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.