1 | Horrible Scar. You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. |
2 | Torn Ligament. Your speed on foot is reduced by 10 feet. You must make a DC 15 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Someone can tend to your wound with a DC 15 Wisdom (Medicine) check. On a success, the effect ends after 36 hours. |
3 | Lasting Wound. Your hit point maximum is reduced by an amount equal totwice your tier. Someone can tend to your wound with a DC 15 Wisdom (Medicine) check. On a success, the effect ends after 24 hours. On a 1-3 your wound becomes a Festering wound after 24 hours. |
4 | Festering Wound. Your hit point maximum is reduced by an amount equal to twice your tier. Someone can tend to your wound with a DC 15 Wisdom (Medicine) check once per day. After three successful checks, the effect ends after 24 hours. After 2 failures your wound becomes Rotting Flesh. |
5 | Broken Ribs. At the start of your turn in combat, make a DC 15 Constitution saving throw. On a failed save, you may only take either an action or a bonus action on this turn, but not both. This injury heals after 24 hours passes without being knocked unconscious again. |
6 | Broken Arm. You can no longer hold any-thing with two hands, and you can hold only a single object at a time. Someone can use an action to set and splint the broken bone with a successful DC 15 Wisdom (Medicine) check. On a success, apply the effects of the Dislocated Shoulder on the Minor Injury Table. The injury heals naturally after 14 days. |
7 | Severe Concussion. You suffer the same effects as the Mild Concussion injury. Additionally, if you suffer bludgeoning, thunder, or necrotic damage, you must make a DC 15 Constitution saving throw. On a failure, you are immediately stunned until the start of your next turn. This injury heals after three days pass without being knocked unconscious again. |
8 | Emotional Trauma. You suffer mental strain. The DM rolls on the short-term madness table in the Dungeon Masters Guide, applying that effect. This mad-ness effect is removed as per the normal madness rules |
9 | Broken Leg. Your speed on foot is re-duced by half. You must make a DC 13 Dexterity saving throw after moving. If you fail the save, you fall prone. Some-one can use an action to set and splint the broken bone with a successful DC 15 Wisdom (Medicine) check. On a success, apply the effects of the Torn Ligament injury. The injury heals naturally after 14 days. |
10 | Severed Finger. You have disadvantage on Dexterity (Sleight of Hand) checks and Dexterity checks to use fine tools (such as thieves’ tools) using the hand with which you lost the finger. If you lose all the fingers from one hand, then it functions as if you had lost a hand. |
11 | Severed Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after us-ing the Dash action. You have disad-vantage on Dexterity checks made to balance, climb, or jump. Your standing and running long-jumps are reduced by 5 feet. This effect is permanent, but if a prothesis is acquired your speed is only reduced by 5ft and you do not fall prone after using the dash action. If both legs or feet are lost use the Sliced in Half inju-ry rules. |
12 | Rotting Flesh. Your point maximum is reduced by an amount equal to twice your level. Someone can tend to your wound with a DC 18 Wisdom (Medicine) check once per day. After three success-ful checks, the effect ends after 24 hours. After 3 failures your wound be-comes too rotten to save and must be amputated. If the wound is in a non-operable location, you are dying and have 1d8 + Con days to live. |
13 | Internal Hemorrhaging. You lose the ability to take reactions during combat. Additionally, you gain vulnerability to bludgeoning and thunder damage. This effect lasts for 2d8 + 4 days. |
14 | Severed Hand or Arm. You can no longer hold anything with two hands, and you can hold only a single object at a time. This effect is permanent, but if a prothe-sis is acquired, use the penalties de-scribed in the Severed Finger injury. If both hands or arms are lost use the Sliced in Half injury rules. |
15 | Brain Trauma. You can no longer concen-trate on actions for longer than until the start of your next turn. Additionally, you still suffer the effects of the Severe Con-cussion injury. This injury heals after 7 days pass without being knocked uncon-scious again. |
16 | Psychological Damage. You suffer men-tal strain. The DM rolls on the long-term madness table in the Dungeon Masters Guide, applying that effect. This mad-ness effect is removed as per the normal madness rules. |
17 | Severed Ear. You gain disadvantage on all Wisdom (Perception) checks to hear. In addition, your Passive Wisdom (Percep-tion) is reduced by 5. This effect is per-manent. If both ears are lost, you are deafened. |
18 | Damaged Eye. You gain disadvantage on all Wisdom (Perception) checks to see. In addition, your Passive Wisdom (Percep-tion) is reduced by 5. This effect is per-manent. If both eyes are lost, you are blinded. |
19 | Broken Jaw. You lose the ability to speak, and someone must help you to eat and drink. Additionally, if you suffer bludg-eoning, thunder, or necrotic damage, you must make a DC 15 Constitution sav-ing throw. On a failure, you are immedi-ately stunned until the start of your next turn. Someone can use an action to set and splint the broken bone with a suc-cessful DC 15 Wisdom (Medicine) check. On a success the injury heals naturally after 14 days. |
20 | Sliced in Half. You lose half of your limbs. Either both your legs or both arms. Roll a d6 on Evens you lose your arms, on Odds you lose your legs. If you lose both arms you cannot hold objects or make actions that require the use of your hands. If you lose your legs your speed is reduced to 5ft and must be carried over rough terrain. This effect is permanent, but if a prothesis is acquired you may regain some functionality at your DM’s discretion. |