Injuries and the Wounded Condition

by Jon Gazda

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Injuries and the Wounded Condition

This document exists to improve the death and dying mechanics in D&D 5th Edition.

The Wounded Condition

In the Player's Handbook, Chapter 9 (Combat), under Dropping to 0 Hit Points, the Unconscious condition is replaced by the Wounded condition in all instances. This does not prevent a character from making Death Saving Throws at the beginning of their turn.

Wounded

  • A wounded creature is prone and cannot stand on their own. Their only movement option is to crawl.
  • The creature has disadvantage on Strength and Dexterity saving throws.
  • The creature may only take the Hide, Help, or Use an Object actions.

Injuries

Each character must keep track of how many times they reach the wounded condition. When the character becomes wounded, they roll on the Lingering Injury table using a certain die and modifier. The roll they make is determined by how many times they have reached the Wounded condition.

Wound Rolls
# of Wounds Injury Roll
1 No roll, Bruise heals in 1d4 days
2 No roll, Bruise heals in 1d4 days
3 No roll, Bruise heals in 1d4 days
4 No roll, Bruise heals in 1d4 days
5 Roll on Lingering Injury table: 1d4 + 15
6 Roll on Lingering Injury table: 1d4 + 14
7 Roll on Lingering Injury table: 1d6 + 13
8 Roll on Lingering Injury table: 1d6 + 12
9 Roll on Lingering Injury table: 1d8 + 11
10 Roll on Lingering Injury table: 1d8 + 10
11 Roll on Lingering Injury table: 1d10 + 8
12 Roll on Lingering Injury table: 1d10 + 6
13 Roll on Lingering Injury table: 1d12 + 4
14 Roll on Lingering Injury table: 1d10 + 4
15 Roll on Lingering Injury table: 1d10 + 2
16 Roll on Lingering Injury table: 1d8 + 3
17 Roll on Lingering Injury table: 1d8 + 2
18 Roll on Lingering Injury table: 1d6 + 1
19 Roll on Lingering Injury table: 1d4 + 1
20+ Roll on Lingering Injury table: 1d4

If the result on the injury table doesn't make sense in the context of the Wounded condition, increase the value of hte number rolled until an appropriate injury is reached.

lingering injuries
Wound Roll Injury
1 Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded.
2 Lose an Arm or a Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.
3 Lose a Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage.
4 Limp. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magic such as the greater restoration spell removes the limp.
5-7 Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing such as the greater restoration spell or if you spend ten days doing nothing but resting.
8-10 Broken Ribs. This has the same effect as Internal Injury above, except that the save DC is 10.
11-13 Horrible Scar. You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
14-16 Festering Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. Magic such as the lesser restoration spell removes the wound. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals.
17-20 Minor Scar. The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.

Death

Upon reaching three death saving throw failures, a character may take one action and utter their final words.

 

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