Functional 5E D&D Lingering Injuries
Hit Points
Hit Points (HP) represent two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a graze or near miss. As you become more experienced, you become more adept at parrying strikes, dodging attacks, and rolling with blows, such that you minimize or avoid significant physical trauma, but all this slowly wears you down. Also, in a fantasy world, higher level characters are more relevant to cosmic forces in the grand scheme of things, and they directly bend the malleable constraints of reality through inner power of their own.
Player Character Wound Points
In the standard rules all PCs have a Massive Damage threshold. It is the amount of damage that kills a character after 0 HP, bypassing Death Saves, which equals maximum Hit Points (HP). By using this variant rule system, this threshold also represents each PC's maximum Wound Points (WP). A character dies if they take more HP damage than their remaining WPs, or their WPs reach 0. When a character is dealt an Injury their WPs are deducted after HPs, not before.
Restoring Wound Points
| WP Recovery method | Results | |
| Long Rest | 1WP Con Save DC10 (if injured, lose 1WP on rolling a 1) | |
| Medicine Check | DC15 for +1WP after a Long Rest | |
| Medicine with Healer’s kit | Replaces Con Save or Endurance Check after a Long Rest. DC10 = 1WP (+1 each 5 above 10) | |
| Medicine with Herbs | Specific benefits described by the Expanded Herbalism Rules | |
| Aura of Vitality | Temporarily suppresses all injuries for allies within range (except lost/disabled body parts) | |
| Healing magic | 1 WP per 3HP restored | |
| Cure Wounds | 1 WP per 3HP restored + Spellcasting Modifier | |
| Lesser Restoration | 3x Spell slot level WPs, and all Moderate Injuries and lesser | |
| Greater restoration | 6x Spell slot level WPs, and all Serious Injuries and lesser | |
| Heal | 1/3 of HPs in WP and all Serious Injuries and lesser | |
| Regeneration | 1 WP for every 3 HP + all injuries (2 minutes for Critical) | |
| PW:Heal or Wish | All WP, all injuries, all body parts instantly. |
Massive Damage (DMG p273)
When a creature takes damage from a single source equal to or greater than half its HP maximum or 30, whichever is lower, it must Succeed on a Constitution Saving Throw at DC 5 + 1/3 of the damage (round down). On a failure the creature suffers an injury, taking damage to its wound points accordingly.
Injury Severity Table
| Injury Type | Minor Injury -1WP |
Light Injury -1d6WP |
Moderate Injury -2d6WP |
Serious Injury -5d6WP |
Critical Injury -10d6WP |
| Cause | a) Critical Hit b) Lower HP Status |
a) Mass Damage b) Start Dying |
a) Mass Dmg Crit b) Fail Death Sv by 5+ |
a) Dying by Mass Dmg b) Fail 2 Death Svs by Damage |
a) Dying by Mass Crit b) Roll 1 on Death Sv or Mass Crit w/ dying |
| Suppression Con Save DC |
Effect negated DC10 |
10m (1h on a 20) DC13 |
1m (10m on a 20) DC15 |
1rnd (1min on a 20) DC20 |
NA |
| Recovery Time | 1 round (2rnd on a 1) |
Short Rest (2h on a 1) |
Long Rest (24h on a 1) |
Lingering 2 weeks (1mn on 1) |
Permanent |
| Early Healing HP Threshold Sum of WPs |
5HP+ 1WP |
15HP+ 5WP |
30HP+ 10WP |
90HP+ 30WP |
Regeneration, PW:Heal, Wish |
- Same turn injuries: If more than one injury is suffered on the same turn, only the most severe counts.
- Supression Roll: May perform a Con Save at the end of the characters turn to suppress all Minor injuries or as an Action to temporarily suppress a Light, Moderate or Serious injury at its appropriate DC.
Health Status Conditions
As the vitality of characters is spent to avoid serious damage, and as their wounds pile up, their ability to fight and act is impaired, causing the effects of specific conditions according to how many HPs or WPs they have lost.
| HP & WP Total | HP Condition | Condition Effect | WP Condition | Condition Effect |
| Full to Half | Fresh - Capable | None | Healthy – Bruised | None |
| Half to 1/4 | Bloodied | -1 to Ability Checks | Battered | Exhaustion +1 |
| 1/4 or less | Staggered | -1 to AC & Attack Rolls | Mangled | Exhaustion +2 |
Endurance (Con) skill:
- The Endurance skill is used to avoid exhaustion and to sustain physically draining activities for long periods.
- Endure: May replace Con Saves with an Endurance Check at +5 DC (requires proficiency).
- Cheat Death: On a successful check at DC10, +1 for each 5 above DC, and doubling the bonus on a natural 20, a character may add +1 to the result of a Death Save, potentially turning it into a success.
- Shake it off:
- As a Reaction may do a Suppression roll as an Endurance check at DC13, suppressing the effects of a Minor Injury
- As a Bonus Action may make a Suppression roll as an Endurance Check at DC15 to suppress all Light Injuries for 10 minutes, or suppress both HP and WP Status effects of the Bloodied and Battered conditions for 1 minute.
- As an Action may make a Suppression Roll as an Endurance Check at DC20 to suppress all Moderate injuries, or to suppress 1 Serious Injury for 1 round.
- Healing Surge: 1x per Short Rest, at the start of the turn when dying can make a Moderate Injury Save (suffering no extra damage) and regain half-max HP but taking 1/3 that number in WP .
Ways of becoming Proficient in the Endurance Skill
- As 1st level characters, Barbarians, Fighters, Monks, Rangers, Paladins are automatically proficient in Endurance.
- Characters with the Backgrounds: Wildspacer, Uthgardt Tribe Member, Outlander, Baldur's Gate Outlander, Marine, Knight of Solamnia and Earthspur Miner are also automatically proficient in the Endurance Skill.
- Rogues, Druids, and Backgrounds that either grant or have as an option the Athletics or Survivor skills, may choose the Endurance skill as one of their skill options (where applicable).
- Endurance is not a Class Skill for Bards, Clerics, Sorcerers, Warlocks, Wizards, except as stated below.
- Gain proficiency, if not already proficient, in the Endurance skill those characters that take one of the following subclasses: Forge, Life, Order, Tempest or War Domain, Draconic Sorcerer, Pact of the Blade, Circle of the Moon, Transmuter, College of Valor or Blades, Swashbuckler or Scout, and Battle-Smith.
- These feats grant either proficiency or expertise in the Endurance Skill at the moment they are taken, or retroactively, Athlete, Weapon Master, Dwarven Fortitude, Orcish Fury, Dragon Hide, Infernal Constitution, Vampiric Exultation.
Features that grant Advantage to Constitution (Endurance) skill checks
- Characters with Expertise and the feat Vigor of the Hill Giant or Metabolic Control have Advantage on Endurance checks.
- Characters get Advantage on Endurance checks while raging either by a class feature or due to a similar special effect.
Critical Injury Tables and Damage Types
| Damage Types: | Falling Damage | Bludgeoning Injury | ||
| Bludgeoning | Unarmed | 2d6 (20ft) | Minor (1 WP) | |
| Slashing | Piercing | 4d6 (40ft) | Light (1d6 WP) | |
| Acid | Poison | 8d6 (80ft) | Moderate (2d6 WP) | |
| Fire | Cold | 20d6 (200ft) | Serious (5d6 WP) | |
| Lightning | Thunder | 50d6 (500ft+) | Critical (10d6 WP) | |
| Force | Psychic | 100d6 (1000ft+) | 2xCritical (20d6 WP) | |
| Necrotic | Radiant | 150d6 (1500ft+) | 3xCritical (30d6 WP) |
| Injury Severity | D20 Roll |
| Nasty | (35%) 1, 2, 3, 4, 5, 6, 7 |
| Brutal | (30%) 8, 9, 10, 11, 12, 13 |
| Dreadful | (20%) 14, 15, 16, 17 |
| Gruesome | (10%) 18-19 |
| Horrifying | ( 5% ) 20 |
| Slashing Severity (Recovery Time) |
Minor __(1-2 Rounds) _ |
Light __(1h - 2h Rest) _ |
Moderate __(8h - 24h Rest) _ |
Serious __(2 Weeks - 1m) _ |
Critical __(Permanent) _ |
| 1-5 Nasty | Cut NeckVein | DeepChestCut | SplitShoulder | ||
| 6-10 Brutal | Cut Artery | DeepAbdmCut | SplitHand | Lost Arm/Foot | |
| 11-14 Dreadful | Cut Arm | Cut Arm Sinew | Lost Leg/Foot | ||
| 15-17 Vicious | Cut LegMuscls | Cut Achilles Tendon | Missing Fingers | ||
| 18-19 Gruesome | Exposed Ribs | Missing Nose | |||
| __20 _ Horrifying _ | ________________ | _Ripped Ear ____ | _Deep Face Cut _ | _Split Nose ________ | _Missing Ear ______ |
| Piercing Severity (Recovery Time) |
Minor __(1-2 Rounds) _ |
Light __(1h - 2h Rest) _ |
Moderate __(8h - 24h Rest) _ |
Serious __(2 Weeks - 1m) _ |
Critical __(Permanent) _ |
| 1-5 Nasty | Grazed Neck | PunctWindPipe | StabbedGuts | ||
| 6-10 Brutal | Pierced Chest | Pierced Lung | |||
| 11-14 Dreadful | Injured Shoulder | Pierced Hand | |||
| 15-17 Vicious | PierceLegMscls | Injured Knee Cap | |||
| 18-19 Gruesome | Pierced Side | Grazed Kidney | |||
| __20 _ Horrifying _ | Pierced Cheek | ||||
| Blundgeoning Severity (Recovery Time) |
Minor __(1-2 Rounds) _ |
Light __(1h - 2h Rest) _ |
Moderate __(8h - 24h Rest) _ |
Serious __(2 Weeks - 1m) _ |
Critical __(Permanent) _ |
| 1-5 Nasty | Amnesia | MildConcussion | Fractured Skull | Brain Injury | |
| 6-10 Brutal | FracturedElbow | Broken Arm | |||
| 11-14 Dreadful | FracturedHand | Smashed Hand | BrokenElbowJoint | ||
| 15-17 Vicious | FractureLeg/Ft | Broken Leg | Maimed Foot | ||
| 18-19 Gruesome | Bruised Ribs | Fractured Ribs | Broken Ribs | ||
| __20 _ Horrifying _ | Broken Nose | Crushed Finger | Missing Teeth | ||
| Unarmed Severity (Recovery Time) |
Minor __(1-2 Rounds) _ |
Light __(1h - 2h Rest) _ |
Moderate __(8h - 24h Rest) _ |
Serious __(2 Weeks - 1m) _ |
Critical __(Permanent) _ |
| 1-5 Nasty | Crushed Windpipe | ||||
| 6-10 Brutal | Severe Concussion | ||||
| 11-14 Dreadful | Injured Shoulder | DislocatedShldr | Internal Injury | ||
| 15-17 Vicious | Sprained Ankle | Bruised Leg | Injured Knee | Broken Knee | |
| 18-19 Gruesome | GrzdEyeSckt | ||||
| __20 _ Horrifying _ | |||||
| Acid Severity (Recovery Time) |
Minor __(1-2 Rounds) _ |
Light __(1h - 2h Rest) _ |
Moderate __(8h - 24h Rest) _ |
Serious __(2 Weeks - 1m) _ |
Critical __(Permanent) _ |
| 1-5 Nasty | Exposed Bones | Lgt Disfigurement | |||
| 6-10 Brutal | Neuralgia | Hvy Disfigurement | |||
| 11-14 Dreadful | Damaged Lungs | Lose Fingers | |||
| 15-17 Vicious | NerveDmgArm/Hnd | Melted Hand | |||
| 18-19 Gruesome | NerveDmg Leg/Foot | Melted Foot | |||
| __20 _ Horrifying _ | Blisters | Tmp Sight loss | Partial Blindness | ||
| Poison Severity (Recovery Time) |
Minor (1-2 Rounds) _ |
Light (1h - 2h Rest) _ |
Moderate (8h - 24h Rest) _ |
Serious (2 Weeks - 1m) _ |
Critical (Permanent) _ |
| ( 1 - 5 ) Nasty | Ether Essence | Malice (blind) | Torpor (4d6hs) | Liver Damage | Kidney Failure |
| (6 - 10) Brutal | Carrion Mucus | Oil of Taggit | CardcArstExst | Organ Necrosis | Weak Heart |
| (11-14) Dreadful | Othur Fumes | Drow Poison | Feeble A/H | Feeble L/F | Leg/FootNrvRot |
| (15-17) Vicious | Serpent Venom | Basic Poison | ArmHd/NvDmg | FtNrvDmg | Hnd/ArmNrvRot |
| (18-19) Gruesome | Poisoned | Wyvrn Poison | AssassBlood | Lung Injury | HvyFacePrlysis |
| _( 20 ) _Horrifying _ | Light Nausea | Nausea | Midnight Tears | PaleTinctDC20 | LgtFacePrlysis |
| Fire Severity (Recovery Time) |
Minor _(1-2 Rounds) |
Light _(1h - 2h Rest) |
Moderate _(8h - 24h Rest) |
Serious _(2 Weeks - 1m) |
Critical _(Permanent) |
| 1-5 Nasty | Burning dmg | Heat Stroke | 1stDgBrns | 2ndDgBrn+HeadNrvDmg | 4thDgBrn+ |
| 6-10 Brutal | Burning Gear | Inhaled Flames | 2ndDgBrn+ | 4thDgBrn+ | |
| 11-14 Dreadful | 2ndDgBrn+BurntHands | 4thDgBrn+Lg/Ft | |||
| 15-17 Vicious | 1stDgBrn+Burnt Leg | 4thDgBrn+Arm/Lg | |||
| 18-19 Gruesome | 1stDgBrn+ | 3rdDgBrn+HyDisfigure | |||
| __20 _ Horrifying _ | 1stDgBrn+Burnt Face | 3rdDgBrn+LtDisfigure | |||
| Cold Severity (Recovery Time) |
Minor _(1-2 Rounds) |
Light _(1h - 2h Rest) |
Moderate _(8h - 24h Rest) |
Serious _(2 Weeks - 1m) |
Critical _(Permanent) |
| 1-5 Nasty | Thermal Shock | Hypothermia | Organ Damage | ||
| 6-10 Brutal | Frozen in place | Neuralgia | |||
| 11-14 Vicious | Frostbite foot | Gangrene Hand | |||
| 15-17 Vicious | Frostbit hand | Gangrene Foot | |||
| 18-19 Gruesome | Cell Damage | Hvy Disfigure | |||
| __20 _ Horrifying _ | Anosmia | Ocular Damage | |||
| Lightning Severity (Recovery Time) |
Minor _(1-2 Rounds) _ |
Light _(1h - 2h Rest) _ |
Moderate _(8h - 24h Rest) _ |
Serious _(2 Weeks - 1m) _ |
Critical _(Permanent) _ |
| 1-5 Nasty | |||||
| 6-10 Brutal | |||||
| 11-14 Dreadful | |||||
| 15-17 Vicious | |||||
| 18-19 Gruesome | |||||
| 20 Horrifying | |||||
| Thunder Severity (Recovery Time) |
Minor _(1-2 Rounds) _ |
Light _(1h - 2h Rest) _ |
Moderate _(8h - 24h Rest) _ |
Serious _(2 Weeks - 1m) _ |
Critical _(Permanent) _ |
| 1-5 Nasty | CollapsedLung | ||||
| 6-10 Brutal | Headaches | Migraines | |||
| 11-14 Vicious | Deafness | Tinnitus | |||
| 15-17 Vicious | Concussion | ||||
| 18-19 Gruesome | InternalBruise | Collapsed Lung | |||
| 20 Horrifying | mmnt Vertigo | Temp Vertigo | Vertigo | Long Vertigo | |
| Force Severity (Recovery Time) |
Minor _(1-2 Rounds) _ |
Light _(1h - 2h Rest) _ |
Moderate _(8h - 24h Rest) _ |
Serious _(2 Weeks - 1m) _ |
Critical _(Permanent) _ |
| 1-5 Nasty | |||||
| 6-10 Brutal | |||||
| 11-14 Dreadful | |||||
| 15-17 Vicious | |||||
| 18-19 Gruesome | |||||
| 20 Horrifying | |||||
| Psychic Severity (Recovery Time) |
Minor _(1-2 Rounds) _ |
Light _(1h - 2h Rest) _ |
Moderate _(8h - 24h Rest) _ |
Serious _(2 Weeks - 1m) _ |
Critical _(Permanent) _ |
| 1-5 Nasty | Concussion | Minor Brain Injury | Brain Injury | ||
| 6-10 Brutal | Headaches | Migraines | |||
| 11-14 Dreadful | Short Madness | Long Madness | Indefinite Madness | ||
| 15-17 Vicious | InapropriateVol | Crippling Doubt | Phobia | ||
| 18-19 Gruesome | |||||
| 20 Horrifying | Traumatized(PTSD) |
| Necrotic Severity (Recovery Time) |
Minor _(1-2 Rounds) |
Light __(1h - 2h Rest) |
Moderate __(8h - 24h Rest) |
Serious __(2 Weeks - 1m) |
Critical _(Permanent) _ |
| 1-5 Nasty | Infected Wound | Cackle Fever | Blinding Sickness | Mummy Rot (Revenant) | |
| 6-10 Brutal | ShiverSickness | Mindfire | Mad Monkey Fever | ||
| 11-14 Dreadful | Bluerot | Slimy Doom | Withered Arm/Hand | ||
| 15-17 Vicious | Sight Rot | Flesh Rot disease | Withered Leg/Foot | ||
| 18-19 Gruesome | Throat Leeches | Filth Fever disease | Organ Necrosis | ||
| 20 Horrifying | Sewer Plague | Seizure disease | Premature Aging | ||
| Radiant Severity (Recovery Time) |
Minor _(1-2 Rounds) |
Light __(1h - 2h Rest) |
Moderate __(8h - 24h Rest) |
Serious __(2 Weeks - 1m) |
Critical __(Permanent) _ |
| 1-5 Nasty | Partial blindness | Ocular Melting | |||
| 6-10 Brutal | Blisters | Organ Necrosis | Cancer | ||
| 11-14 Dreadful | 2ndDgrBrns | 3rdDgrBurns | |||
| 15-17 Vicious | 1stDgrBrns | 3rdDgrBurns | |||
| 18-19 Gruesome | Rad Sickness | Large Skin Tumors | |||
| 20 Horrifying | Hair Loss | Small Skin Tumors |
Blood loss 1hp, 1hp/minute 1hp/round Can be bandaged but reopens every combat
Internal bleeding 1wp, 1wp/8 hours 1wp/1 hour Can be stitched or closed but reopens every combat
Light Injury (Horrifying): Creature drops to 0HP but is stable or must immediately make a Death Save
Minor Injury (Horrifying): Creature is stunned until end of next turn
Minor Injury (Brutal): Cant take reactions, disadvantage on attack rolls and ability checks UEONT
Minor Injury (Nasty): Can't take reactions UEONT
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