5E D&D Lingering Wounds System

by CarlosCCox

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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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