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Injuries & Exhaustion
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\pagebreak # F ighting should have intrigue and risk. The weight of devastating blows should carry deeper than simply healing back raw numbers. This document doesn't aim to provide "realism", but rather the entertainment of heroes overcoming turmoil. This has nothing to do with critical fumbles or failure effects, instead focusing on the moments when creatures critically strike. Optional rules such as *heroic resistance* were created as a way of mitigating any deleterious gameplay that comes from injuries. The aim is to provide options for when specific injuries are too much. ### Table of Contents #### Opening * Pg 1 — Why Injuries? * Pg 1 — Receiving Injuries * Pg 1 — Healing Injuries & Resting * Pg 1 — Recovering From Exhaustion #### Survival Options * Pg 2 — Considerations * Pg 2 — Optional Rule: Revised Exhaustion * Pg 2 — Optional: Survival Items Revised #### Tenaciousness * Pg 3 — Optional Rule: Exhausting Spellcast * Pg 3 — Optional Rule: Heroic Resistance * Pg 3 — Optional Rule: Limit Push #### Injury Charts by Damage Type * Pg 4 — Acid * Pg 4 — Bludgeoning * Pg 5 — Cold * Pg 6 — Fire * Pg 7 — Force * Pg 8 — Lightning * Pg 8 — Necrotic * Pg 9 — Piercing * Pg 9 — Poison * Pg 10 — Psychic * Pg 10 — Radiant * Pg 11 — Slashing * Pg 11 — Thunder #### Closing * Pg 12 — Version History & Special Thanks \columnbreak ### Receiving Injuries Whenever creatures are critically struck by an attack, or they roll a 1 on a saving throw against a damaging effect, the run the risk of injury. In either case, they make a DC 15 Constitution saving throw: * On a success, the creature doesn't suffer an injury. * On a failure, they roll a d20 and find the *injury chart* for the damage type they suffered. They receive an injury that corresponds to the number they rolled on the d20. If there are multiple damage types associated with the potential injury being rolled, the most damaging type is used. Alternatively, the attacker or *dungeon master* may choose the damage type. The *dungeon master* might also consider allowing players to roll the injury for the creatures they attack. ### Healing Injuries & Resting Healing an injury depends entirely on the nature of the wound itself. Injuries range from only requiring rest, to needing magical healing such as *regeneration* to fully restore what would otherwise be considered a permanent injury. ## For specifics, refer to the injury itself. ## While not participating in combat, creatures may rest to recuperate themselves. There are a variety ways to implement resting and below is the assumed way for this book's balance. If the *dungeon master* has opted to change the length of rests then exhaustion may become far too oppressive. (Or even negligible if long rests are too often.) The easiest option is to decouple "Recovering from Exhaustion" from these specific forms of rest. Instead, allow your players to sleep as normal to reduce exhaustion outside of the rules of resting. ### Recovering from Exhaustion Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1. For each successive long rest there is a cumulative reduction of exhaustion. This continues until either the creature has 0 levels of exhaustion, does not long rest once a day, receives exhaustion, receives damage, or is injured. ##### Example **Situation:** Assume a creature has 5 levels of exhaustion. ## **Action:** This creature relaxes, ingesting enough food & drink and sleeping comfortably for several nights in a row. ## **Outcome of Long Resting:** The first long rest ends with the creature's exhaustion levels reducing by 1, bringing it to 4. The second long rest lowers their exhaustion by 2, bringing it to 2. The third long rest lowers their exhaustion by 3, bringing it to 0. Their next long rest will only reduce exhaustion levels by 1. \pagebreakNum ## Survival Options ### Considerations Changes closer to the top make the game easier for players. | Balancing Change | Difficulty | Recommend | |:--------------------------------|:-------------:|:---------:| | High magic never required | Very Easy | No | Allow Exhausting Spellcast | "Easier" | ~ | Allow Limit Push | "Easier" | ~ | Allow Revised Exhaustion | Average | Yes | Allow Heroic Resistance | Average | Yes | Allow Survival Items Revised | Average | Yes | Ban magically healing injuries | Very Hard | No ### Optional Rule: Revised Exhaustion Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in ten levels. Effects can give a creature one or more levels of exhaustion, as specified in the effect’s description. ___ **Levels of Exhaustion.** This condition is cumulative. Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level becomes 10 or higher. ___ **d20 Rolls Affected.** When you make a d20 test, you subtract your exhaustion level from the d20 roll. ___ **Spell Save DCs Affected.** Subtract your exhaustion level from the Spell save DC of any spell you cast. ___ **Ending the Condition.** Finishing a Long Rest removes 1 of your levels of exhaustion. When your exhaustion level reaches 0, you are no longer exhausted. ___ If an already exhausted creature suffers from an effect that causes exhaustion, their current level of exhaustion increases by the amount specified in the effect's description. ___ An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1. ### Optional: Survival Items Revised #### Ration *(Weight: 1) (5cp, 2sp) (Common)* Rations are comprised of well preserved foods that do not rot. A creature gets its full amount of daily water when consuming enough rations for a day. The ration in the Player's Handbook is equal to two of these revised rations. \columnbreak #### Healer's Kit *(Weight: 3) (100 gp) (Common)* This leather pouch containing bandages, magical salves, and splints. **A single kit has 10 uses.** Provided the healer's kit still has uses, you may use an action to do one of the following effects to a creature within touch range: * Expend **1 use** of the kit to stabilize a creature that has 0 hit points, without needing to make a Medicine check. * Expend **2 uses** of the kit to tend to a creature and restore a number of their hit points equal to your Intelligence or Wisdom (Medicine) skill bonus, up to a maximum of 10 and a minimum of 2. This action requires *3 uses* if both your Intelligence and Wisdom modifiers are negative. * Expend **4 uses** of the kit to restore 2 drained stat points of a creature. Stat points include Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. This effect does not work on reductions from magical effects and cannot restore stat points of a creature beyond their natural maximum. * Expend **5 uses** of the kit to tend to a creature and heal an injury that was from a roll of 8-20. * Expend **10 uses** of the kit to tend to a creature and heal an injury that was from a roll of 1-7. Additionally, this item can be crafted with a *herbalist's kit,* 1 hour of work, and 80 gp worth of material. #### Healing Potions Instead of rolling for how much healing a potion does, it now restores a flat amount of hit points. A common house rule is to allow potion drinking on a bonus action, this flat healing assumes that an action is being used. | Potion of | Weight | Gold Cost | Rarity | Hit Points Restored | |:----------------:|:-------:|:----------:|:--------:|--------------------:| | Healing | 0.5 | 75 | Common | 10 | Greater Healing | 0.5 | 150 | Uncommon | 20 | Superior Healing | 0.5 | 500 | Rare | 40 | Supreme Healing | 0.5 | 1000 | Rare | 70 #### Potion of Chamomile *(Weight: 0.5) (250 gp) (Uncommon)* You lose one level of exhaustion when you drink this potion, and you may not benefit from another *potion of chamomile* until you finish a long rest. #### Potion of Vitality *(Weight: 0.5) (5,000 gp) (Very Rare)* When you drink this potion it lowers your exhaustion level by 5, cures any one disease or poison affecting you, and maximizes the effect of any Hit Die you spend to regain hit points within the next 24 hours. You may not benefit from another potion of vitality until you finish a long rest. \pagebreakNum ## Tenaciousness In dire times it is appropriate to give more than just one-hundred percent. Tenacity includes a distinct set of three features: Exhausting Spellcast, Heroic Resistance, and Limit Push. Primarily, these features are for getting more out of a classes resources and shrugging off what would be debilitating effects, all at the cost of exhausting you. ### Tenacity: Exhausting Spellcast When attempting to cast a spell, forgo expending a spell slot and make a Strength saving throw with a DC 11 + the spell's level. Features that interact with saving throws cannot interact with this feature's Strength saving throw. * On a failure, the spell is cast and the caster suffers a number of levels of exhaustion equal to the spell's level. * On a success, the spell is cast and the caster suffers a number of levels of exhaustion equal to half the spell’s level, rounded up. If the spell requires concentration, the caster receives the exhaustion once concentration ends. Pact magic may be exhaustingly casted, but it does so always at the level of the pact magic. A warlock may use their Mystic Arcanum in this way as well. ### Tenacity: Heroic Resistance Whenever you would receive an *injury* or succumb to the effects of *madness*, you may instead receive 2 levels of exhaustion. You do not need to be conscious to use this feature and may decide to take the exhaustion after you know what the injury or madness effect is. ### Tenacity: Limit Push Once on your turn, provided you have the appropriate level of the class for the chosen feature, you may receive one of the following resources listed below: * 1 Rage (or Battle Trance) * 1 Channel Divinity * 1 Wild Shape * 2 Superiority Die * 4 Ki points * 4 Sorcery points * Half total Lay on Hands * Half total Bardic Inspiration You then make a DC 15 Strength saving throw. * On a success, you receive 1 level of exhaustion. * On a failure, you receive 2 levels exhaustion. If Limit Push would give you more than your maximum for a resource, you gain up to your maximum. This feature has no effect if you are already at your maximum for a resource. Negotiate with your DM to add other resources to the allowed list. Limit Push is forbidden from providing spell slots, spell points, pact magic spell slots, psi points, or any feature that would allow additional spellcasting.
\pagebreakNum ## Acid ___
| Roll | Injury | |:---------:|:-------| | **1** | **Blindness.** Your eyes are destroyed; you gain the blinded condition. Magic such as the regenerate spell can restore your sight. | **2** | **Partial Blindness.** Your eyes are damaged; you have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can heal the damage to your eyes. If you have already suffered partial blindness, you're blinded. | **3** | **Destroyed 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. | **4** | **Destroyed Foot or Leg.** Your speed on foot is halved, and you must use a crutch or cane to move. 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 damaged appendage. | **5 - 7** | **Major Neuralgia.** You are in constant pain from nerve damage. 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. Magical healing of 6th level or higher, such as heal and regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting it resolves on its own. | **8 - 10** | **Minor Neuralgia.** This has the same effect as Major Neuralgia above, except that the save DC is 10, and it only takes ten days to resolve on its own. | **11 - 13** | **Horrible Disfigurement.** You have acid burns to the extent that the scars 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 or regenerate, remove the acid burn scar. | **14 - 16** | **Blisters.** You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal. | **17 +** | **Minor Disfigurement.** You have acid burn scars, but they don’t have any adverse effect. Magical healing of 6th level or higher, such as heal or regenerate, remove the acid burn scars.
## Bludgeoning ___
| Roll | Injury | |:---------:|:-------| | **1** | **Brain Injury.** You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function. | **2** | **Broken leg.** Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. If your leg is splinted with a successful DC 15 Wisdom (Medicine) check, then it will heal naturally in 8 weeks. If it is not splinted before within a week, the effects remain until the leg is rebroken and splinted. Magical healing of 6th level or higher, such as heal or regenerate, mends the broken leg. | **3** | **Broken arm.** You can no longer hold anything with two hands, and you can hold only a single object at a time. If your arm is splinted with a successful DC 15 Wisdom (Medicine) check, then it will heal naturally in 8 weeks. If it is not splinted before within a week, the effects remain until the arm is rebroken and splinted. Magical healing of 6th level or higher, such as heal or regenerate, mends the broken arm. | **4** | **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. Magical healing of 6th level or higher, such as heal or regenerate, repair the injury, or if you spend ten days doing nothing but resting, it will heal naturally. | **5 - 7** | **Broken Ribs.** This has the same effect as Internal Injury above, except that the save DC is 10. | **8 - 10** | **Major Concussion.** You have disadvantage on Intelligence checks, Wisdom checks, and Charisma checks, as well as Constitution saving throws to maintain concentration. Magical healing of 6th level or higher, such as heal or regenerate, cures the concussion. Alternatively, it heals on its own in four weeks. | **11 - 13** | **Minor Concussion.** You have disadvantage on Intelligence checks. The concussion heals if you receive any magical healing; alternatively, it heals on its own in two weeks. If you already have a minor concussion, you suffer a major concussion. | **14 - 16** | **Severe bruising.** You suffer severe bruising over an extensive portion of your anatomy. Anytime you suffer bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. The bruising heals if you receive magical healing. Alternatively, it heals on its own in 2 weeks. | **17 +** | **Broken Nose.** Your broken nose is painful but doesn't have any adverse effect. Any magical healing mends your nose, although it may heal crooked if it is crooked when the healing is applied.
\pagebreakNum ## Cold ___
| Roll | Injury | |:---------:|:-------| | **1** | **Ocular Damage.** One of your corneas is damaged from frostbite. 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 damaged cornea. If you have no corneas that remain undamaged after sustaining this injury, you're blinded. | **2** | **Systemic Damage from Frostbite.** You have disadvantage on Strength, Dexterity, and Constitution ability checks and Strength, Dexterity, and Constitution saving throws. Magic such as the regenerate spell cures this damage. | **3** | **Gangrene of the 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 damaged appendage. | **4** | **Gangrene of the Foot.** Your speed on foot is halved, and you must use a cane or crutch to move. 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 damaged appendage. | **5 - 7** | **Major Neuralgia.** You have constant, painful nerve damage over a large portion of your body. 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. Magical healing of 6th level or higher, such as heal or regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting it resolves on its own. | **8 - 10** | **Frostbitten Foot.** 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. Magical healing cures the frostbite. Alternatively, your foot can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in 2 weeks. | **11 - 13** | **Frostbitten hand.** Randomly determine which hand has been frostbitten. In order to grasp or manipulate an object with that hand, you must succeed at a DC 15 Dexterity check. Magical healing cures the frostbite. Alternatively, your hand can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in 2 weeks. | **14 - 16** | **Minor Neuralgia.** This has the same effect as Major Neuralgia above, except that the save DC is 10 and it only takes ten days to resolve on its own. | **17 +** | **Anosmia.** You lose your sense of smell and taste. You automatically fail any ability checks that involve your sense of smell or taste. The condition heals if you receive any magical healing.
\pagebreakNum ## Fire ___
| 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** | **Fourth Degree Burns.** You have disadvantage on ability checks and Strength, Dexterity, and Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. Magic such as the regenerate spell cures this damage. If you already have fourth degree burns, you must succeed at a DC 15 Constitution saving throw or die. | **3** | **Third Degree Burns.** You have disadvantage on ability checks and Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. Magic such as the regenerate spell cures this damage. Alternatively, someone can tend to the burns and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the burns heal. If you already have third degree burns, you instead suffer fourth degree burns. | **4** | **Second Degree Burns.** You have disadvantage on Strength, Dexterity, and Constitution checks. Magic such as the regenerate spell cures this damage. Alternatively, they will heal on their own in 4 weeks. If you already have second degree burns, you instead suffer third degree burns. | **5 - 7** | **Major Neuralgia.** You have constant, painful nerve damage over a large portion of your body. 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. Magical healing of 6th level or higher, such as heal or regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting, it resolves on its own. | **8 - 10** | **Minor Neuralgia.** This has the same effect as Major Neuralgia above, except that the save DC is 10, and it will resolve on its own in ten days. | **11 - 13** | **Horrible Disfigurement.** You have burn scars to the extent that they 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 or regenerate, removes the burn scars. | **14 - 16** | **Blisters.** You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal. | **17 +** | **First Degree Burns.** You have superficial but painful burns. Whenever you take fire damage, you take an additional 1 point of damage. Magical healing cures the burns; alternatively, they will heal on their own in 2 weeks. If you already have first degree burns, you instead suffer second degree burns.
\pagebreakNum ## Force ___
| Roll | Injury | |:---------:|:-------| | **1** | **Brain Injury.** You have suffered a brain injury. Your mind exists in two planes of reality, one real and one borne of raw magic. You constantly shift between the two, seeing or hearing things that may not exist. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain functions. | **2** | **Neuroregressive ataxia.** Your limbs lose their sensation to temperature, pain, vibration and touch. Your muscles feel weakened and you have difficulty holding items. You suffer disadvantage to all Strength and Dexterity ability checks and saving throws. You also experience occasional loss of control over your limbs and make sudden and short subconscious actions (such as attempting to unsheathe your weapon or write words on a nearby piece of paper, etc). Magic such as the regenerate spell can restore your coordination. | **3** | **Neurodegenerative disorder.** Your hands are jittery and coordination is impeded by frequent muscle jolts that make you grab or squeeze hard on whatever you are holding. You suffer disadvantage to all Dexterity checks to manipulate items and you must make Dexterity saving throws against breaking fragile items you are holding. Magic such as the regenerate spell can restore your coordination. | **4** | **Sleep Disruption.** You suffer from severe parasomnia and you are unable to force yourself to sleep unless you have at least one level of Exhaustion. When you sleep you suffer from terrifying nightmares and sleep paralysis. You have disadvantage on Wisdom checks and Wisdom saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can cure your condition. | **5 - 7** | **Internal Injury.** You suffer occasional phantom sensations of something touching an internal organ or moving inside you causing you discomfort. 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. Magical healing of 6th level or higher, such as heal or regenerate, cures the internal injury, or if you spend ten days doing nothing but resting, it heals on its own. | **8 - 10** | **Major Concussion.** You have disadvantage on Intelligence checks, Wisdom checks, and Charisma checks, as well as Constitution saving throws to maintain concentration. You suffer regular vertigo, lose smell and taste sensitivity and suffer from colour blindness. Magical healing of 6th level or higher, such as heal or regenerate, cures the concussion. Alternatively, it heals on its own in four weeks. | **11 - 13** | **Minor Concussion.** You have disadvantage on Intelligence checks. You suffer occasional vertigo and lose smell and taste sensitivity. The concussion heals if you receive any magical healing; alternatively it heals on its own in two weeks. If you already have a minor concussion, you suffer a major concussion. | **14 - 16** | **Severe Bruising.** You suffer severe bruising over an extensive portion of your anatomy and lose tactile sensitivity over the area. Anytime you suffer bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. The bruising heals if you receive magical healing. Alternatively, it heals on its own in 2 weeks. | **17 +** | **Phantom Pain.** Part of your body feels numb as if blood flow has stopped and feels phantom pain but doesn't have any adverse effect. Any magical healing relieves your pain, although sensation may linger until the end of your next long rest.
\pagebreakNum ## Lightning ___
| Roll | Injury | |:---------:|:-------| | **1** | **Brain Injury.** You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function. | **2** | **Explosive Grounding of the Hand.** You lose 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** | **Explosive Grounding of the Foot.** You lose a foot. 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** | **Kidney Failure.** When you complete a long rest, you must succeed at a Constitution saving throw of DC 15 or gain the poisoned condition until you complete a long rest. Magic such as the regenerate spell can cure your kidney failure. Alternatively, someone can tend to the kidney failure and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the kidney failure is resolved. | **5 - 7** | **Arc Flash. Roll on the fire table.** | **8 - 10** | **Cardiac Injury.** You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such as the regenerate spell can heal your cardiac damage. | **11 - 13** | **Skeletal Muscle Breakdown.** You have disadvantage on Strength checks and Strength saving throws. Magic such as the regenerate spell can cure your muscle breakdown. Alternatively, it will resolve on its own in 6 weeks. | **14 - 16** | **Muscle Spasms.** You have disadvantage on Dexterity checks. Magical healing cures your muscle spasms. Alternatively, they will resolve on their own in 2 weeks. | **17 +** | **Flash Burns.** You have superficial burns. You turn as red as a lobster, but otherwise suffer no mechanical effects. Magical healing cures your flash burns. Alternatively, they will heal on their own in 2 weeks.
## Necrotic ___
| Roll | Injury | |:---------:|:-------| | **1** | **Spiritual Neurosis.** You are afflicted with intense apathy and depression. You have disadvantage on Intelligence, Wisdom, and Charisma ability checks and Intelligence, Wisdom, and Charisma saving throws. Magic such as the heal or regenerate spell can resolve your spiritual injury. | **2** | **Withered Hand.** You lose 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** | **Withered Foot.** Your speed on foot is halved, and you must use a cane or crutch to move. 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** | **Major Organ Necrosis.** 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. Magical healing of 6th level or higher, such as heal or regenerate, cures the Major Organ Necrosis. | **5 - 7** | **Minor Organ Necrosis.** This has the same effect as Major Organ Necrosis above, except that the save DC is 10. | **8 - 10** | **Necrotic Stench.** You smell like rotting flesh. You have disadvantage on Charisma (Persuasion) checks. Magical healing of 6th level or higher, such as heal or regenerate, removes the smell. | **11 - 13** | **Necrotising 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. The wound heals if you receive magical healing. 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. | **14 - 16** | **Inflammation.** Your muscles are irritated and inflamed. You have disadvantage on strength checks. Magical healing resolves the inflammation. Alternatively, it will resolve on its own in two weeks. | **17 +** | **Necrotic Discoloration.** You get white and grey spots on your cheeks. The spots don't have any adverse effect. Magical healing of 6th level or higher, such as heal or regenerate, removes the spots.
\pagebreakNum ## Piercing ___
| 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** | **Throat Injury.** You gain a level of exhaustion which cannot be removed by normal means. You also have disadvantage on constitution checks. Magic such as the regenerate spell can heal your throat injury. | **3** | **Groin Injury.** Your speed on foot is halved, and you must use a cane or crutch to move. You cannot take the Dash action. You are also sterile. Magic such as the regenerate spell can heal the groin injury. | **4** | **Cardiac Injury.** You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such as the regenerate spell can heal your cardiac damage. | **5 - 7** | **Organ Damage.** 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. Magic such as the regenerate spell can cure your organ damage. Alternatively, someone can tend to the organ damage and make a DC 15 Wisdom (Medicine) check once every day. After ten successes, the organ damage is resolved. | **8 - 10** | **Pierced Stomach.** When you complete a long rest, you must succeed at a Constitution saving throw DC 10 or gain the poisoned condition until you complete a long rest. Magical healing of 6th level or higher, such as heal or regenerate, heals the pierced stomach, or if you spend ten days doing nothing but resting, it heals on its own. | **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. The wound heals if you receive any magical healing. 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 +** | **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.
## Poison ___
| Roll | Injury | |:---------:|:-------| | **1** | **Systemic Damage.** You have disadvantage on Strength, Dexterity, and Constitution ability checks and Strength, Dexterity, and Constitution saving throws. Magic such as the regenerate spell cures this damage. | **2** | **Major Liver Damage.** When you complete a long rest, you must succeed at a Constitution saving throw of DC 15 or gain the poisoned condition until you complete a long rest. Additionally, whenever you take poison damage, you take an additional 3 (1d6) poison damage. Anytime you drink alcohol or take another drug, you take 3 (1d6) poison damage. Magic such as the regenerate spell can cure your liver failure. | **3** | **Minor Liver Damage.** When you complete a long rest, you must succeed at a Constitution saving throw of DC 10 or gain the poisoned condition until you complete a long rest. Additionally, whenever you take poison damage, you take an additional 2 (1d4) poison damage. Anytime you drink alcohol or take another drug, you take 2 (1d4) poison damage. Magic such as the regenerate spell can cure your liver failure. | **4** | **Major Kidney Failure.** When you complete a long rest, you must succeed at a Constitution saving throw of DC 15 or gain the poisoned condition until you complete a long rest. Magic such as the regenerate spell can cure your kidney failure. Alternatively, someone can tend to the kidney failure and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the kidney failure is resolved. | **5 - 7** | **Minor Kidney Failure.** This has the same effect as Major Kidney Failure above, except that the save DC is 10 and only six Wisdom (Medicine) check successes are needed to resolve the Kidney Failure. | **8 - 10** | **Cardiac Injury.** You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such as the regenerate spell can heal your cardiac damage. | **11 - 13** | **Vertigo.** You have disadvantage on Dexterity checks. Magic such as the regenerate spell can cure your vertigo. Alternatively, it will resolve on its own in 8 weeks. | **14 - 16** | **Nausea.** You have disadvantage on Constitution checks. Magical healing cures your nausea. Alternatively, it will resolve on its own in 4 weeks. | **17 +** | **Minor nausea.** You must succeed at a DC 10 Constitution saving throw before you can consume food. Magical healing cures your nausea. Alternatively, it will resolve on its own in 1 week.
\pagebreakNum ## Psychic ___
| Roll | Injury | |:---------:|:-------| | **1** | **Brain Injury.** You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function. | **2** | **Indefinite Madness.** Roll on the Indefinite Madness table in the Dungeon Masters Guide. | **3** | **Severe headaches.** You have disadvantage on Wisdom checks and Wisdom saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can cure your severe headaches. | **4** | **Phobia.** You develop a debilitating fear of something in the situation from which you gained your injury. For example, if you were damaged by a mind flayer, you might have a fear of octopuses. The DM will decide. When you are confronted with your phobia, you have disadvantage on all ability checks and saving throws. Magic such as the regenerate spell can cure your phobia. | **5 - 7** | **Long-term Madness.** Roll on the Long-term Madness table in the Dungeon Masters Guide. Your madness lasts twice as long. | **8 - 10** | **Short-term Madness.** Roll on the Short-term Madness table in the Dungeon Masters Guide. Your madness lasts twice as long. | **11 - 13** | **Weak Persona.** You have suffered damage to your sense of self. You have disadvantage on Charisma checks. Magic such as the regenerate spell can heal your weak persona. Alternatively, it will heal on its own in four weeks. | **14 - 16** | **Minor headaches.** You have disadvantage on Wisdom checks. Magical healing cures your minor headaches. Alternatively, they will resolve on their own in two weeks. | **17 +** | **Inappropriate Volume.** You can’t regulate your volume. You shout when you intend to whisper, and whisper when you intend to shout. Magical healing cures your inappropriate volume.
## Radiant ___
| Roll | Injury | |:---------:|:-------| | **1** | **Blindness.** Your eyes are destroyed; you gain the blinded condition. Magic such as the regenerate spell can restore your sight. | **2** | **Partial Blindness.** Your retinas are damaged; 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 already suffered partial blindness, you're blinded. | **3** | **Third Degree Burns.** You have disadvantage on ability checks and Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. Magic such as the regenerate spell cures this damage. Alternatively, someone can tend to the burns and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the burns heal. If you already have third degree burns, you instead suffer fourth degree burns as per the Fire chart. | **4** | **Second Degree Burns.** You have disadvantage on Strength, Dexterity, and Constitution checks. Magic such as the regenerate spell cures this damage. Alternatively, they will heal on their own in 4 weeks. If you already have second degree burns, you instead suffer third degree burns. | **5 - 7** | **Large Skin Tumours.** You develop several large, painful skin tumors. You have disadvantage on Charisma and Wisdom checks. Magic such as the regenerate spell cures your large skin tumors. If your large skin tumors are not cured within six months, you develop Systemic Damage as per the poison table. | **8 - 10** | **Small Skin Tumors.** You develop several small, painless skin tumors. You have disadvantage on Charisma checks. Magic such as the regenerate spell cures your small skin tumors. If your small skin tumors are not cured within one year, you develop Large Skin Tumors. | **11 - 13** | **Blisters.** You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal. | **14 - 16** | **First Degree Burns.** You have superficial but painful burns. Whenever you take fire damage, you take an additional 1 point of damage. Magical healing cures the burns; alternatively, they will heal on their own in 2 weeks. If you already have first degree burns, you instead suffer second degree burns. | **17 +** | **Minor nausea.** You must succeed at a DC 10 Constitution saving throw before you can consume food. Magical healing cures your nausea. Alternatively, it will resolve on its own in 1 week.
\pagebreakNum ## Slashing ___
| 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** | **Hamstrung.** 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 regenerate spell can cure your severed hamstring tendons. | **5 - 7** | **Major 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. Magical healing of 6th level or higher, such as heal or regenerate, heals the internal injury; alternatively, if you spend ten days doing nothing but resting, it heals on its own. | **8 - 10** | **Minor Internal Injury.** This has the same effect as Major 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 or 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. The wound heals if you receive magical healing. Alternatively, the wound can be tended by making a DC 15 Wisdom (Medicine) check once every 24 hours. The wound heals after 10 successes. | **17 +** | **Minor Scar.** The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal or regenerate, removes the scar.
## Thunder ___
| Roll | Injury | |:---------:|:-------| | **1** | **Brain Injury.** You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain functions. | **2** | **Deafness.** Your eardrums have been destroyed; you gain the deafened condition. Magic such as the regenerate spell can restore your hearing. | **3** | **Partial Deafness.** Your eardrums have been damaged; you are hard of hearing. You have disadvantage on any ability check that requires hearing. Magic such as the regenerate spell can restore your hearing. | **4** | **Severe Headaches.** You have disadvantage on Wisdom checks and Wisdom saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can cure your severe headaches. | **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. Magical healing of 6th level or higher, such as heal or regenerate, cures the internal injury, or if you spend ten days doing nothing but resting, it heals on its own. | **8 - 10** | **Major Concussion.** You have disadvantage on Intelligence checks, Wisdom checks, and Charisma checks, as well as Constitution saving throws to maintain concentration. Magical healing of 6th level or higher, such as heal or regenerate, cures the concussion. Alternatively, it heals on its own in four weeks. | **11 - 13** | **Minor Concussion.** You have disadvantage on Intelligence checks. The concussion heals if you receive any magical healing; alternatively, it heals on its own in two weeks. If you already have a minor concussion, you suffer a major concussion. | **14 - 16** | **Minor headaches.** You have disadvantage on Wisdom checks. Magical healing of 6th level or higher, such as heal or regenerate, cures the headaches. Alternatively, they will resolve on their own in two weeks. | **17+** | **Severe bruising.** You suffer severe bruising over an extensive portion of your anatomy. Anytime you suffer bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. The bruising heals if you receive magical healing. Alternatively, it heals on its own in 2 weeks.
\pagebreakNum
###### Tis A Flesh Wound
### Special Thanks **Doki:** Literally couldn't do it without you, me.
**My players:** To the many groups I've had over the years, cheers to all the maimings you endured.
**Wizards of the Coast:** Thanks for 5th Edition.
**theapoapostolov on Reddit:**
**Grit & Glory** was a wonderful inspiration for more impactful hits. This document aims to simplify what being injured means and how to handle rules. The injury tables are entirely their work. ##### ↓ Artwork ↓ **Cover Art:** Unknown! I'm terribly sorry
**Pg. 3 Art:** "Ilmater", Chris Evans
**Pg. 5 Art** "Snowstorm", Julberg Arts
**Pg. 6 Art:** "Can not prevent it", Ryohei-Hase
**Pg. 7 Art:** "Crown of Madness", Jason Deem
Interested in more content like this? Want to create content yourself? Follow the link below:
[WWW.GMBINDER.COM](https://www.gmbinder.com)
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## Version History ### Version 4.0 — November 2022 * **"Dark Mode** PDF formatting * Reorganized the Table of Contents * Revised Exhaustion now works similarly to the new UA * **New Chapter:** Keywords & Optionals ### Version 3 — August 2022 * **Added:** Two new chapters! **Survival Options & Tenaciousness** * **Added:** New art to page 3 - Ilmater * Polished formatting across the PDF * Like what you see here? Check out my other works on GM Binder! ### Version 2 — February 2022 * Table formatting fixes * Updated Optional Rule: Max Exhaustion table to have different penalties ### Version 1 — February 2021 * Initial Release