Injury Table in Aither | World Anvil
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Injury Table

Occurs on a Crit

    The table below is for force based injuries, piercing, bludgeoning or slashing. These can be healed; however. See below for others.  
d100 Injury/ Condition
Roll a 1d6 with a limb and two eyes correlated to each. You lose that limb or that eye.
2 - 10 Your arm gets broken. You have disadvantage on weapons attacks with that arm.
11 - 20 Your leg get broken. Your movement is halfed. You have disadvantage on Strength and Dexterity checks/ saving throws.
21 - 30 You get a concussion, and have disadvantage on Wisdom, Charisma and Intelligence checks/ saving throws.
31 - 40 Your rib is broken, and you have disadvantage on Constitution saving throws, including death saves.
41 - 50 Winded - Disadvantage to Constitution-based checks/saves (DC 13 Constitution save (without disadvantage) at the end of each round to remove the effect).
51 - 60 Scarred. The wound will leave a scar on you.
61 - 70 Bleeding. At the end of your turn, until healed, you take 2 bleeding damage.
71 - 80 Pained. Disadvantage to Wisdom-based checks/saves (DC 13 Constitution save (without disadvantage) at the end of each round to remove the effect).
81 - 90 Knocked down. You are put onto ground, prone.
91 - 100 Your armour is broken. You lose 2 AC (with a minimum of 10) and your armour needs to be repaired.
  The table below is for elemental damage. Like the table above, these can be healed and cannot occur if you are resistant to the element..  
Element Injury/ Condition
Fire Burned. You are burned and you will scar from the attack.
Cold Frost bite. You have disadvantage on Dexterity checks/ saves.
Poison Sickened. You become terribly ill, and receive a point of exhaustion.
Acid Partially Blinded. You become blinded, and must make a constitution saving throw (DC 13) to see again.
Physic  Madness. Roll on the Madness table.
Necrotic Necrosis. You very body begins to decay, taking 2 damage at the end of each of your turns until you are healed.
Radiant Blisters. Your you receive severe blisters, and have disadvantage on Dexterity checks/ saves
Thunder Deafened. You become deafened, and must make a constitution saving throw (DC 13) to hear again.
Lightning Partial Paralysis. Your body begins to seize, and you movement is halved. 

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