your hands, dealing (HD) damage and giving you -2 on attack rolls with all ranged attacks for 1 minute.
 * 20) Broken Weapon | Hand Spasms - A badly misplaced swing leaves your weapon significantly damaged. If non magical, the Weapon is destroyed. Can be reassembled for 1/2 of the weapon’s base cost. (Magical weapons instead lose their magical properties for 5 rounds). | Arcane energy spasms through your hands, dealing (HD) damage and giving you -2 on attack rolls with all ranged attacks for 1 minute.
 * 21) My Back! - Something got hung up in there. Fumbler must succeed a DC 14 Fortitude Save or become Paralyzed for 1d4 rounds. Magical healing removes this effect.
 * 22) Panic Attack - Fumbler must succeed a DC 14 Will Save or become Frightened for 1d4 rounds. On their turn, an ally may, as a Swift Action, attempt a DC 16 Diplomacy check to calm the fumbler down.
 * 23) Forgot to Buckle - You forgot to close your pack. Its contents roll out onto the floor, creating difficult terrain (and possibly mines)
 * 24) It Squeaked Out - Fumbler lets one rip, and apparently they've been holding it in. Fumbler and any adjacent creature must succeed a DC 13 Fortitude Save or become Nauseated for 1 round. Magical healing removes this effect.
 * 25) Sweaty Palms | Surge! - Fumbler must succeed a DC 14 Reflex Save or throw their weapon into their target's space. | Fumbler must succeed a DC 14 Reflex Save or drop their weapon in the space in front of them. | Roll on the wild magic table.
 * 26) Severely Off Balance - Fumbler’s movements put them severely off balance. They lose Dex, Shield, and Dodge bonuses to AC for 1 round. (-2 to AC minimum)
 * 27) Right in the Solar Plexus - Fumbler becomes Exhausted for 1d4 rounds. Magical healing removes this effect.
 * 28) Broken Pack Strap - Your pack was evidently not properly secured. Fumbler's pack falls to the ground. (If not wearing pack, this is merely a miss).
 * 29) Lost Track of the Battle - Fumbler ends their turn and drops to last in the initiative order at the start of the next round.
 * 30) Bumbling Idiot - Fumbler misses their target in a ridiculous fashion. Targeted opponent gains inspiration.
 * 31) Deer in the Headlights - Fumbler must succeed a DC 14 Will Save or become Cowering for 1d4 rounds. On their turn, an ally may, as a Swift Action, attempt a DC 16 Diplomacy check to bring the fumbler back to attention.
 * 32) Armor Comes Undone - Fumbler’s armor buckles pop off, leaving them partially expose. Fumbler loses 2 points of armor bonus from their armor until they fix it as a standard action.
 * 33) Slipped - Fumbler must succeed a DC 15 Reflex Save or immediately falls prone.
 * 34) Completely Outclassed - Fumbler takes -2 morale penalty on attack rolls and -2 morale penalty on damage rolls against all opponents for the remainder of the encounter.
 * 35) Ahhh Chooo - Fumbler sneezes, ruining their attack and costing them a swift action. If fumbler has no swift actions, they lose their swift action for next turn.
 * 36) Wind Knocked Out - Fumbler must succeed a DC 14 Fortitude Save or becomes Fatigued for 1d4 rounds. Magical healing removes this effect.
 * 37) Stomach Cramp - Fumbler must succeed a DC 13 Fortitude Save or be Sickened for 1d4 rounds. Magical healing removes this effect.
 * 38) Overconfident - Fumbler must succeed a DC 12 Will Save or become Shaken for 1d4 rounds. On their turn, an ally may, as a Swift Action, attempt a DC 14 Diplomacy check to calm the fumbler down.
 * 39) Overreached | Pulled Arm Muscle - Fumbler overextends their swing and pulls an arm muscle. -2 on all attack rolls made by the fumbler until the end of the encounter. Magical healing removes this effect. | Fumbler pulls an arm muscle. -2 on all attack rolls made by the fumbler until the end of the encounter. Magical healing removes this effect.
 * 40) Rolled Ankle - Fumbler must succeed a DC 13 Reflex Save or cannot shift for the remainder of the encounter. Magical healing removes this effect.
 * 41) Loss of Confidence - Fumbler takes -2 morale penalty on attack rolls against targeted opponent for the remainder of the encounter.
 * 42) Easy Prey - Allies of targeted opponent get +2 morale bonus on attack rolls against fumbler for the  next turn.
 * 43) Weapon Nicked | Hand Cramp - -1 to attack with weapon until repaired (DC 10, 1 minute) | -1 to hit with all touch attacks for 1 minute.
 * 44) Dropped Pants - Fumbler's pants becomes loose and fall to their ankles. Fumbler moves at 1/2 speed until the end of the encounter. Fumbler may take a Standard Action to pull their pants up. Needless to say, Fumbler takes -5 on intimidate checks.
 * 45) Solar Glare - The sun's light or another bright light source is reflected off a weapon or piece of armor right into the fumbler's eyes. In addition to spoiling the attack, Fumbler is Dazzled for 1d4 rounds. Magical healing removes this effect
 * 46) Spun Around - Fumbler swings/aims wildly, dizzying themself and becoming Dazed for 1 round.
 * 47) Infuriated - You thought you had that one. Fumbler must succeed a DC 12 Will Save or becomes Antagonized by target for 1d2 rounds. On their turn, an ally may attempt a DC 14 Diplomacy check to bring the fumbler to their senses.
 * 48) A Friendly Push | Stumble Forward - Fumbler’s target may chose to shift 5 feet as a free action. | fumbler shifts 5 feet closer to the target of their ranged attack.
 * 49) Charlie Horse (My Leg!!!!) - Fumbler must succeed a DC 12 Fortitude Save or moves at 1/2 speed for the remainder of the encounter. Magical healing removes this effect.
 * 50) Loud Clang - Fumbler strikes their target's armor (or nearby surface) creating a loud metallic clang or magical screech. Fumbler and target must succeed a DC 10 Fortitude Save or be Deafened for 1d4 rounds. Magical healing removes this effect.
 * 51) Off Balance - Fumbler’s movements put them off balance. They take a -1 penalty to AC until their next turn.
 * 52) Wicked Backswing | String Snapback | Magical Backwash - Fumbler strikes themself slightly on the backswing and takes 1d4 damage. | Your bowstring snaps your arm. Fumbler takes 1d4 damage. | Your spell backwashes slightly (the wind?). Fumbler takes 1d4 damage.
 * 53) Wrong Tube - Fumbler breaths in their own saliva and must make a DC 10 fortitude save or spend the next turn unable to make any sounds but coughing and wheezing.
 * 54) A Little Accident - Shouldn't have had all that ale. Fumbler wets themself and gains 1 cold resistance for 1 round, then gains vulnerability to cold for the remainder of the encounter.
 * 55) Scraped Knuckles | Stuck Ammo | Surge - Fumbler misses the target with their weapon and strikes with their hand instead, dealing 1d4 damage to both fumbler and target. | Your ammo is stuck in the quiver. On the next turn, fumbler can, as a Move Action, rearrange their quiver. | Roll on the wild magic table with advantage.
 * 56) Loose Coin Purse - You didn't cinch your coin purse properly last time you were in town. Fumbler drops 1d100 gp, which must be picked up individually.
 * 57) Wrong Target - Fumbler hits the wrong enemy and makes a second attack roll on a random adjacent enemy. (If no enemy is nearby, this is merely a miss). | Fumbler makes a second attack roll on a random enemy within 20' of target. (If no enemy is nearby, this is merely a miss).
 * 58) My Glasses! - You catch your glasses/mask/helmet, knocking them/it off your head. (If no eye gear is worn, helmet is knocked off. If no helm is worn, this is merely a miss).
 * 59) Accidental Tackle | I Meant to do That - Fumbler loses footing and falls into their target in an impromptu Bull Rush. Target opponent is so surprised that they do not get an Attack of Opportunity. | Fumbler loses footing and tumbles 5' in a random direction. This does not provoke an Attack of Opportunity.
 * 60) Sometimes Lucky - Through an absolute happenstance of luck the Fumbler’s fumble takes the opponent so off guard that the fumbler scores a hit! Treat as a normal hit.