An adventurer without a scar is either very good, very lucky, or very new to the profession—trap-ridden dungeons, rabid monsters, and sharp weapons are notoriously bad for your health. Some adventurers are fortunate enough to retire with just a few injuries to show for their career. Many, however, die from injury long before retirement.




Wounds

On dropping to 0 HP, suffer a serious injury creating a Wound. Roll d10 to determine location of wound.

Wound Effects

  • Arm/Hand: DISADVANTAGE on STR/DEX Attacks, Checks, and Saves requiring arms/hands.
  • Leg/Foot: Movement speed halved. DISADVANTAGE on STR/DEX Checks and Saves requiring legs/feet.
  • Stomach/Back/Chest: DISADVANTAGE on CON Saves, strenuous activity requires CON Save, DC = 15; failure results in +1 exhaustion
  • Head/Face: DISADVANTAGE on Attacks, Checks, Saves requiring WIS/INT/CHA.
  • Ass: You have trouble sitting and you look like an idiot.

Injury Location

d10

Area

d10

Area

1

Arm

6

Back

2

Leg

7

Head

3

Hand

8

Face

4

Foot

9

Chest

5

Stomach

10

Ass


Wound Treatment

While Wound is open and untreated, gain one level of Exhaustion. Spend 1 hour and 1 use of Healer’s Kit with DC = 10 Wisdom (Medicine) check to treat wound. Treated wounds no longer cause Exhaustion but Wound Effects persist.

Reopening Wounds

Becoming Bloodied or receiving a Critical Hit can reopen wound, making it no longer Treated. Roll d20 + CON modifier to see if wound reopens.


Reopening Wounds Check

d20

Effect

1 - 2

Wound Reopens and Lose 1 Hit Die

3 - 15 

Wound Reopens

15 - 20

Wound Remains Closed


Wound Healing

At the end of a Long Rest, roll Constitution check, DC = 15 for wound to heal. Greater Restoration Magical healing removes wound, but forfeits regaining HP. A healed Lingering Wound leaves a scar, which can be removed with Greater Restoration or higher healing spells.



Lingering/Permanent Injuries

When taking Massive Damage (a single damage source of more than half of max HP), roll on Lingering/Permanent Injuries table below. In addition, take 1 level of Exhaustion that remains until Lingering Injury is Treated. 

d20

Injury

Effect

1

Brain Damage

Disadvantage on INT, WIS, CHA checks and saves. Healing magic such as Greater Restoration removes injury.

2

Lose an Eye

Disadvantage on Wisdom (Perception) Checks, any check requiring sight, and on Ranged attacks. Healing magic such as Regeneration removes injury.

3

Lose an Arm

Can no longer hold anything with two hands and can only hold 1 object at a time. Climbing speed halved. Disadvantage on checks and saves requiring two arms. Healing magic such as Regeneration removes injury.

4

Lose a Leg

Speed is halved and require crutch/cane to move. Fall Prone after taking Dash action. Disadvantage on all checks and saves requiring balance or use of 2 legs. Healing magic such as Regeneration removes injury.

5

Lose a Hand

Can no longer hold anything with two hands and can only hold 1 object at a time. Disadvantage on checks and saves requiring two hands. Healing magic such as Regeneration removes injury.

6

Lose a Foot

Speed is halved. Fall Prone after taking Dash action. Disadvantage on all checks and saves requiring use of 2 feet. Healing magic such as Regeneration removes injury.

7

Mangled Hand

Disadvantage with any action, check, or save requiring 2 hands. Can only hold small objects with mangled hand. Healing magic such as Greater Restoration removes injury.

8

Mangled Foot

Speed reduced by 5 ft. Disadvantage with any action, check, or save requiring 2 feet. DC =10 DEX save after taking Dash action. Healing magic such as Greater Restoration removes injury.

9 – 11

Severe Internal Injury

In combat, all Actions require DC = 15 CON save. On fail, lose Action and Reaction until next turn. Healing magic such as Greater Restoration removes injury. If Treated by successful DC = 15 Wisdom (Medicine) Check, condition ends after Extended Rest.

12 – 14

Festering Wound

HP Max reduced by 1 every 24 hours. If HP Max is reduced to 0, instant death. Healing magic such as Greater Restoration removes injury. If Treated by successful DC = 15 Wisdom (Medicine) Check, condition ends after Extended Rest.

14 – 16

Disfiguring Scar

Damn you UGLY! Disadvantage on Charisma (Persuasion) checks, Advantage on Charisma (Intimidation) checks. Healing magic such as Regeneration removes scar.

17 – 20

Moderate Scarring

Choose location and appearance of scar. No adverse effects. Healing magic such as Greater Restoration removes scars.


Lingering/Permanent Injury Treatment

Lingering/Permanent injury treatment follow that of Lingering Wounds, with the following caveats:

1. Injuries involving loss require treatment with appropriate prosthesis.

2. Non-loss injuries require DC = 15 Wisdom (Medicine) check.

3. Effects from Lingering/Permanent Injuries are not removed with natural healing.