Injury Table

A creature hit by a critical rolls on this table if they fail their saving throw to see what lingering or permanent effects they suffer from the injury.
Roll 1d20 Effect
1 Loose an eye
2 Permanent Limp
3 Broken Ribs
4 - 7 Bleeding Wound
8 - 11 Minor Scar
12 - 15 Concussion
16 - 17 Internal Injury
18 Horrible Scar
19 Broken Arm/Leg
20 Loose a finger or toe

Injury Effects

  Bleeding Wound: Your wound is bleeding, either internal or external depending on the wound, you loose 1D4 hit points per round at the start of your turn for the next minute or until you succeed on a constitution saving throw made at the end of each of your turns, are healed or the wound is bandaged using the medicine skill.
Broken Arm: Cannot use Two-Handed Weapons. Healed by Lesser Restoration spell or 2 weeks time.
Broken Leg: Creature's movement reduced to 5'. Healed by Lesser Restoration spell or 2 weeks time.
Broken Ribs: All actions involving movement at disadvantage. Healed by Lesser Restoration spell or 1 weeks time.
Concussion: Character has disadvantage on initiative and skill rolls. Healed by Lesser Restoration spell or 3 days time.
Internal Injury: Disadvantage on all constitution saving throws. Healed by Lesser Restoration spell or 1 weeks time.
Loose an Eye: Creature is at disadvantage on all ranged attack rolls. Healed by Regeneration spell.
Loose a Finger or Toe: No game play effect, Healed by Regeneration spell.
Permanent Limp: Reduce movement by 5'. Healed by Greater Restoration spell.
Scar, Horrible: Disadvantage on Persuasion and advantage on Intimidation skill checks. Healed by Regeneration spell.
Scar, Minor: No game play effect, Healed by Regeneration spell.

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