~ World & Lore ~

Lingering Injuries


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.


D100Injury TypeDescriptionLowest level cureDurationNotes
01Lose 1d4 teethDisadvantage on Charisma checks.
Casting a spell with a verbal component has a 25% chance the spell fails.
RegenerateForever-
02Lose an eyeDisadvantage 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.
RegenerateForever-
03Lose noseDisadvantage on Perception checks that rely on smell.
Advantage on Intimidation checks.
RegenerateForever-
04Lose an earDisadvantage on Charisma checks.
Disadvantage on Perception checks that rely on sound.
RegenerateForever-
05Horrible scarDisadvantage on Charisma checks.
Advantage on Intimidation checks.
Heal spellForever-
06Broken armCan only use one arm to use an item/weapon.Cure Serious Wounds3d4 weeks-
07Broken legDexterity check to move faster than 5'/round or fall prone.Cure Serious Wounds3d4 weeks-
08Broken ribConstitution check to take any actions.Cure Critical Wounds3d6 weeks-
09Fractured handCannot use two handed weapons.Cure Serious Wounds3d4 weeksShields & Crossbows allowed.
10Fractured footMovement speed is halved.Cure Serious Wounds3d4 weeks-
11Major Blood LossLose a LOT of blood. Max HP halved, restored by 10% each rest.Cure Serious Wounds1 week-
12PhobiaDevelop a phobia of the weapon or damage type. When confronted with your phobia, you have Disadvantage.-ForeverSee Sanity rules
13Weak PersonaYou have suffered damage to your sense of self. You have disadvantage on Charisma checksHeal1d6 days-
14Brain InjuryYou have disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws.
You are also stunned until the end of your next turn.
HealForever-
15Nerve DamageYou feel no pain and the DM tracks your health without your knowledge.Cure Serious Wounds2d4 days-
16Skull FractureWhenever 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 Wounds2d4 weeks-
17Brain DamageYou hit your head on the way down, -1 INT.HealForever-
18ConfusionUpon waking, the player is confused.Cure Serious Wounds1d4 hours-
19Unable to SleepRoll a d4 every rest - if the result is 4, you don't recover hp.HealForever-
20FleeWhen encountering enemies, make a Wisdom check or you are frightened of all enemies and flee out of sight.HealUntil rest-
21Open WoundLose 1 hit point every hour the wound persists.
A successful Medicine or Healing check each hour prevents this.
Cure Light Wounds1d10 hours-
22Black Eye-4 for skill checks based on sight and attack rolls.Cure Light WoundsUntil rest-
23Festering WoundMax hit points are reduced by 1 every 24 hours, until a successful Medicine or Heal check.Cure Light Wounds1d10 days-
24Blood LossDisadvantage on death saving throws.Cure Light Wounds1d6 days-
25ConcussionIntelligence and Wisdom are reduced by 2.Cure Serious Wounds1d6 days-
26Reversed SensesYou 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 WoundsForever-
27DepressionYou suffer depression, and suffer disadvantage on all wisdom checks.Cure Light WoundsUntil rest-
28Uncontrollable TremorYou cannot stop trembling, and suffer disadvantage on all dexterity checks.Cure Light WoundsUntil rest-
29Bitten TongueYou cannot speak intelligibly.Cure Light WoundsEnd of combat-
30Crotch HitConstitution check each round, or lose your action that round.Cure Light WoundsSpecialSuccessful save ends effect.
31ContusionMassive bruising blow to the body, lose 1d3 STR/DEX.Cure Serious Wounds1d4+1 days-
32Blood in EyesDisadvantage on perception checks based on sight and attack rolls.Medicine/Heal check1d4+1 days-
33Ruptured AortaDowned, with one failed death save and disadvantage on death saves.Medicine/Heal checkUntil stable-
34Arm Artery CutDowned, with disadvantage on death saves.Medicine/Heal checkUntil stable-
35Leg Artery CutDowned, with one failed death save.Medicine/Heal checkUntil stable-
36Internal BleedingEvery hour, lose 1HP from maximum HP.Cure Critical Wounds2d8 weeks-
37Spine CrushedParalyzed from waist down, speed drops to 5' and you are prone.HealForever-
38Lung InjuryYou stop breathing and cannot make death saves.
You need to be stabilized before 1d4+1 rounds.
Heal1d4+1 rounds-
39Severed MusclesDisadvantage on all strength based checks and attacksHeal2d8 weeks-
40Severed TendonsDisadvantage on all dexterity based checks and attacksHeal2d8 weeks-
41Fractured SpineParalyzed from neck down.Heal2d8 weeks-
42FearYou'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.-ForeverSee Sanity rules
43Weak StomachYou 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 WoundsForever-
44Lung DamageYour 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 Wounds2d8 weeks-
45Liver DamageYour 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 Wounds2d8 weeks-
46Sleep DisorderMetabolic 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.
HealForever-
47Memory LossYou 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.HealForever-
48Attention DeficitYou 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.HealForever-
49DisjointedYour 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.HealForever-
50LightmindedYour resolve weakens, leaving you inclined to stare at lights and easily lulled by soft voices. You suffer a -4 penalty against fascination effects.HealForever-
51BefuddledYou 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.HealForever-
52Muscle LockYour 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.
HealForever-
53Aches & PainsYour 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.RegenerateForever-
54Battle WoundThough 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).HealForeverEffect stacks (roll 2 or 3, 2-4, etc)
55NightmaresYou 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).
HealForever-
56Sensitive EarYou 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.HealForever-
57Light SensitiveYou 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.
HealForever-
58Light HeadedYou 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.
HealForever-
59ShrapnelA slither of metal broke away from the blade that knocked you unconscious, and lodged in your heart. -1 to Death Saving Throws.HealForever-
60Back SpasmsYou suffer painful back spasms when exerting yourself. -1 to Strength.HealForever-
61Constant AcheThe player’s joints constantly ache. -1 to Initiative rolls.HealForeverEffect stacks
62Mercy KillingYour attacker makes an INT/WIS roll. On a fail, they take pity and want to put you out of your misery.N/AUntil concious-
63Mercy 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/AUntil concious-
64Pulled ThighMovement speed is reduced to half.Cure Light WoundsUntil rest-
65LimpMovement speed is reduced to three quarters.Cure Light Wounds2d4 days-
66Dislocated ShoulderIncur a -2 modifier to all attack/damage rolls.Cure Light Wounds3d4 weeks-
67Death GripMake an attack roll against your attacker, if successful, they are knocked prone next to you.N/A--
68Exaggerated WoundYour attacker assumes the worst for you, they will not attack while you are incapacitated.N/AUntil concious-
69Exaggerated Wound +All enemies assume the worst for you, they will not attack while you are incapacitated.N/AUntil concious-
70Nervous TwitchAt the start of your turn, make a Strength check, otherwise, drop whatever item you are carrying in your hand.Cure Light WoundsUntil restEffect ends on successful save
71Ruptured LiverApply Poisoned status, (Arsenic, Poisons).Cure Serious Wounds2d6 days-
72Busted KneecapMovement speed is halved, jumping requires a Constitution check or fall prone.Cure Serious Wounds2d6 days-
73Minor ConcussionDisadvantage on all perception checks.Cure Serious Wounds1d4 days-
74Minor WoundLose 1 hit point per hour.Cure Light WoundsUntil rest-
75Sprained WristSuccessful Constitution save to cast spells.Cure Light WoundsUntil rest-
76Sprained AnkleMovement speed is halved; successful acrobatics check to run, or fall prone.Cure Light WoundsUntil rest-
77ParanoiaWisdom check at the start of your turns; on a failure, attack the nearest creature in range.Cure Light WoundsUntil restIf no creatures in sight, no effect
78Aren't you Dead?The creature that just attacked you has disadvantage on their next attack against you.N/AEnd of combat-
79Confident ComebackThe next attack against you has disadvantage.N/AEnd of combat-
80Ready for MoreYour next saving throw has advantage.N/AEnd of combat-
81Blurred VisonYou have disadvantage on perception checks that rely on sight and on ranged attack rolls.Cure Light Wounds1d4 days-
82Ringing EarsYou have disadvantage on perception checks that rely on sound.Cure Light Wounds1d4 days-
83Lose a FingerYou have disadvantage on Dexterity checks to use fine tools (such as thieves' tools) or perform sleight of hand.RegenerateForever2nd time, treat as lost hand.
84Major NeuralgiaYou 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.Heal2d10 days-
85Minor NeuralgiaYou 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.Heal2d4 days-
86Severe BruisingYou 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 Wounds2d6 days-
87AnosmiaYou lose your sense of smell and taste. You automatically fail any ability checks that involve your sense of smell or taste.Cure Light WoundsForever-
88Kidney DamageSucceed at a Constitution saving throw, or apply Poisoned status, (Arsenic, Poisons).Cure Serious Wounds2d10 days-
89Muscle SpasmsYou have disadvantage on Dexterity checks.Cure Light Wounds2d6 days-
90ApathyYou are afflicted with intense apathy and depression. You have disadvantage on Intelligence, Wisdom, and Charisma ability checks and saving throws.HealForever-
91InflammationYour muscles are irritated and inflamed. You have disadvantage on strength checks.Cure Serious Wounds2d6 days-
92NauseaYou have disadvantage on Constitution checks.Cure Serious Wounds1d6 weeks-
93Second Wind -Start with one successful death save.N/AUntil stable-
94Second WindAdvantage on death saving throws.N/AUntil stable-
95Second Wind +Advantage on death saving throws and start with one successful death save.N/AUntil stable-
96Unexpected KOYou will stabilize after one successful death save.N/AUntil stable-
97AmnesiaYou forget one spell or one language.HealForever-
98Magical VulnerabilityYou now have a -1 to your spell saves.N/ASpecialMeditate 8hrs in a holy place
99System ShockThe wound seriously messes up something deep inside you. You have disadvantage on death saves.HealForever-
00Adrenaline RushAt the start of your turn, you regain health equal to your hit dice plus CON modifierN/AinstantBack in the fight, but prone

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