in: Category: Systems

Injuries

Whenever you are reduced to 0 hit points or take damage equal to at least half your hit point maximum, from a single effect, you have a chance of obtaining an injury. Make a Constitution or Intelligence (if psychic damage) saving throw against a DC equal to 10 + half your level (rounded down) + 1 for each of your injuries. On a failure roll on the injury table, from the damage type that dealt the most damage, to determine the injury.

Injury Spells -

The two spells listed below are added to more quickly heal injuries obtained.

Heal Minor Wounds -

Level 2 Transmutation

  • Casting Time. Action
  • Range. Touch
  • Components. V, S, M (A piece of cloth and a drop of alcohol)
  • Duration. Instantaneous
  • Ritual. No
  • Classes. Bard, Cleric, Druid, Paladin

You touch a creature and make minor wounds and scars disappear. The creature regains 1d4 Hit Points, and up to two of its minor wounds disappear.

Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 3rd level or higher, the amount of wounds that can be cured increases by 1 for each spell slot level above 2nd.

Mend Flesh and Bones -

Level 5 Transmutation

  • Casting Time. 1 Minute
  • Range. Touch
  • Components. V, S, M (Silver Dust worth 100+ GP, which the spell consumes)
  • Duration. Instantaneous
  • Ritual. No
  • Classes. Bard, Cleric, Druid, Paladin

You apply the silver dust on the injury of a creature. One injury, that can be healed by this spell, is healed for that creature. It regains hit points equal to 1d12 + your spellcasting modifiers.

Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 5th level or higher, you can target an additional creature and/or wound for each spell slot level above 5th.

Injury Tables -

Listed below are the injury tables for each damage type.

Acid, Cold, Fire, Lightning, Radiant
D20Injury
1Popped Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and ranged attack rolls. This can be restored with the Regenerate spell.
2-3Burned Hand. Each time you hold an item with that hand you must make a DC 15 Constitution saving throw or drop the item. All ability checks and attacks made with that hand have disadvantage. This can be healed with the Mend Flesh and Bones spell. After 2 weeks it becomes a Major Burn.
4-5Burned Foot. Your movement speed is halved, and you have disadvantage on Strength ability checks if you have to use your foot for it. After ending your movement when you Dash you fall prone. This can be healed with the Mend Flesh and Bones spell. After 2 weeks it becomes a Minor Burn.
6-7Burned Leg. Your movement speed is reduced by 5ft and you have disadvantage on ability checks if you use your leg for it. You must make a DC 10 Dexterity saving throw after ending your movement when you take the Dash action This can be healed with the Mend Flesh and Bones spell. After 2 weeks it becomes a Minor Burn.
8-9Burned Arm. You have disadvantage on ability checks and attack rolls you make using this arm. This can be healed with the Mend Flesh and Bones spell. After 2 weeks it becomes a Major Burn.
10-14Major Burn. You get burned in a place very visible to others. You have disadvantage on Charisma (Persuasion) and advantage on Charisma (Intimidation) checks. This can be removed with the Heal Minor Injury spell.
15-20Minor Burn. The burn doesn't have any adverse effect. This can be removed with the Heal Minor Injury spell.

Bludgeoning, Force, Thunder
D20Injury
1Destroyed Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and ranged attack rolls. This can be restored with the Regenerate spell.
2Broken Arm or Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. All ability checks and attacks made with it have disadvantage. This can be healed with the Mend Flesh and Bones spell. After 2 weeks it becomes a Major Bruise.
3Broken Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after ending your movement when using the Dash action. All ability checks and attacks made with it have disadvantage. This can be healed with the Mend Flesh and Bones spell. After 2 weeks it becomes a Minor Bruise.
4-6Internal Injury. You have to move much more carefully when you take your actions. If you take both an action and bonus action on your turn or take a reaction, you lose hit points equal to your level. This reduction cannot be reduced. The internal injury can be healed with the Mend Flesh and Bones spell. After 2 weeks the Internal Injury will naturally heal.
7-9Broken Rib. This has the same effect as the Internal Injury, but the damage you take is equal to half your level (rounded up).
10-12Limp. Your speed on foot is reduced by 5 feet. All ability checks and attacks made with that foot have disadvantage. You must make a DC 10 Dexterity saving throw after ending your movement when you take the Dash action. If you fail the save, you fall prone. This can be healed with the Heal Minor Injury spell. After 2 weeks, this injury will naturally heal.
13-16Major Bruise. You get a bad bruise in a place very visible to others. You have disadvantage on Charisma (Persuasion) and advantage on Charisma (Intimidation) checks. This can be removed with the Heal Minor Injury spell. After 1 week the Major Bruise will naturally heal.
17-20Bruises. The bruise doesn't have any adverse effect. This can be removed with the Heal Minor Injury spell. After 1 week the Bruise will naturally heal.

Necrotic
D20Injury
1Withered Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and ranged attack rolls. This can be restored with the Regenerate spell.
2Withering Wound. Your hit point maximum is reduced by half your level (rounded down) every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals with the Heal Minor Injury spell. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours, preventing the loss of maximum hit points. After ten successes, the wound heals.
3-4Withered Hand. Each time you hold an item with that hand you must make a DC 15 Constitution saving throw or drop the item. All ability checks and attacks made with that hand have disadvantage. This can be healed with the Mend Flesh and Bones spell. After 2 weeks it becomes a Major Wither Spot.
5-6Withered Foot. Your movement speed is halved, and you have disadvantage on Strength ability checks if you have to use your foot for it. After ending your movement when you Dash, you fall prone. This can be healed with the Mend Flesh and Bones spell. After 2 weeks it becomes a Minor Wither Spot.
7-8Withered Arm. You have disadvantage on ability checks and attack rolls you make using this arm. This can be healed by the Mend Flesh and Bones spell. After 2 weeks it becomes a Major Wither spot.
9-10Withered Leg. Your speed on foot is reduced by 5 feet. All ability checks and attacks made with the foot have disadvantage. You must make a DC 10 Dexterity saving throw after ending your movement when you take the Dash action. If you fail the save, you fall prone. This can be healed with the Heal Minor Injury spell. After 2 weeks it becomes a Minor Wither Spot.
11-15Major Wither Spot. You get a huge wither spot in place very visible for others. You have disadvantage on Charisma (Persuasion) and advantage on Charisma (Intimidation) checks. This can be removed with the Heal Minor Injury spell.
16-20Minor Wither Spot. The wither spot doesn't have any adverse effect.

Piercing
D20Injury
1Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and ranged attack rolls. This can be restored with the Regenerate spell.
2Blood Loss. You lose maximum hit points equal to your level at the end of each of your turns. Casting Heal Minor Injury or succeeding on a a DC 15 Wisdom (medicine) check, using a charge of the healer's kit, will stop the blood loss. Succeeding on a DC 15 Wisdom (medicine) check, without the use of a healer's kit will stop the bleeding for an hour.
3Broken Arm or Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. All ability checks and attacks made with it have disadvantage. This can be healed with the Mend Flesh and Bones spell. After 2 weeks it becomes a Major Pierce Wound scar.
4Broken Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after ending your movement when using the Dash action. All ability checks and attacks made with it have disadvantage. This can be healed with the Mend Flesh and Bones spell. After 2 weeks it becomes a Major Pierce Wound scar.
5-6Internal Injury. You have to move much more carefully when you take your actions. If you take both an action and bonus action on your turn or take a reaction, you lose hit points equal to your level. This health loss cannot be reduced. The internal injury can be healed with the Mend Flesh and Bones spell. After 2 weeks the Internal Injury will naturally heal.
7-9Broken Rib. This has the same effect as the Internal Injury, but the damage you take is equal to half your level (rounded up).
10-12Limp. Your speed on foot is reduced by 5 feet. All ability checks and attacks made with that foot have disadvantage. You must make a DC 10 Dexterity saving throw after ending your movement when you take the Dash action. If you fail the save, you fall prone. This can be healed with the Heal Minor Injury spell. After 2 weeks, this injury will naturally heal.
13-16Major Pierce Wound. You get a bad pierce wound in a place very visible to others. You have disadvantage on Charisma (Persuasion) and advantage on Charisma (Intimidation) checks. This can be removed with the Heal Minor Injury spell. After 1 week the Major Pierce wound will naturally heal and turn into a scar, which has no adverse effects.
17-20Pierce Wound. The pierce wounds don't have any adverse effect. This can be removed with the Heal Minor Injury spell. After 1 week the pierce wound will naturally heal.

Poison
D20Injury
1Poisoned Muscles. You get disadvantage on all D20 Tests. This can be healed with the Mend Flesh and Bones spell. After 2 weeks it becomes Major Poison Bumps.
2Poisoned Heart. Your hit point maximum decreases by an amount equal to your half level at the end of every day. If your hit point maximum drops to 0 you are paralysed but stable. This can be healed with the Mend Flesh and Bones spell or by succeeding on a DC 15 Wisdom (medicine) check using a charge of a healer's kit at the end of a Long Rest. Once it is healed you regain all your lost hit points.
3-4Poisoned Lungs. When you use verbal components to cast a spell or speak during combat, you lose hit points equal to half your level (rounded up). This can be healed with the Mend Flesh and Bones spell. After 2 weeks it heals naturally.
5-6Poisoned Brain. You get disadvantage on all Wisdom and Intelligence checks and saving throws. This can be healed with the Mend Flesh and Bones spell. After 2 weeks it heals naturally.
7-10Poisoned Wound. You become poisoned for 1 hour. After that hour you get Minor Poison Bumps
11-16Major Poison Bumps. You get many poison bumps in a place very visible for others. You have disadvantage on Charisma (Persuasion) and advantage on Charisma (Intimidation) checks. This can be removed with the Heal Minor Injury spell.
17-20Minor Poison Bumps. The poison bumps don't have any adverse effect. This can be removed with the Heal Minor Injury spell.

Psychic
D20Injury
1-2Mental Break. Roll on the Long Term Madness table, you gain that madness effect until you finish a Long Rest.
3-7Bout of Madness. Roll on the Bout of Madness table. You gain that bout for 1d10 minutes.
8-10Confusion. You are under the effects of the Confusion spell for 1 minute.
11-16Mental Agony. You take additional psychic damage equal to twice your level.
17-20Mental Pain. You take additional psychic damage equal to your level.

Slashing
D20Injury
1Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and ranged attack rolls. This can be restored with the Regenerate spell.
2Blood Loss. You lose maximum hit points equal to your level at the end of each of your turns. Casting Heal Minor Injury or succeeding on a a DC 15 Wisdom (medicine) check, using a charge of the healer's kit, will stop the blood loss. Succeeding on a DC 15 Wisdom (medicine) check, without the use of a healer's kit will stop the bleeding for an hour.
3Break/Lose Arm or Hand. Make another Constitution saving throw against the Injury DC or lose a limb. On a success it is just broken. You can no longer hold anything with two hands, and you can hold only a single object at a time. All ability checks and attacks made with it have disadvantage. A broken limb can be healed with the Mend Flesh and Bones spell. After 2 weeks it becomes a Major Cut scar. A lost limb can only be restored with the Regenerate spell or similar effect.
4Break/Lose Foot or Leg. Make another Constitution saving throw against the Injury DC or lose a limb. On a success it is just broken. Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after ending your movement when using the Dash action. All ability checks and attacks made with it have disadvantage. A broken limb can be healed with the Mend Flesh and Bones spell. After 2 weeks it becomes a Minor Cut scar. A lost limb can only be restored with the Regenerate spell or similar effect.
5-6Internal Injury. You have to move much more carefully when you take your actions. If you take both an action and bonus action on your turn or take a reaction, you lose hit points equal to your level. This health loss cannot be reduced. The internal injury can be healed with the Mend Flesh and Bones spell. After 2 weeks the Internal Injury will naturally heal.
7-9Broken Rib. This has the same effect as the Internal Injury, but the damage you take is equal to half your level (rounded up).
10-12Limp. Your speed on foot is reduced by 5 feet. All ability checks and attacks made with that foot have disadvantage. You must make a DC 10 Dexterity saving throw after ending your movement when you take the Dash action. If you fail the save, you fall prone. This can be healed with the Heal Minor Injury spell. After 2 weeks, this injury will naturally heal.
13-16Major Cuts. You get a bad cut in a place very visible to others. You have disadvantage on Charisma (Persuasion) and advantage on Charisma (Intimidation) checks. This can be removed with the Heal Minor Injury spell. After 1 week the Major Cuts will naturally heal and turn into a scar, which has no adverse effects.
17-20Cuts. The cuts don't have any adverse effect. This can be removed with the Heal Minor Injury spell. After 1 week the cuts will naturally heal.

See Also

  • Sanity