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Lingering Injuries Table

A creature can sustain a lingering injury as a consequence of:

  • Rolling Lingering Injury on the Critical Hit During Combat Table.
  • If the creature drops to 0 hit points but isn't killed outright, and fails a Constitution saving throw against the attacker's spell save DC or passive attack score.
  • If the creature fails a death saving throw by 5 or more.

If a creature sustains a lingering injury, roll a d20 to determine the effect.

01 - 04 = Minor Scar. The scar has no adverse effect. Magical healing of 6th-level or higher, or using magical ointments can remove the scar.

05 - 07 = Festering Wound. The creature's hit point maximum is reduced by 1 for every 24 hours the wound persists. If the creature's hit point maximum drops to 0, it dies. The wound heals with magical healing. Alternatively, someone can make a DC 15 Wisdom (Medicine) check once every 24 hours to stop the hit point reduction. After 10 successes, the wound heals and the creature's hit points maximum is restored.

08 - 10 = Horrible Scar. The creature is disfigured to the extent that the wound can't be easily concealed. They have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th-level or higher reduces the horrible scar to a minor scar with no adverse effect.

11 - 13 = Broken Ribs. Whenever the creature attempts an action in combat, it must make a DC 10 Constitution saving throw. On a failed save, it loses its action and can't use reactions until the start of its next turn. The injury heals if it receives magical healing or it spends 10 doing nothing but resting.

14 - 16 = Internal Injury. This has the same effect as Broken Ribs above, except the save DC is 15.

17 = Limp. The creature's speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If it fails the save, it falls prone. Magical healing of 6th-level or higher removes the limp.

18 = Lose/Cripple a Foot or Leg. The creature's speed on foot is halved, and it must use a cane, crutch, or prosthesis to move. It falls prone after using the Dash action. It has disadvantage on Dexterity checks made to balance. Magic similar to the Regenerate spell can restore the appendage.

19 = Lose/Cripple an Arm or Hand. The creature can no longer hold anything with two hands, and it can hold only a single object at a time. Magic similar to the Regenerate spell can restore the appendage.

20 = Lose/Cripple an Eye. The creature has disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic similar to the Regenerate spell can restore the appendage. If they have no eyes left after sustaining this injury, they are blinded.


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