Lingering Injuries
Abstract
While blows that would be fatal to a normal civilian don't outright kill a hearty adventurer, that doesn't mean they aren't devastating. Being blasted with a Fireball so hard that you go unconscious is likely to have a few side effects other than singed clothes. When characters in Mostly Faerun are knocked unconscious (reach 0 HP), receive a Critical Hit, or Critically Fail a Saving Throw against Damage, they must make a Constitution Saving Throw. The DC of the saving throw is equal to one half of the damage received, and on a failure the character receives a Lingering Injury. The type of Lingering Injury depends on a d20 roll and the type of damage causing the character to be knocked unconscious. Consult the tables below for the effects of a Lingering Injury.
- Going Down, Getting Crit, Crit Failing a Save vs Damage -> Con Save or suffer a Lingering Injury. DC equal to 1/2 Damage.
- Lingering Injury: Roll d20 on the table for damage type.
- 15-20: Scar or other non-mechanical effects. (30%)
- 10-14: Minor injury (25%)
- 6-9: Major injury (20%)
- 2-5: Severe injury (20%)
- 1: Critical injury (5%)
While blows that would be fatal to a normal civilian don't outright kill a hearty adventurer, that doesn't mean they aren't devastating. Being blasted with a Fireball so hard that you go unconscious is likely to have a few side effects other than singed clothes. When characters in Mostly Faerun are knocked unconscious (reach 0 HP), receive a Critical Hit, or Critically Fail a Saving Throw against Damage, they must make a Constitution Saving Throw. The DC of the saving throw is equal to one half of the damage received, and on a failure the character receives a Lingering Injury. The type of Lingering Injury depends on a d20 roll and the type of damage causing the character to be knocked unconscious. Consult the tables below for the effects of a Lingering Injury.
Acid Damage
1d20 | Injury | Effect | Recovery |
---|---|---|---|
1 | Blinded | Blinded condition. | Magical Regeneration |
2-5 | Partially Blinded | Disadvantage on: Wis (Perception) using Sight; Ranged Attack Rolls. | Magical Regeneration |
6-9 | Neuralgia | Disadvantage: Str (Athletics) Checks; Dex (Acrobatics) Checks Actions must succeed DC 10 Con Save or fail. | 3 Long Rests |
10-14 | Disfigurement | Disadvantage: Cha (Persuasion) Checks Advantage: Cha (Intimidation) Checks | Magical Regeneration |
15-20 | Scarring | Noticeable scarring, no mechanical effects. | Magical Regeneration; 3 Long Rests with DC 20 Medicine Checks |
Bludgeoning / Force / Thunder Damage
1d20 | Injury | Effect | Recovery |
---|---|---|---|
1 | Brain Injury | Disadvantage: Int Checks and Saves; Wis Checks and Saves | Magical Regeneration |
2-5 | Broken Bone | 50/50 Arm or Leg
Leg: Speed is Halved. Disadvantage: Dex Checks and Saves Arm: Can only use one hand. (No dual wield, no 2H, etc.) |
Magical Regeneration; 3 Long Rests with DC 20 Medicine Checks |
6-9 | Internal Injury | Actions must succeed DC 10 Con Save or fail. | Magical Regeneration; 2 Long Rest with DC 15 Medicine Check |
10-14 | Concussion | Disadvantage: Int Checks, Wis Checks, Concentration Checks | 1 Long Rest |
15-20 | Broken Nose | Noticeable break, no mechanical effects. | 1 Long Rest with DC 15 Medicine Check |
Cold Damage
1d20 | Injury | Effect | Recovery |
---|---|---|---|
1 | Systemic Damage | Disadvantage: Str Checks and Saves; Dex Checks and Saves; Con Checks and Saves | Magical Recovery |
2-5 | Frostbite | 50/50 Hand or Foot
Foot: Speed is Halved. Disadvantage: Dex Checks and Saves Hand: Can only use one hand. (No dual wield, no 2H, etc.) |
Magical Regeneration; 3 Long Rests with DC 20 Medicine Checks |
6-9 | Neuralgia | Disadvantage: Str (Athletics) Checks; Dex (Acrobatics) Checks
Actions must succeed DC 10 Con Save or fail. |
3 Long Rests |
10-14 | Hypothermia | Disadvantage: Dex Checks
Weakness to Cold damage. |
Magical Healing; 1 Short Rest |
15-20 | Anosmia | Automatically fail any Wis (Perception) using Smell. | 1 Long Rest with DC 15 Medicine Check |
Fire / Lightning Damage
1d20 | Injury | Effect | Recovery |
---|---|---|---|
1 | Blindness | Blinded condition. | Magical Regeneration |
2-5 | Severe Burn | Disadvantage: All Ability Checks; Str, Dex Saves
(If already burnt, DC 15 Con Save or Die.) |
Magical Regeneration |
6-9 | Major Burn | Disadvantage: Str, Dex Saves
(If already burnt, Stunned for one turn.) |
Magical Regeneration; 3 Long Rests with DC 15 Medicine Checks |
10-14 | Blistering | Disadvantage: Dex Checks | Magical Healing; 1 Long Rest with DC 10 Medicine Check |
15-20 | Disfigurement | Noticeable scarring, no mechanical effects. | Magical Regeneration; 3 Long Rests with DC 15 Medicine Checks |
Necrotic Damage
1d20 | Injury | Effect | Recovery |
---|---|---|---|
1 | Soul Wound | Disadvantage: Int Checks and Saves; Wis Checks and Saves; Cha Checks and Saves | Magical Regeneration |
2-5 | Withering | 50/50 Arm or Leg
Leg: Speed is Halved. Disadvantage: Dex Checks and Saves Arm: Can only use one hand. (No dual wield, no 2H, etc.) |
Magical Regeneration; 3 Long Rests with DC 20 Medicine Checks |
6-9 | Organ Necrosis | Actions must succeed DC 10 Con Save or fail. | Magical Regeneration; 2 Long Rests with DC 10 Medicine Checks |
10-14 | Festering Wound | HP Max -1 every 24 hours.
Disadvantage: Cha (Persuasion) Checks |
Magical Healing; 1 Long Rests with DC 15 Medicine Checks |
15-20 | Visage of Death | Become noticeably pale and gaunt, no mechanical effects. | Magical Regeneration |
Piercing Damage
1d20 | Injury | Effect | Recovery |
---|---|---|---|
1 | Destroyed Eye | Disadvantage: Wis (Perception) Checks using Sight; Ranged Attack Rolls | Magical Regeneration |
2-5 | Fractured Pelvis | Speed is Halved. Cannot use the Dash action. | Magical Regeneration |
6-9 | Punctured Stomach | After Short Rest, DC 10 Con Save or Poisoned for 24 hours. | Magical Regeneration; 1 Long Rest with DC 15 Medicine Check |
10-14 | Festering Wound | HP Max -1 every 24 hours.
Disadvantage: Cha (Persuasion) Checks |
Magical Healing; 1 Long Rests with DC 15 Medicine Checks |
15-20 | Disfigurement | Noticeable scarring, no mechanical effects. | Magical Regeneration; 3 Long Rests with DC 15 Medicine Checks |
Poison Damage
1d20 | Injury | Effect | Recovery |
---|---|---|---|
1 | Toxic Shock | Disadvantage: Str Checks and Saves; Dex Checks and Saves; Con Checks and Saves | Magical Regeneration |
2-5 | Heart Damage | +1 Exhaustion; Does not recover naturally. | Magical Regeneration |
6-9 | Liver Damage | After Short Rest, DC 10 Con Save or Poisoned for 24 hours.
Poison Damage deals 1d6 extra per hit. |
Magical Regeneration; 1 Long Rest with DC 15 Medicine Check |
10-14 | Vertigo | Disadvantage: Dex Checks and Saves | Magical Healing; 1 Long Rest |
15-20 | Nausea | Disadvantage: Con Checks and Saves | Magical Healing; 1 Short Rest |
Psychic Damage
1d20 | Injury | Effect | Recovery |
---|---|---|---|
1 | Indefinite Madness | Roll on Indefinite Madness table. | See table |
2-5 | Long-Term Madness | Roll on Long-term Madness table. | See table |
6-9 | Phobia | Gain phobia of attacker.
Disadvantage: All Checks and Saves in presence of phobia. |
3 Long Rests with DC 15 Wisdom Save |
10-14 | Short-Term Madness | Roll on Short-term Madness table. | See table |
15-20 | Volume Control | You cannot control the volume of your voice. | Magical Healing; 1 Long Rest |
Radiant Damage
1d20 | Injury | Effect | Recovery |
---|---|---|---|
1 | Blinded | Blinded condition. | Magical Regeneration |
2-5 | Major Burn | Disadvantage: Str, Dex Saves
(If already burnt, Stunned for one turn.) |
Magical Regeneration; 3 Long Rests with DC 15 Medicine Checks |
6-9 | Blistering | Disadvantage: Dex Checks | Magical Healing; 1 Long Rest with DC 10 Medicine Check |
10-14 | Uncontrollable Weeping | DC 15 Wis Save or cannot Rest. | 1 Short Rest |
15-20 | Cosmetic Damage | Hair loss/greying, skin spots, etc. No mechanical effect. | Magical Regeneration |
Slashing Damage
1d20 | Injury | Effect | Recovery |
---|---|---|---|
1 | Partially Blinded | Disadvantage on: Wis (Perception) using Sight; Ranged Attack Rolls. | Magical Recovery |
2-5 | Sever | 50/50 Hand or Foot
Foot: Speed is Halved. Disadvantage: Dex Checks and Saves Hand: Can only use one hand. (No dual wield, no 2H, etc.) |
Magical Regeneration |
6-9 | Bleeding Wound | HP Max -1 every 24 hours. | Magical Healing; 1 Long Rests with DC 15 Medicine Checks |
10-14 | Major Disfigurement | Disadvantage: Cha (Persuasion) Checks Advantage: Cha (Intimidation) Checks | Magical Regeneration |
15-20 | Minor Disfigurement | Noticeable scarring, no mechanical effects. | Magical Regeneration; 3 Long Rests with DC 20 Medicine Checks |