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Lingering Injury

Lingering injury occurs when a creature is dealt at least half of its maximum hit points by one damage source (e.g. a failed save for a spell effect or a single weapon attack, this does not include multiple simultaneous attacks or across several attacks from multiattack). The creature then makes a DC 10 Constitution saving throw, on a success no lingering injury is dealt, on a failure, roll on the Minor Lingering Injuries table below. If the the roll fails by 5 or more or a creature is dealt maximum hit points by one damage source but not killed outright, the creature must roll on the Major Lingering Injury table below.
Minor Lingering Injury
d20Injury
1 Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you spend ten days doing nothing but resting, or if you receive magical healing in the form of a restoration spell or if a paladin spends 10 hit points of healing from their lay on hand features.
2 Painful Scar. Whenever you attempt an action in combat and your scar is giving you pain, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The wound heals to extent of becoming a minor scar (see 17-20) if you receive magical healing in the form of a restoration spell or if a paladin spends 10 hit points of healing from their lay on hand features. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
3 Festering Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing in the form of a restoration spell or if a paladin spends 10 hit points of healing from their lay on hand features. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals.
4 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. The wound heals to extent of becoming a minor scar (see 17-20) if you receive magical healing in the form of a restoration spell or if a paladin spends 10 hit points of healing from their lay on hand features. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
5-7 Limp. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. The injury heals if you spend three days doing nothing but resting, or if you receive magical healing in the form of a restoration spell or if a paladin spends 10 hit points of healing from their lay on hand features.
8-10 Hairline Fracture. Whenever you attempt an action in combat, you must make a DC 10 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you spend ten days doing nothing but resting, or if you receive magical healing in the form of a restoration spell or if a paladin spends 10 hit points of healing from their lay on hand features.
11-13 Ringing Ears. You have disadvantage on Wisdom (Perception) checks that rely on hearing. The injury heals if you spend three days doing nothing but resting, or if you receive magical healing in the form of a restoration spell or if a paladin spends 10 hit points of healing from their lay on hand features.
14-16 Blurred Vision. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. The injury heals if you spend three days doing nothing but resting, or if you receive magical healing in the form of a restoration spell or if a paladin spends 10 hit points of healing from their lay on hand features.
17-20 Minor Scar. The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
Major Lingering Injury
d20Injury
1 Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded.
2 Lose an Arm or a Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.
3 Lose a Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage.
4-5 Broken Internal Bones. Whenever you attempt an action in combat, you must make a DC 20 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you spend thirty days doing nothing but resting, or if you receive magical healing in the form of a restoration spell or if a paladin spends 10 hit points of healing from their lay on hand features.
6-8 Lost Nose/Ear. You have disadvantage on Charisma (Persuasion) checks and Wisdom (Perception) checks that rely on smell/hearing. You have advantage on Charisma (Intimidation) checks. Magic such as the regenerate spell can restore the lost nose/ear.
9-11 Open Wound. You lose 1 hit point every minute the wound persists. The injury heals if you receive magical healing in the form of a restoration spell or if a paladin spends 10 hit points of healing from their lay on hand features. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every minute, on a success the hit point is not lost from that minute. After ten success, the injury heals.
12-14 Punctured Organ. You can take either an action or a bonus action or your turn, but not both. If you puncture two organs your hit points drop to 0 and you immediately begin dying. Magical healing of 6th level or higher, such as heal and regenerate, cures the effect.
15-17 Lost 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. Magic such as the regenerate spell can restore the lost finger. If you lose all the fingers from one hand, then it functions as if you had lost a hand.
18-20 Teeth Knocked Out. You have disadvantage on Charisma (Persuasion) checks. When you cast a spell with a verbal component there is a 25% chance the spell will not work. If the spell fails, you still used your action to try to cast it, but the spell did not use any slots or material components. The injury heals if you receive magical healing. Magic such as the regenerate spell can restore the lost teeth. Alternatively, someone can tend to the wound and make a DC 20 Wisdom (Medicine) check, on a success the teeth are reset and will heal after ten days.