1. Abilities

Injury System


      • Sustaining an Injury or damage has the potential to cause long-term injuries. A creature sustains a lingering injury under the following circumstances: A critical hit deals damage to the creature over 50% of its maximum health. A creature sustains an injury when it fail its second and third deathsave, but are considered unconscious unless killed outright. When a creature sustains an injury, roll on the following table. Unless otherwise noted, you can only suffer each injury once. If you roll that result again, you do not sustain an injury.

          • Injury Table: D20 1 -- EYE 2 -- Arm or hand 3 -- Foot or leg 4 -- Festering wound 5-7 -- Internal Injury 8-10 -- Broken Ribs 11-13 -- Horrible scar 14-16 -- Limp 17-20 -- Minor scar (edited)



              • Effects of Injury: Each injury has the following effects
                • Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. If you sustain this injury twice, you're blinded.
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              • Treatment: Surgery (DC 17) is required to repair one eye.
                • Arm or hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. If you sustain this injury twice, you cannot hold anything.
                • ,
              • Treatment: Surgery (DC 15) is required to repair one arm or hand.
                • Foot or leg. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. If you sustain this injury twice, you fall prone and your only movement option is to crawl.
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              • Treatment: Surgery (DC 13) is required to repair one foot or leg

                  • Limp. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone.
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                  • Treatment: One dose of moderate medicine taken during a short rest allows you to ignore the limp until the end of your next long rest. When used this way, the dose of medicine does not restore hit points. Surgery (DC 12) is required to repair the limp completely.
                    • Internal injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn.
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                  • Treatment: Surgery (DC 14) is required to repair the internal injuries.
                    • Broken ribs. This has the same effect as Internal Injury above, except that the save DC is 10.
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                  • Treatment: A successful Wisdom (Medicine) check (DC 12) sets the injured ribs. The wound disappears at the end of your next long rest.
                    • Horrible scar. You are disfigured to the extent that the wound can't be easily concealed . You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks.
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                  • Treatment: Surgery (DC 16) is required to repair the scar.
                    • 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. You can suffer this wound multiple times. The effect is cumulative.
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                  • Treatment: A dose of moderate medicine followed by a long rest repairs this injury.
                    • Minor scar. The scar doesn't have any adverse effect.
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                  • Treatment: Treatment is not necessary.
                      • Surgery,
                      • Surgery can be used to repair injuries. Performing surgery is a Dexterity check which requires a surgical kit. If you are proficient with a surgical kit but not Medicine, you add only half your proficiency bonus to this check. Surgery also requires one dose of moderate medicine to anesthetize the creature and prevent infection. When used this way, the medicine does not restore hit points. Surgery without the benefit of medicine imposes disadvantage, and the creature must make a Constitution save (DC 15) or gain a festering wound injury. A failed surgery does not remove the injury, and surgery cannot be attempted again until the creature has had a long rest. Surgery requires 4 hours.

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