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Lingering Injuries Table

Roll (1d100) Injury Injury Condition
1 Fractured Skull: You gain disadvantage on Skill Checks, Saving Throws, Attack and Damage rolls. Debilitating Injury
2-5 Internal Bleeding: Your maximum hit points halved. Debilitating Injury
6-10 Broken Leg: Your speed is reduced to 5 feet. Debilitating Injury
11-15 Broken Arm (Main Hand): You cannot use this arm. Debilitating Injury
16-20 Broken Collarbone: You gain disadvantage on Attack and Damage rolls. Debilitating Injury
21-25 Broken Arm (Off Hand): You cannot use this arm. Debilitating Injury
26-30 Broken Ribs: You cannot cast concentration spells or use the extra attack feature. Greater Injury
31-35 Infection: Your maximum hit points are reduced by 2 points for each level. Greater Injury
36-40 Broken Hand: You gain disadvantage on Attack rolls. Greater Injury
41-45 Sprained Ankle: Your speed is halved Greater Injury
46-50 Torn Muscle: You gain disadvantage on melee and ranged Damage rolls. Greater Injury
51-55 Migraines: You gain disadvantage on Concentration skill checks, Dexterity saving throws and knowledge-based skill checks. Greater Injury
56-60 Major Concussion: You gain disadvantage on Wisdom, Intelligence and Charisma saving throws. Greater Injury
61-65 Disfigured: You gain disadvantage on Charisma saving throws and skill checks. Greater Injury
66-70 Pulled Hamstring: You gain disadvantage on Dexterity saving throws. Lesser Injury
71-75 Broken Nose: You gain disadvantage on Constitution saving throws. Lesser Injury
76-80 Minor Concussion: You gain disadvantage on Wisdom saving throws. Lesser Injury
81-85 Bruised Muscle: You gain disadvantage on Strength and Dexterity-based skill checks. Lesser Injury
86-90 Black Eye: You gain disadvantage on Charisma-based skill checks. Lesser Injury
91-95 Bruised Eye: You gain disadvantage on Perception and Investigation skill checks. Lesser Injury
96-99 You are uninjured. N/A
100 You gain inspiration. N/A

Injury Condition Descriptors

    Debilitating Injury: Can only be healed by using the spell Regeneration or by a local Priest or Cleric.
  Greater Injury: can be healed by using the spell Regeneration, Greater Restoration or by a local Priest or Cleric.
  Lesser Injury: can be healed by using the spells Regeneration, Greater Restoration, Lesser Restoration, or by a Long Rest. Can also be healed by a local Priest or Cleric.

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