Injuries and scars in Elamar | World Anvil
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Injuries and scars

Whenever a creature drops to 0 HP, roll a D6 to determine the body part affected.
D6 Body part
1 Head
2 Right arm
3 Left arm
4 Torso
5 Right leg
6 Left leg
Assign a scar to the creature based on the number rolled and the type of the attack.

Then roll a D20 to determine the kind of injury suffered. On a 1, the character suffers a major injury; a minor injury otherwise.
Minor injuries can be recovered from by taking a long rest or by receiving at least three levels of healing spells.
Major injuries require one month of rest or by receiving at least seven levels of healing spells. If no magical healing is available, the required time can be reduced to one week if the characters has access to medical attention.

Head

D20 Injury Effect
1 Concussion Major. The creature can take either an action or a bonus action during its turn. It also has disadvantage on all checks and saving throws.
2-4 Eye The creature has disadvantage on perception checks. It also has disadvantage on attack rolls with ranged weapons and spells.
5-8 Mouth The creature has disadvantage on attack rolls with spells with verbal components. It also has disadvantage on charisma checks.
9-12 Nose The creature has disadvantage on perception checks. It also has disadvantage on CON saving throws.
13-20 Ear The creature has disadvantage on perception checks.

Torso

D20 Injury Effect
1 Internal bleeding Major. When the creature attempts any action, it must make a DC 15 CON saving throw. On a failure, it loses its action and cannot take a reaction until its next turn.
2-6 Broken rib When the creature attempts any action, it must make a DC 10 CON saving throw. On a failure, it loses its action and cannot take a reaction until its next turn.
7-20 Cage trauma The creature has disadvantage on CON saving throws.

Arms

D20 Injury Effect
1 Broken arm Major. The creature has disadvantage on attack rolls with weapons and spells with somatic components. It also has disadvantage on STR checks and saving throws.
2-6 Twisted wrist The creature has disadvantage on attack rolls with weapons and spells with somatic components. It also has disadvantage on STR checks and saving throws.
7-20 Muscular trauma The creature has disadvantage on STR checks and saving throws.

Legs

D20 Injury Effect
1 Broken leg Major. The creature's speed is halved. It also has disadvantage on DEX checks and saving throws.
2-6 Twisted ankle The creature's speed is reduced by 5 feet. It also has disadvantage on DEX checks and saving throws.
7-20 Muscular trauma The creature's speed is reduced by 5 feet.

Permanent Injuries

Once a character accumulates three scars on the same body part, they suffer a permanent injury, according to the following table (note: for arms and legs, the three injuries have to be on the same body part, e.g. left). A regenerate spell can remove the permanent injury and all related scars.
Body part Injury Effect
Head Disfigured Disadvantage on perception, persuasion, and investigation checks; advantage on intimidation checks
Arm Reduced shoulder mobility Disadvantage on athletics and acrobatics checks. Melee damage reduced by 1
Torso Shifted ribs The time you can hold your breath is halved. Disadvantage on CON saving throws.
Leg Limp Disadvantage on DEX saving throws. Speed reduced by 5 feet.

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