Lingering Injury Table
1-5. Minor Head Injury: Dizziness and headaches. Disadvantage on concentration checks for 1d4 days.
6-10. Facial Scar: A noticeable scar that might intimidate foes but discomforts friends. Minor impact on social interactions.
11-15. Broken Nose: Breathing difficulties and minor cosmetic damage. Disadvantage on physical exertion checks for 1 week.
16-20. Lost Tooth: A gap in your smile. Minor social impact, -1 on Charisma checks where appearance matters.
21-25. Concussion: Confusion and memory loss. Disadvantage on Intelligence, Wisdom, and Charisma checks for 1d4 weeks.
26-30. Ear Injury: Partial hearing loss. Disadvantage on Perception checks involving hearing until healed.
31-35. Eye Injury: Temporary vision impairment. Disadvantage on Perception checks and attack rolls requiring sight for 1d6 days.
36-40. Broken Jaw: Difficulty speaking and eating. Disadvantage on Charisma checks and consuming potions requires 2d4 rounds for 2d6 weeks.
41-45. Neck Injury: Stiffness and pain. Disadvantage on attack rolls and checks involving neck movement for 1d4 weeks.
46-50. Shoulder Dislocation: Reduced arm mobility. Disadvantage on attacks and skill checks involving the affected arm until healed.
51-55. Broken Rib: Difficulty breathing and moving. -10 feet movement speed, disadvantage on checks requiring physical exertion for 1d6 weeks.
56-60. Arm Fracture: The arm is in a splint or cast. Cannot be used for attacks or holding items until healed.
61-65. Wrist Fracture: Reduced hand function. Disadvantage on skill checks requiring fine motor skills with the affected hand for 1d6 weeks.
66-70. Hand Injury: Loss of fingers or severe damage. -1 on skill checks requiring manual dexterity with that hand.
71-75. Hip Injury: Difficulty walking. Halved movement speed for 2d6 weeks.
76-80. Leg Fracture: Cannot bear weight. Movement severely hindered or impossible without assistance until healed.
81-85. Knee Injury: Permanent limp unless healed magically. -5 feet movement speed.
86-90. Ankle Sprain: Reduced stability and speed. Halved movement speed for 1d4 weeks.
91-95. Foot Injury: Difficulty walking or standing. Disadvantage on Dexterity checks and saving throws involving movement for 1d4 weeks.
96-100. Severe Back Injury: Risk of paralysis. Requires significant rest and possibly magical healing. Disadvantage on all physical checks for an extended period.
Comments