Lingering Injuries

Most of these are stolen from the internet then tweaked for our game.

Whenever your character drops to 0 hp, you will roll % dice (d100) and we’ll see what happens on the chart.

The main objective of these injuries is to make you fear dropping to 0 hp, put additional strain on the 6 (!) characters-worth of resources, and spice up gameplay a bit more.

I also wanted to avoid permanently disfiguring your characters or slowing down the action too significantly. I changed the mechanics of the original sources for most of these by either lessening the effects or reducing the time required to heal to just a few days.

For gameplay purposes, “nothing but resting” also includes slow-paced travel in a way that doesn’t agitate the injury further. Our world is big, and I think it’s reasonable to assume you can walk for a few days if you have a broken hand. If your injury inhibits travel, then you’ll need to think of a workaround to let the wound heal. Solutions are subject to my approval.

Healing potions count as magical healing of 1st level.

If magical healing is used to raise a character from 0 hit points, that healing does not count for the “magical healing of X level” for purposes of removing lingering injuries. An injured character must be above 0 hit points for an injury to be removed by means of magical healing.

Hopefully these effects will give you all a legitimate choice between seeking healing, resting for natural healing, or pressing onwards for your current quest.

Things are subject to change.

d100 Injury & Effect
1 Lose a 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.
2-6 Broken Arm or Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. The injury heals if you receive magical healing of 3rd level or higher. Alternatively, the injury heals after someone sets the bone with a DC 15 Medicine check and you spend 3d4 days doing nothing but resting.
7-11 Broken Foot or Leg. Your walking speed is halved and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance and cannot jump. The injury heals if you receive magical healing of 3rd level or higher. Alternatively, the injury heals after someone sets the bone with a DC 15 Medicine check and you spend 4d4 days doing nothing but resting.
12-15 Cornea Hemorrhage (Bleeding Eye): You have disadvantage on Perception checks that rely on sight. You also roll at disadvantage on saving throws vs. effects that would blind you. This effect heals after 3d4 days of resting or after receiving magical healing of 3rd level or higher.
16-20 Ruptured Eardrum. You have disadvantage on Perception checks that rely on hearing. The injury heals if you receive magical healing of 1st level or higher. Alternatively, the injury heals after you spend 2d4 days doing nothing but resting.
21-27 Broken Nose. You have a nasty broken nose, but are otherwise unaffected. Perception checks using smell automatically fail. Magical healing of 2nd level or higher will heal this injury. If you or another character successfully performs a DC 10 Medicine check, this injury heals naturally after 1d4 days.
28-35 Limp. Your walking speed is reduced by 5 feet and you have disadvantage on Acrobatics checks. You must make a DC 10 Strength saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp. This injury heals naturally after 1d4 days of doing nothing but resting.
36-40 Break a 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 the broken finger. The injury heals if you receive magical healing of 2nd level or higher. Alternatively, the injury heals after someone sets the finger with a DC 10 Wisdom (Medicine) check and you spend 2d4 days of not using that hand.
41-45 Break an Item. A randomly determined nonmagical item you hold, wear, or carry on your person is broken or ruined. Roll a d10. On a roll of 1, the item broken is a weapon, on a roll of 2-5 the item is armor or a shield, and on a roll of 6-10 it is an item that’s not a shield or weapon. If the number rolled is magical equipment, then the DM will choose another piece of gear to break. A skilled craftsman or the Mending cantrip can fix mundane equipment.
46-49 Internal Injury. Whenever you make Constitution saving throws, you do so at disadvantage. In addition, whenever you attempt to move and use an action in a single turn of combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose one of your actions (whichever is performed second) and can’t use reactions until the start of your next turn. The injury heals if you receive magical healing of 3rd level or higher or if you spend 3d4 days doing nothing but resting.
50-55 Broken Ribs. This has the same effect as Internal Injury above, except that the save DC is 10. This injury heals after magical healing of 2nd level or higher or after 2d4 days of rest.
56-60 Teeth Knocked Out. You have disadvantage on Charisma (Persuasion) checks. When you cast a spell with a verbal component there is a 25% chance (1 on a d4) 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 and you have all of the missing teeth in your possession. Healing of 2nd level or higher will restore missing teeth. Eating solid food is possible but uncomfortable.
61-65 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 injury heals if you receive magical healing of 3rd level or higher. Alternatively, someone can tend to the wound and make a DC 15 Medicine check with a healer’s kit once every 24 hours. This check uses a charge of the healer’s kit. A successful check staves off the hit point drain for that 24 hour period. Making this check without a healer’s kit grants disadvantage. After five successes, the injury heals. Proper herbs and poultices found using an Herbalism Kit grant advantage on these medicine checks if used in tandem with a healer’s kit.
66-72 Open Wound. You lose 1 hit point every hour the wound persists. The injury heals if you receive magical healing of any level. If your hit point total drops to your negative constitution SCORE (not modifier), you die. Alternatively, someone can tend to the wound and make a DC 15 Medicine check once every hour. After five success, the injury heals. Expending a use on a healer’s kit grants advantage on this check.
73-76 Skull Fracture. 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. In addition, you cannot hold concentration spells. The injury heals if you receive magical healing of 1st level or higher or if you spend 2d4 days doing nothing but resting.
77-80 Punctured Lung. You can take either an action or a bonus action or your turn, but not both. In addition, you cannot hold your breath and immediately being suffocating when underwater (PHB p.183 for suffocation rules). The injury heals if you receive magical healing of 2nd level or higher. If you puncture both lungs your hit points drop to 0 and you immediately begin dying.
81-83 Horrible Scar. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 3rd level or higher turns the Horrible Scar into a Minor Scar as below.
84-85 Painful Scar. You have a scar which gets painful whenever it rains, sleets, hails, or snows. Whenever you attempt an action in combat and your scar is giving you pain, you have disadvantage on attack rolls and skill checks, and your foes have advantage on saving throws for spells and abilities you perform. The injury becomes a Minor Scar as below if you receive magical healing of 3rd level or higher.
86-99 Minor Scar. The scar doesn’t have any adverse effect, but chicks dig it. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
100 Inspiring Recovery: Your recovery has been miraculous and inspiring. You or one of your allies of your choice receives a point of inspiration. You suffer no other ill effects and are dropped to 1 hit point instead of 0.

Lingering Injuries

Almorath Aeseri