D12 |
Injury |
Duration |
1 |
Twisted Back. Severe Back pain radiates through your body. You have disadvantage on attack rolls, Athletics checks, and STR and CON saving throws |
This condition lasts until you spend 10 minutes without moving or taking any actions and you receive magical healing. |
2 |
Broken Leg. Your movement speed is halved. Whenever you attempt to move in combat, you must make a DC 15 CON save. On a failed save, you cannot move on that turn |
This condition lasts until you or someone else spends 1 minute to set the break and you receive magical healing. |
3 |
Broken Arm. You cannot hold anything in your primary hand; you have disadvantage on all attack rolls made with your off-hand; you cannot use weapons that require two hands; and spells you cast that require a somatic component have a 50% chance to fail, though no spell sot is consumed. |
This condition lasts until you or someone else spends 1 minute to set the break and you receive magical healing. |
4 |
Armor Damage. If you're wearing armor or using a shield, your AC is reduced by 2. |
This condition lasts until you spend 10 minutes repairing your armor. |
5 |
Leg Injury. Your movement speed is halved. |
This condition lasts until you receive magical healing. |
6 |
Arm Injury. Whenever you take an action in combat, you must make a DC 10 CON save. CON a failed save, you drop whatever you are holding in your primary hand. |
This condition lasts until you receive magical healing. |
7 |
Internal Injury. An internal injury causes excruciating pain when you attempt an action in combat. Whenever you attempt an action in combat you must make a DC 10 CON save. On a failed save, you lose your action. |
This condition lasts until you spend 10 minutes without moving or taking any actions and you receive magical healing. |
8 |
Winded. You got the wind knocked out of you. On your turn in combat, you can either move or take an action, but not both. |
This condition lasts until you spend an entire round without using your movement or action or until you receive magical healing. |
9 |
Bleeding out. You lose 1d6 HP at the start of each of your turns. |
This condition lasts until either you or someone else uses an action to bind the wound or you receive magical healing. |
10 |
Disoriented. The pain of your injuries disorients you to the world around you. Whenever you move in combat, you must make a DC 10 CON save. On a failed save, you move your entire movement speed in a random direction. |
This condition lasts 1d4 minutes or until you receive magical healing. |
11 |
Blurred Vision. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. |
This condition lasts 1d4 minutes or until you receive magical healing. |
12 |
Minor Scar. The scar doesn't have any adverse effect, but 50% of chicks dig it. |
This condition lasts 1d4 minutes or until you receive magical healing. |
Or directly from DM Guid (But I think these are too much a penalty.