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 |
1 |
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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