![]() | ![]() | ![]() |
~ World & Lore ~
Applies to humanoid player characters (must be humanoid, must be dwarf to orc sized), or humanoid Boss monsters. Does not apply to undead or constructs.
The rule is: when critically hit, or reduced to 0hp, roll on the table below.
On a critical hit, the result is applied immediately.
If reduced to 0hp, the result is applied and death saves must be rolled.
Death Saves: roll d20 each round, must roll under Constitution. Three successes mean the character is stabilized at 0hp. Three failures means death.
D100 | Injury Type | Description | Lowest level cure | Duration | Notes |
01 | Lose 1d4 teeth | Disadvantage on Charisma checks. Casting a spell with a verbal component has a 25% chance the spell fails. | Regenerate | Forever | - |
02 | Lose an eye | Disadvantage on Perception checks that rely on sight and on ranged attack rolls. If you have no eyes left after sustaining this injury, you're blinded. | Regenerate | Forever | - |
03 | Lose nose | Disadvantage on Perception checks that rely on smell. Advantage on Intimidation checks. | Regenerate | Forever | - |
04 | Lose an ear | Disadvantage on Charisma checks. Disadvantage on Perception checks that rely on sound. | Regenerate | Forever | - |
05 | Horrible scar | Disadvantage on Charisma checks. Advantage on Intimidation checks. | Heal spell | Forever | - |
06 | Broken arm | Can only use one arm to use an item/weapon. | Cure Serious Wounds | 3d4 weeks | - |
07 | Broken leg | Dexterity check to move faster than 5'/round or fall prone. | Cure Serious Wounds | 3d4 weeks | - |
08 | Broken rib | Constitution check to take any actions. | Cure Critical Wounds | 3d6 weeks | - |
09 | Fractured hand | Cannot use two handed weapons. | Cure Serious Wounds | 3d4 weeks | Shields & Crossbows allowed. |
10 | Fractured foot | Movement speed is halved. | Cure Serious Wounds | 3d4 weeks | - |
11 | Major Blood Loss | Lose a LOT of blood. Max HP halved, restored by 10% each rest. | Cure Serious Wounds | 1 week | - |
12 | Phobia | Develop a phobia of the weapon or damage type. When confronted with your phobia, you have Disadvantage. | - | Forever | See Sanity rules |
13 | Weak Persona | You have suffered damage to your sense of self. You have disadvantage on Charisma checks | Heal | 1d6 days | - |
14 | Brain Injury | You have disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws. You are also stunned until the end of your next turn. | Heal | Forever | - |
15 | Nerve Damage | You feel no pain and the DM tracks your health without your knowledge. | Cure Serious Wounds | 2d4 days | - |
16 | Skull Fracture | Whenever you attempt an action in combat, make a Constitution check. On a failed save, you lose your action until the start of your next turn. | Cure Critical Wounds | 2d4 weeks | - |
17 | Brain Damage | You hit your head on the way down, -1 INT. | Heal | Forever | - |
18 | Confusion | Upon waking, the player is confused. | Cure Serious Wounds | 1d4 hours | - |
19 | Unable to Sleep | Roll a d4 every rest - if the result is 4, you don't recover hp. | Heal | Forever | - |
20 | Flee | When encountering enemies, make a Wisdom check or you are frightened of all enemies and flee out of sight. | Heal | Until rest | - |
21 | Open Wound | Lose 1 hit point every hour the wound persists. A successful Medicine or Healing check each hour prevents this. | Cure Light Wounds | 1d10 hours | - |
22 | Black Eye | -4 for skill checks based on sight and attack rolls. | Cure Light Wounds | Until rest | - |
23 | Festering Wound | Max hit points are reduced by 1 every 24 hours, until a successful Medicine or Heal check. | Cure Light Wounds | 1d10 days | - |
24 | Blood Loss | Disadvantage on death saving throws. | Cure Light Wounds | 1d6 days | - |
25 | Concussion | Intelligence and Wisdom are reduced by 2. | Cure Serious Wounds | 1d6 days | - |
26 | Reversed Senses | You partially lose your sense of taste and smell, making every flavor resemble rot and every scent smell of decay. This is the case for every scent and taste except for all things festering and putrid, which smell like fresh meals and taste like gourmet delicacies. | Cure Serious Wounds | Forever | - |
27 | Depression | You suffer depression, and suffer disadvantage on all wisdom checks. | Cure Light Wounds | Until rest | - |
28 | Uncontrollable Tremor | You cannot stop trembling, and suffer disadvantage on all dexterity checks. | Cure Light Wounds | Until rest | - |
29 | Bitten Tongue | You cannot speak intelligibly. | Cure Light Wounds | End of combat | - |
30 | Crotch Hit | Constitution check each round, or lose your action that round. | Cure Light Wounds | Special | Successful save ends effect. |
31 | Contusion | Massive bruising blow to the body, lose 1d3 STR/DEX. | Cure Serious Wounds | 1d4+1 days | - |
32 | Blood in Eyes | Disadvantage on perception checks based on sight and attack rolls. | Medicine/Heal check | 1d4+1 days | - |
33 | Ruptured Aorta | Downed, with one failed death save and disadvantage on death saves. | Medicine/Heal check | Until stable | - |
34 | Arm Artery Cut | Downed, with disadvantage on death saves. | Medicine/Heal check | Until stable | - |
35 | Leg Artery Cut | Downed, with one failed death save. | Medicine/Heal check | Until stable | - |
36 | Internal Bleeding | Every hour, lose 1HP from maximum HP. | Cure Critical Wounds | 2d8 weeks | - |
37 | Spine Crushed | Paralyzed from waist down, speed drops to 5' and you are prone. | Heal | Forever | - |
38 | Lung Injury | You stop breathing and cannot make death saves. You need to be stabilized before 1d4+1 rounds. | Heal | 1d4+1 rounds | - |
39 | Severed Muscles | Disadvantage on all strength based checks and attacks | Heal | 2d8 weeks | - |
40 | Severed Tendons | Disadvantage on all dexterity based checks and attacks | Heal | 2d8 weeks | - |
41 | Fractured Spine | Paralyzed from neck down. | Heal | 2d8 weeks | - |
42 | Fear | You've been close to death before, but this time was one too many. On each initiative roll in combat you must succeed on a Wisdom saving throw or drop whatever you are holding and become Frightened for one minute. | - | Forever | See Sanity rules |
43 | Weak Stomach | You are unusually sensitive, suffering a -4 penalty against any effect that causes sickening or nausea. You find certain foods, perfumes and other strong scents unpleasant. | Cure Serious Wounds | Forever | - |
44 | Lung Damage | Your lung capacity is reduced, making it harder to breathe and leaving you more susceptible to airborne hazards. You suffer a -4 penalty on saving throws against gases of any kind, or any roll relating to controlling your breath. | Cure Critical Wounds | 2d8 weeks | - |
45 | Liver Damage | Your ability to handle toxins is reduced, leaving you unusually susceptible to poisons of all kinds. You suffer a -4 penalty on all saving throws against poison effects, including alcohol and other drugs. | Cure Critical Wounds | 2d8 weeks | - |
46 | Sleep Disorder | Metabolic damage disrupts your sleeping patterns. You struggle to stay awake for long periods, and find it difficult to sleep. You suffer a -4 penalty on any effect that effects sleep in any way. | Heal | Forever | - |
47 | Memory Loss | You struggle to recall and use information. You suffer a -4 penalty to any checks requiring recall of information, most importantly Knowledge checks. You may forget names and messages, or get lost easily. | Heal | Forever | - |
48 | Attention Deficit | You struggle to focus on a task. You suffer a -2 penalty to Concentration checks. In addition, any time they need to spend more than a few minutes on the same task, they are liable to become distracted and a Will save may be called for. | Heal | Forever | - |
49 | Disjointed | Your intellect is unimpaired, you struggle to marshal arguments or arrange ideas in a logical order. You suffer a -4 penalty to Diplomacy checks, as well as any attempts to explain or discuss complicated topics. | Heal | Forever | - |
50 | Lightminded | Your resolve weakens, leaving you inclined to stare at lights and easily lulled by soft voices. You suffer a -4 penalty against fascination effects. | Heal | Forever | - |
51 | Befuddled | You become unusually prone to confused episodes. You suffer a -2 penalty on confusion effects. You may suffer from mild panic at stressful moments, unless a Wisdom check is passed. | Heal | Forever | - |
52 | Muscle Lock | Your hand muscles are damaged, leaving them strong but barely mobile. You can hold items, but must force your fingers open and closed using their other hand: for example, you can use your left hand to grip a bow in your right, then fire left-handed. You can't pick up most items, or use the hand for any task requiring manual dexterity; this imposes a -2 penalty on tasks such as grappling, lockpicking, playing the lute or forgery because you must rely on a single hand. Tasks such as climbing are very difficult (-4 penalty). Spells with somatic components may suffer a failure percentage chance equal to the spell's level times five. You can still attack using that hand, suffering a -2 penalty on ranged and melee attacks. | Heal | Forever | - |
53 | Aches & Pains | Your ability to withstand hardship is reduced. You are treated as having 1 permanent point of damage per character level. This damage does not heal from normal healing, nor from healing magic. | Regenerate | Forever | - |
54 | Battle Wound | Though mostly healed, the injury flares up at odd moments. If you roll a 2 for any physical skill check (DM's definition), you immediately suffer the effects of a pain strike cast by a wizard of your level (save applies). | Heal | Forever | Effect stacks (roll 2 or 3, 2-4, etc) |
55 | Nightmares | You have regular nightmares, and may scream or behave oddly in their sleep (1 on a 1d6) and gain no hit points. You suffer a -4 penalty against any effects that manipulate your dreams (positive or negative). | Heal | Forever | - |
56 | Sensitive Ear | You become unusually sensitive to loud noises. You suffer a -2 on saving throws against sonic effects, and find loud noises in general uncomfortable and unsettling. | Heal | Forever | - |
57 | Light Sensitive | You are blinded if you are exposed to bright light or take damage from light based spells. You can make a Constitution save at the start of each round to recover. In ordinary daylight, you are uncomfortable unless your eyes are shaded or protected, and may become dazzled. | Heal | Forever | - |
58 | Light Headed | You are blinded if you are exposed to bright light or take damage from light based spells. You are more vulnerable to dizziness and fainting. You suffer a -2 penalty to checks to keep their balance, Climb checks, and to saving throws against effects that cause unconsciousness, dazing or stunning. | Heal | Forever | - |
59 | Shrapnel | A slither of metal broke away from the blade that knocked you unconscious, and lodged in your heart. -1 to Death Saving Throws. | Heal | Forever | - |
60 | Back Spasms | You suffer painful back spasms when exerting yourself. -1 to Strength. | Heal | Forever | - |
61 | Constant Ache | The player’s joints constantly ache. -1 to Initiative rolls. | Heal | Forever | Effect stacks |
62 | Mercy Killing | Your attacker makes an INT/WIS roll. On a fail, they take pity and want to put you out of your misery. | N/A | Until concious | - |
63 | Mercy Killing + | All enemies within 10' make an INT/WIS roll. On a fail, they take pity and want to put you out of your misery. | N/A | Until concious | - |
64 | Pulled Thigh | Movement speed is reduced to half. | Cure Light Wounds | Until rest | - |
65 | Limp | Movement speed is reduced to three quarters. | Cure Light Wounds | 2d4 days | - |
66 | Dislocated Shoulder | Incur a -2 modifier to all attack/damage rolls. | Cure Light Wounds | 3d4 weeks | - |
67 | Death Grip | Make an attack roll against your attacker, if successful, they are knocked prone next to you. | N/A | - | - |
68 | Exaggerated Wound | Your attacker assumes the worst for you, they will not attack while you are incapacitated. | N/A | Until concious | - |
69 | Exaggerated Wound + | All enemies assume the worst for you, they will not attack while you are incapacitated. | N/A | Until concious | - |
70 | Nervous Twitch | At the start of your turn, make a Strength check, otherwise, drop whatever item you are carrying in your hand. | Cure Light Wounds | Until rest | Effect ends on successful save |
71 | Ruptured Liver | Apply Poisoned status, (Arsenic, Poisons). | Cure Serious Wounds | 2d6 days | - |
72 | Busted Kneecap | Movement speed is halved, jumping requires a Constitution check or fall prone. | Cure Serious Wounds | 2d6 days | - |
73 | Minor Concussion | Disadvantage on all perception checks. | Cure Serious Wounds | 1d4 days | - |
74 | Minor Wound | Lose 1 hit point per hour. | Cure Light Wounds | Until rest | - |
75 | Sprained Wrist | Successful Constitution save to cast spells. | Cure Light Wounds | Until rest | - |
76 | Sprained Ankle | Movement speed is halved; successful acrobatics check to run, or fall prone. | Cure Light Wounds | Until rest | - |
77 | Paranoia | Wisdom check at the start of your turns; on a failure, attack the nearest creature in range. | Cure Light Wounds | Until rest | If no creatures in sight, no effect |
78 | Aren't you Dead? | The creature that just attacked you has disadvantage on their next attack against you. | N/A | End of combat | - |
79 | Confident Comeback | The next attack against you has disadvantage. | N/A | End of combat | - |
80 | Ready for More | Your next saving throw has advantage. | N/A | End of combat | - |
81 | Blurred Vison | You have disadvantage on perception checks that rely on sight and on ranged attack rolls. | Cure Light Wounds | 1d4 days | - |
82 | Ringing Ears | You have disadvantage on perception checks that rely on sound. | Cure Light Wounds | 1d4 days | - |
83 | Lose a Finger | You have disadvantage on Dexterity checks to use fine tools (such as thieves' tools) or perform sleight of hand. | Regenerate | Forever | 2nd time, treat as lost hand. |
84 | Major Neuralgia | You are in constant pain from nerve damage. Whenever you attempt an action in combat, you must make a save vs Constitution -2 or lose your action. | Heal | 2d10 days | - |
85 | Minor Neuralgia | You are in constant pain from nerve damage. Whenever you attempt an action in combat, you must make a save vs Constitution +2 or lose your action. | Heal | 2d4 days | - |
86 | Severe Bruising | You suffer severe bruising over an extensive portion of your anatomy. Anytime you suffer bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. | Cure Light Wounds | 2d6 days | - |
87 | Anosmia | You lose your sense of smell and taste. You automatically fail any ability checks that involve your sense of smell or taste. | Cure Light Wounds | Forever | - |
88 | Kidney Damage | Succeed at a Constitution saving throw, or apply Poisoned status, (Arsenic, Poisons). | Cure Serious Wounds | 2d10 days | - |
89 | Muscle Spasms | You have disadvantage on Dexterity checks. | Cure Light Wounds | 2d6 days | - |
90 | Apathy | You are afflicted with intense apathy and depression. You have disadvantage on Intelligence, Wisdom, and Charisma ability checks and saving throws. | Heal | Forever | - |
91 | Inflammation | Your muscles are irritated and inflamed. You have disadvantage on strength checks. | Cure Serious Wounds | 2d6 days | - |
92 | Nausea | You have disadvantage on Constitution checks. | Cure Serious Wounds | 1d6 weeks | - |
93 | Second Wind - | Start with one successful death save. | N/A | Until stable | - |
94 | Second Wind | Advantage on death saving throws. | N/A | Until stable | - |
95 | Second Wind + | Advantage on death saving throws and start with one successful death save. | N/A | Until stable | - |
96 | Unexpected KO | You will stabilize after one successful death save. | N/A | Until stable | - |
97 | Amnesia | You forget one spell or one language. | Heal | Forever | - |
98 | Magical Vulnerability | You now have a -1 to your spell saves. | N/A | Special | Meditate 8hrs in a holy place |
99 | System Shock | The wound seriously messes up something deep inside you. You have disadvantage on death saves. | Heal | Forever | - |
00 | Adrenaline Rush | At the start of your turn, you regain health equal to your hit dice plus CON modifier | N/A | instant | Back in the fight, but prone |
Click HERE to go back to the previous page.