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# Lingering Injuries Creatures that sustain major injuries risk suffering more permanent damage. A creature must make a Constitution saving throw when it takes an amount of damage equal to or greater than half its point maximum, is the target of a critical hit, fails a saving throw by rolling a 1 on the d20, or rolls a 1 on a death saving throw. The DC for the Constitution saving is equal to 15 or half the amount of damage taken, whichever is higher. The types of injuries a creature sustains varies based on what caused them to suffer a Lingering Injury. More powerful effects cause more detrimental conditions. ### Injuries from Magical Effects Magic targets both body and mind. Its lingering effects often span the entirety of the body or cause mental weakness of some sort. Whether divine or arcane, the effects of magic take time to be undone. A creature rolls on the Magical Injuries table when it suffers a lingering injury due to taking damage from a magical effect or a spell of 5th-level or lower or due to rolling a 1 on a saving throw against a spell of 5th-level or lower. > ##### Suggested Changes > Because lingering injuries are able to upend entire adventuring parties, some additional changes might be warranted. > * **Use the Gritty Resting variant**. Recovery time of various effects assumes this variant. Parties using the standard adventuring day might wish to shorten the length of time to recover from some of these effects. > * **Change Hold Person and Hold Monster**. Because the paralyzed condition causes any attack from within 5 feet to be a critical hit, it can have compounding effects. These spells feel better if they only apply the stunned condition. Paralyzed needs to be restricted to higher level features and spells. > * **Include prosthetics**. Losing a body part shouldn't make a character unplayable. Requiring attunement makes a Lingering Injury still have a cost.
##### Magical Injuries | 1d100 | Injury | Effect | |:---:|:----------- | :--------------------- | | 1 | Stiffened limbs | Your movement speed is reduced by 10 feet. When you use a reaction, you must succeed on a DC 15 Constitution saving throw or be unable to use a reaction that round. This effect ends after 2 weeks of rest. | | 2 | Weakened | You have disadvantage on Strength saving throws and on ability checks that use Strength. This effect ends after 1 week of rest or with the **Lesser Restoration** spell. | | 3 | Distracted | You have disadvantage on Wisdom saving throws and on ability checks that use Wisdom. This effect ends after 1 week of rest or with the **Lesser Restoration** spell. | | 4 | Nauseated | You are poisoned. This effect heals after a week of rest or with the **Protection from Poison** spell. | | 5-10 | Eye damage | You are blinded. This heals after 1 week of rest or with the **Lesser Restoration** spell. | | 11-20 | Slowed | Your speed is halved for the next 8 hours. | | 21-35 | Disoriented | You have disadvantage on any saving throws you make before the end of your next turn. | | 36-50 | Dazed | You are stunned until the end of your next turn. | | 51-65 | Troubled | You have disadvantage on any attack rolls you make before the end of your next turn. | | 66-80 | Clueless | You have disadvantage on any ability checks you make for the next 8 hours. | | 81-90 | Unprotected | You have vulnerability to all types of damage against which you do not have resistance or immunity until the end of your next turn. | | 91-96 | Ringing ears | You are deafened. This heals after 1 week of rest or with the **Lesser Restoration** spell. | | 97 | Drained spells | Creatures have advantage on saving throws made against spells you cast. Additionally, you have disadvantage on spell attacks you make. This effect ends after 1 week of rest or with a **Remove Curse** spell. | | 98 | Brain injury | You have disadvantage on Intelligence saving throws and on ability checks that use Intelligence. This effect ends after 1 week of rest or with the **Lesser Restoration** spell. | | 99 | Lethargic | You have disadvantage on Dexterity saving throws and on ability checks that use Dexterity. This effect ends after 1 week of rest or with the **Lesser Restoration** spell. | | 100 | Scatterbrained | You can only use an action or a bonus action on your turn. |
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### Non-Magical Injuries Adventurers often take damage from natural and crafted weapons as well as from environmental hazards. The lingering effects range from slightly bothersome to debilitating. The majority are easily overcome, but some are permanent.
A creature rolls on the Non-Magical Injuries table when it suffers a Lingering Injury due to taking damage from a weapon or unarmed strike, rolling a 1 on a death saving throw, or rolling a 1 on a saving throw against a non-magical effect.
##### Non-Magical Injuries | 1d100 | Injury | Effect | |:---:|:--- | :--------------- | | 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 a leg or foot | Your walking speed 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. | | 3 | Concussion | You have disadvantage on Wisdom and Intelligence checks, as well as Constitution saving throws made to maintain concentration. This heals after 1 week or when you receive at least 50 points of magical healing. | | 4 | Fatigued | You gain one level of exhaustion. | | 5-10 | Limp | Your walking speed is reduced by 10 feet, and you must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. This effect lasts for 8 hours. | | 11-20 | Off-kilter | You have disadvantage on any attack rolls you make for 1 minute. | | 21-35 | Inattentive | You cannot use any reactions for 1 minute. | | 36-50 | Dazed | You are stunned until the end of your next turn. | | 51-65 | Knocked | You are knocked prone. | | 66-80 | Defenseless | You have a -2 penalty to your AC for 1 minute. | | 81-90 | Pained | You have disadvantage on Strength and Dexterity saving throws for 1 minute. | | 91-96 | Minor sprain | You have disadvantage on Strength (Athletics), Dexterity (Acrobatics), Dexterity (Sleight of Hand), and Dexterity (Stealth) checks. This effect lasts for 8 hours. | | 97 | 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 50 points of magical healing or spend 3 days resting. | | 98 | Broken ribs | Whenever you attempt to take an action in combat, you must make a DC 10 Constitution saving throw or lose the action. This heals after 2 weeks of rest, or when you receive at least 70 points of magical healing. A DC 15 Medicine check with a Healer's Kit can be used to halve the remaining recovery time. | | 99 | Lose an arm or 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. | | 100 | Horrible scar | 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 injury. |
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### Injuries from High Level Spells When a high level spell causes great harm to a creature, the creature’s body often responds in extremes. The magic warps the body and mind entirely, and creatures that sustain that amount of damage will struggle to return to their former selves.
A creature rolls on the High-Level Spells Injuries table when it suffers a lingering injury due to taking damage from a spell of 6th-level or higher or rolling a 1 on a saving throw against a spell of 6th-level or higher. Your DM might decide that a particularly powerful ability, such as a lich's Life Drain, also qualifies for the High-Level Spells Injuries table.
##### High-Level Spells Injuries | 1d100 | Injury | Effect | |:---:|:-----------| :--------------------- | | 1 | Loss of sight | Your eyes are permanently damaged, making it so that you are permanently blinded. Only a spell such as **Regeneration** or **Heal** can restore your sight. | | 2 | Failing organs | Your hit point maximum is halved. Only a spell such as **Greater Restoration** can cure you of this affliction. | | 3 | Voice loss | You lose your voice, granting you disadvantage on ability checks using Charisma and the inability to use spells requiring verbal components. This heals after 1 week of rest or with the **Regeneration** spell. | | 4 | Concussion | You have disadvantage on Wisdom and Intelligence checks, as well as Constitution saving throws made to maintain concentration. This heals after 1 week or when you receive at least 50 points of magical healing. | | 5-10 | Self-doubt | You have disadvantage on Charisma saving throws and on ability checks that use Charisma. This effect ends with 1 week of rest or with the **Greater Restoration** spell. | | 11-20 | Manipulable | You have disadvantage on saving throws made to avoid being charmed. This effect ends after 1 week of rest or with the **Remove Curse** spell. | | 21-35 | Disoriented | You have disadvantage on any saving throws you are forced to make for 1 minute. | | 36-50 | Terrified | You are stunned until the end of your next turn. | | 51-65 | Vulnerable | You have vulnerability to all types of damage against which you do not have resistance or immunity for 1 minute. | | 66-80 | Attackable | Other creatures have advantage on attack rolls they make against you for 1 minute. | | 81-90 | Fearful | You have disadvantage on saving throws made to avoid being frightened. This effect ends after 1 week of rest or with the **Remove Curse** spell. | | 91-96 | Enfeebled | You have disadvantage on Constitution saving throws. This effect ends with 1 weeks of rest or with the **Greater Restoration** spell. | | 97 | Defunct limbs | You have disadvantage on ability checks and saving throws using Strength and Dexterity. This heals after 2 weeks of rest or with a spell like **Greater Restoration** or **Power Word Heal**. | | 98 | Necrosis | Magic no longer restores hit points to you. This effect ends if a **Remove Curse** or **Greater Restoration** spell is cast on you. | | 99 | Magic sensitivity | You have disadvantage on saving throws made against spells and magical effects. Only a spell like **Greater Restoration** or **Heal** can end this effect. | | 100 | Maimed | Your body aches when you move. Your movement speed is halved, and your AC is reduced by 2. Only a spell like **Regeneration** or **Power Word Heal** can end this effect. |