Lingering Injuries - GM Binder
Lingering Injuries - GM Binder
Lingering Injuries - GM Binder
Bludgeoning
d10 Injury Effect
Your walking speed is halved, as is your jump distance. This heals after 4 weeks of rest, or when you
1-2 Broken Leg receive at least 50 points of magical healing. A DC 15 Medicine check can be used to halve the
remaining recovery time. You can expend one charge of a Healer's Kit to reduce this DC to 10.
You lose the use of one arm. This heals after 4 weeks of rest, or when you receive at least 50 points
3-4 Broken Arm of magical healing. A DC 15 Medicine check can be used to halve the remaining recovery time. You
can expend one charge of a Healers Kit to reduce this DC to 10.
You have disadvantage on Perception checks relying on smell. This heals after 2 weeks of rest, or
when you receive at least 25 points of magical healing. A DC 15 Medicine check can be used to
5-6 Broken Nose
halve the remaining recovery time. You can expend one charge of a Healer's Kit to reduce this DC
to 10.
Whenever you attempt to take an action in combat, you must make a DC 10 Con save or lose the
7 Broken Ribs action. This heals after 4 weeks of rest, or when you receive at least 50 points of magical healing. A
DC 20 Medicine check with a Healer's Kit can be used to halve the remaining recovery time.
You have vulnerability to bludgeoning, force, and thunder damage. This heals after 4 weeks of rest,
8 Internal Bruising
or when you receive at least 50 points of magical healing.
You have disadvantage on Wis and Int checks, as well as Con saves to maintain concentration. This
9 Concussion
heals after 4 weeks of rest, or when you receive at least 50 points of magical healing.
You begin acting on instinct for the remainder of the fight. If you stay conscious until there is no
immediate threat, you fall unconscious immediately after combat is over. Regardless of whether
0 Amnesia you went unconscious during combat or afterwards, when you wake up, you do not remember
anything that happened 2d4 hours leading up to when you were KO'd. A Greater Restoration spell
can restore the lost memories.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Piercing
d10 Injury Effect
Your walking speed is reduced by 5ft, and your jump distance is halved. If you attempt to Dash, you
must make a DC 10 Dex save or fall Prone afterwards. This heals after 4 weeks of rest, or when you
1-2 Torn Leg Muscle
receive at least 50 points of magical healing. A DC 15 Medicine check can be used to halve the
remaining recovery time. You can expend one charge of a Healer's Kit to reduce this DC to 10.
You lose the use of one arm. This heals after 4 weeks of rest, or when you receive at least 50 points
3-4 Torn Arm Muscle of magical healing. A DC 15 Medicine check can be used to halve the remaining recovery time. You
can expend one charge of a Healer's Kit to reduce this DC to 10.
You are sterile, and you have disadvantage on attack rolls and ability checks. This heals after 2
weeks of rest, or when you receive at least 25 points of magical healing. A DC 15 Medicine check
5-6 Groin Injury
can be used to halve the remaining recovery time. You can expend one charge of a Healer's Kit to
reduce this DC to 10.
You gain one level of Exhaustion. This level cannot be removed by normal means, but heals after 4
7 Cardiac Injury weeks of rest or 50 points of magical healing. A DC 20 Medicine check with a Healer's Kit can be
used to halve the remaining recovery time.
When you gain this injury, and again at the end of each long rest you take, make a DC 10 Con save.
On a failure, your maximum HP is reduced by 1. If your maximum HP reaches 0, you die. This heals
8 Ruptured Organ
after 4 weeks of rest, or when you receive at least 50 points of magical healing. A DC 20 Medicine
check with a Healer's Kit can be used to end this effect early.
If you still have at least one eye, you have disadvantage on Perception checks relying on sight. If
9 Lose an Eye
you only had one eye to lose, you are Blind.
At the start of each of your turns, you take 1d4 points of Necrotic damage. If this damage brings
you to 0 HP and you choose to spend a hit die to remain standing, you suffer Minor Blood Loss
0 Internal Bleeding
from the Necrotic table. The bleeding can be stopped with any magical healing, a charge of a
Healer's Kit, or a DC 15 medicine check.
Slashing
d10 Injury Effect
You have disadvantage on attack rolls and ability checks relying on the hand that lost the fingers,
1-2 Lose 1d4 fingers
and you cannot perform somatic components with that hand.
Horrible You have disadvantage on Persuasion checks, and advantage on Intimidation checks. Magical
3-4
Disfigurement healing of 6th level and higher can remove the scar.
You have disadvantage on Perception checks relying on sight. This heals after 4 weeks of rest, or
when you receive at least 50 points of magical healing. A DC 15 Medicine check can be used to
5-6 Eye Injury
halve the remaining recovery time. You can expend one charge of a Healer's Kit to reduce this DC
to 10.
At the start of each of your turns, you take 1 point of necrotic damage from bleeding. The bleeding
can be stopped with any magical healing, a charge of a Healer's Kit, or a DC 10 Medicine check. In
7 Lose a Leg
addition, your base walking speed is reduced to 5ft. If you still have at least one leg, you can use a
crutch or cane to move at half your original base speed.
At the start of each of your turns, you take 1 point of necrotic damage from bleeding. The bleeding
8 Lose an Arm can be stopped with any magical healing, a charge of a Healer's Kit, or a DC 10 Medicine check. In
addition, you lose the use of one arm.
Your walking speed is halved, and if you walk more than 5ft in a round, you take 1 point of slashing
damage for every 5 ft you walk. If this damage reduces you to 0 HP, you suffer the effects of a Torn
9 Ruptured Tendons Leg Muscle from the piercing table. Otherwise, this heals after 1 week of rest, or when you receive
any magical healing. A DC 10 Medicine check or a charge of a Healer's Kit can be used to end this
effect early.
At the end of each of your turns, you take 1d4 points of Necrotic damage. If this damage brings
Hemorrhaging you to 0 HP and you choose to spend a hit die to remain standing, you suffer Minor Blood Loss
0
Wound from the Necrotic table. The bleeding can be stopped with any magical healing, a charge of a
Healer's Kit, or a DC 15 medicine check.
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Ballistic
d10 Injury Effect
Your walking speed is reduced by 5ft, and your jump distance is halved. If you attempt to Dash, you
must make a DC 10 Dex save or fall Prone afterwards. This heals after 4 weeks of rest, or when you
1-2 Torn Leg Muscle
receive at least 50 points of magical healing. A DC 15 Medicine check can be used to halve the
remaining recovery time. You can expend one charge of a Healer's Kit to reduce this DC to 10.
You lose the use of one arm. This heals after 4 weeks of rest, or when you receive at least 50 points
3-4 Torn Arm Muscle of magical healing. A DC 15 Medicine check can be used to halve the remaining recovery time. You
can expend one charge of a Healer's Kit to reduce this DC to 10.
You are sterile, and you have disadvantage on attack rolls and ability checks. This heals after 2
weeks of rest, or when you receive at least 25 points of magical healing. A DC 15 Medicine check
5-6 Groin Injury
can be used to halve the remaining recovery time. You can expend one charge of a Healer's Kit to
reduce this DC to 10.
You have a small foreign object, such as a bullet, stuck deep in your torso. Until the object is
surgically removed with a DC 15 Medicine check using a Healers Kit, you have one level of
7 Lodged Fragment
Exhaustion. The DC increases to 20 after the entry wound has been healed - either magically or
through 1 week of rest.
When you gain this injury, and again at the end of each long rest you take, make a DC 10 Con save.
On a failure, your maximum HP is reduced by 1. If your maximum HP reaches 0, you die. This heals
8 Ruptured Organ
after 4 weeks of rest, or when you receive at least 50 points of magical healing. A DC 20 Medicine
check with a Healer's Kit can be used to end this effect early.
If you still have at least one eye, you have disadvantage on Perception checks relying on sight. If
9 Lose an Eye
you only had one eye to lose, you are Blind.
At the start of each of your turns, you take 1d4 points of Necrotic damage. If this damage brings
you to 0 HP and you choose to spend a hit die to remain standing, you suffer Minor Blood Loss
0 Internal Bleeding
from the Necrotic table. The bleeding can be stopped with any magical healing, a charge of a
Healer's Kit, or a DC 15 medicine check.
Friction
d10 Injury Effect
You have disadvantage on ability checks and Con saves to maintain concentration. This heals after 1
1-2 Severe Abrasion week of rest, or when you receive any magical healing. A DC 10 Medicine check or a charge of a
Healer's Kit can be used to end this effect early.
Horrible You have disadvantage on Persuasion checks, and advantage on Intimidation checks. Magical
3-4
Disfigurement healing of 6th level and higher can remove the scar.
When casting a spell, you must make a Con check to perform Verbal components correctly, with a
DC equal to 10 + the spell's level. This heals after 2 weeks of rest, or when you receive at least 25
5-6 Facial Fracture
points of magical healing. A DC 15 Medicine check can be used to halve the remaining recovery
time. You can expend one charge of a Healer's Kit to reduce this DC to 10.
At the start of each of your turns, you take 1 point of necrotic damage from bleeding. The bleeding
can be stopped with any magical healing, a charge of a Healer's Kit, or a DC 10 Medicine check. In
7 Degloved Foot
addition, your base walking speed is reduced to 5ft. If you still have at least one working leg, you
can use a crutch or cane to move at half your original base speed.
At the start of each of your turns, you take 1 point of necrotic damage from bleeding. The bleeding
8 Degloved Hand can be stopped with any magical healing, a charge of a Healer's Kit, or a DC 10 Medicine check. In
addition, you lose the use of one hand.
Your walking speed is halved, and if you walk more than 5ft in a round, you take 1 point of slashing
damage for every 5 ft you walk. If this damage reduces you to 0 HP, you suffer the effects of a Torn
9 Ruptured Tendons Leg Muscle from the piercing table. Otherwise, this heals after 1 week of rest, or when you receive
any magical healing. A DC 10 Medicine check or a charge of a Healer's Kit can be used to end this
effect early.
At the end of each of your turns, you take 1d4 points of Necrotic damage. If this damage brings
you to 0 HP and you choose to spend a hit die to remain standing, you suffer Minor Blood Loss
0 Avulsion
from the Necrotic table. The bleeding can be stopped with any magical healing, a charge of a
Healer's Kit, or a DC 15 medicine check.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Acid
d10 Injury Effect
You have disadvantage on attack rolls and ability checks relying on the hand that lost the fingers,
1-2 Lose 1d4 fingers
and cannot perform somatic components with that hand.
Horrible You have disadvantage on Persuasion checks, and advantage on Intimidation checks. Magical
3-4
Disfigurement healing of 6th level and higher can remove the scarring.
You have vulnerability to bludgeoning damage. This heals after 4 weeks of rest, or when you receive
5-6 Exposed Bones at least 50 points of magical healing. A DC 15 Medicine check can be used to halve the remaining
recovery time. You can expend one charge of a Healer's Kit to reduce this DC to 10.
Whenever you attempt to take an action in combat, you must make a DC 10 Con save or lose the
7 Neuralgia action. This heals after 4 weeks of rest, or when you receive at least 50 points of magical healing. A
charge of a Healer's Kit can be used to suppress this effect for 24 hours.
8 Destroyed Hand You lose the use of one hand.
9 Destroyed Foot Your walking speed is halved, as is your jump distance.
You can see 5ft in bright light, and are Blind otherwise. Your vision returns slowly, 5ft. per day, until
it is back to normal. If you had Darkvision, it takes 4 weeks of rest for your Darkvision to function
0 Partial Blindness
again. Any magical healing, a Lesser Restoration spell, or a DC 20 Medicine check with a Healer's
Kit can restore your eyesight instantly.
Cold
d10 Injury Effect
You gain one level of Exhaustion. This level cannot be removed by a long rest in a cold climate.
1-2 Hypothermia
While you have this Exhaustion, you are immune to Heat Stroke.
You are Restrained. This ends when you use an Action to make a DC 20 Strength check and break
3-4 Partial Freeze
free, or when you take any Fire damage.
5-6 Thermal Shock You have vulnerability to Fire damage for the next minute.
Your walking speed is reduced by 5ft, and your jump distance is halved. If you attempt to Dash, you
must make a DC 10 Dex save or fall Prone. Once in a warm climate, the frostbite can be held back
7 Frostbitten Foot with a DC 10 Medicine check, a charge of a Healer's Kit, or any magical healing. If treated, it will
heal in 4 weeks of rest, or with 50 points of magical healing. If not treated within 48 hours, the foot
will be destroyed.
You have disadvantage on attack rolls and ability checks relying on the damaged hand, and cannot
perform somatic components with it. Once in a warm climate, the frostbite can be held back with a
8 Frostbitten Hand DC 10 Medicine check, a charge of a Healer's Kit, or any magical healing. If treated, it will heal in 4
weeks, or with 50 points of magical healing. If not treated within 48 hours, the hand will be
destroyed.
Whenever you attempt to take an action in combat, you must make a DC 10 Con save or lose the
9 Neuralgia action. This heals after 4 weeks of rest, or when you receive at least 50 points of magical healing. A
charge of a Healer's Kit can be used to suppress this effect for 24 hours.
You have disadvantage on Strength, Dexterity, and Constitution checks and saving throws. This
heals after 4 weeks of rest, or when you receive at least 50 points of magical healing. A DC 15
0 Cellular Damage
Medicine check can be used to halve the remaining recovery time. You can expend one charge of a
Healer's Kit to reduce this DC to 10.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Fire
d10 Injury Effect
You gain one level of Exhaustion. This level cannot be removed by a long rest in a hot climate.
1-2 Heat Stroke
While you have this Exhaustion, you are immune to Hypothermia.
Horrible You have disadvantage on Persuasion checks, and advantage on Intimidation checks. Magical
3-4
Disfigurement healing of 6th level and higher can remove the burn scars.
If you already have first or second degree burns, you receive the next degree up instead. Otherwise,
you have vulnerability to fire damage for the next 24 hours. The next time you take any fire damage
5-6 First Degree Burns
while vulnerable during this time, the vulnerability ends, and you suffer second degree burns. A DC
10 Medicine check, a charge of a Healer's Kit, or any magical healing will end the vulnerability early.
If you already have first or second degree burns, you receive third degree burns instead. Otherwise,
you have disadvantage on Strength, Dexterity, and Constitution checks. This heals after 2 weeks of
Second Degree
7 rest, or when you receive at least 25 points of magical healing. A DC 15 Medicine check can be
Burns
used to halve the remaining recovery time. You can expend one charge of a Healer's Kit to reduce
this DC to 10.
You have disadvantage on Strength, Dexterity, and Constitution checks and saving throws. This
8 Third Degree Burns heals after 4 weeks of rest, or when you receive at least 50 points of magical healing. A DC 20
Medicine check with a Healer's Kit can be used to halve the remaining recovery time.
Whenever you attempt to take an action in combat, you must make a DC 10 Con save or lose the
9 Neuralgia action. This heals after 4 weeks of rest, or when you receive at least 50 points of magical healing. A
charge of a Healer's Kit can be used to suppress this effect for 24 hours.
At the start of each of your turns, you take 1d4 fire damage, and your maximum HP is reduced by
0 Burning Flesh an equal amount. The fire can be extinguished by using an Action, and your maximum HP can be
restored by a long rest.
Force
d10 Injury Effect
Roll on the Wild Magic Table until you get a surge that affects only you. Whatever the effect is, it
1-2 Wild Magic lasts for 2 weeks (recurring daily if it is an instantaneous effect), or until you receive a Lesser
Restoration spell.
You have disadvantage on saving throws against spells. This heals after 2 weeks of rest, or when
3-4 Magic Vulnerability
you receive a Lesser Restoration spell.
You have disadvantage on Intelligence, Wisdom, and Charisma checks. This heals after 2 weeks of
5-6 Arcana Sickness
rest, or when you receive a Lesser Restoration spell.
Every time you become unconscious and unstable, you automatically fail one death saving throw.
7 Soul Tear
This damage can be healed with a Greater Restoration spell.
If you are a spellcaster, you lose the use of one spell slot of your highest level. If you are not a
8 Arcane Impairment spellcaster, you lose one attunement slot instead. You regain it after 4 weeks of rest, or with a
Greater Restoration spell.
Blindness to the You are constantly under the effect of Detect Magic, but you are Blinded and cannot see anything
9
Mundane nonmagical. This heals after 2 weeks of rest, or with a Lesser Restoration spell.
0 Banishment You shift to the Border Ethereal, if possible. You remain there for 3d8 hours, or until rescued.
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Lightning
d10 Injury Effect
You have disadvantage on Constitution checks and saving throws. This heals after 2 weeks of rest,
1-2 Fibrillation
any magical healing, or after taking exactly 1 point of lightning damage.
You have disadvantage on Dexterity checks. This heals after 2 weeks of rest. The effect can be
3-4 Muscle Spasms
healed early with any magical healing, a DC 10 Medicine check, or a charge of a Healer's Kit.
Minor Brain You have disadvantage on Wis and Int checks, as well as Con saves to maintain concentration. This
5-6
Damage heals after 2 weeks of rest, or when you receive any magical healing.
You gain one level of Exhaustion. This level cannot be removed by normal means, but heals after 4
7 Cardiac Injury weeks of rest or 50 points of magical healing. A DC 20 Medicine check with a Healer's Kit can be
used to halve the remaining recovery time.
8 Arc Flash Burn Roll on the Fire injury table.
You can no longer feel pain, and thus can no longer track your own hit points. Instead, the DM
Severe Nerve secretly keeps track for you, and tells you when you are bloodied or unconscious. You also
9
Damage automatically succeed on Con saves to maintain concentration after taking damage. Magical healing
of 6th level and higher can restore your nervous system.
You drop prone, and are Stunned. At the end of each of your turns while Stunned, you can make a
DC 10 Con save. If a creature uses their Action to perform CPR on you, you have advantage on this
0 Cardiac Arrest
save. On a successful save, you are no longer Stunned. On a failed save, you gain one failed death
saving throw. If you reach 3 failed death saves, you die regardless of your current HP.
Necrotic
d10 Injury Effect
You have disadvantage on Con checks and saving throws. This heals after 2 weeks of rest, when you
1-2 Minor Blood Loss receive any magical healing, or receive a blood transfusion. If you already have Minor Blood Loss,
you instead gain Major Blood Loss.
You are Poisoned, and you reek of decay. All creatures within 5ft. of you that can smell you must
3-4 Decaying Flesh make a DC 10 Con save at the start of their turn or be Poisoned until the start of their next turn.
Magical healing of 6th level and higher can remove the decay.
Withered You have disadvantage on Persuasion checks, and advantage on Intimidation checks. Magical
5-6
Complexion healing of 6th level and higher can remove the scarring.
You gain one level of Exhaustion. This level cannot be removed by normal means, but heals after 4
7 Major Blood Loss weeks of rest or 50 points of magical healing. It can be healed instantly by receiving a blood
transfusion.
You age by a number of years equal to 1/4 of your race's average lifespan. Your age can be restored
8 Premature Aging
to normal with a Greater Restoration spell.
When you gain this injury, and again at the end of each long rest you take, make a DC 10 Con save.
On a failure, your maximum HP is reduced by 1. If your maximum HP reaches 0, you die. This heals
9 Organ Necrosis
after 4 weeks of rest, or when you receive at least 50 points of magical healing. A DC 20 Medicine
check with a Healer's Kit or a Greater Restoration spell can be used to end this effect early.
If the damage was not dealt directly by a creature, you suffer no injury. If the damage was dealt by a
creature, you immediately die, without making death saving throws. If the creature that killed you
0 Call of Vengeance
(or its master, if it obviously had one) is still alive 24 hours later, you become a Revenant, seeking
revenge against the creature that killed you and whomever they may answer to.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Poison
d10 Injury Effect
You have disadvantage on Con checks and saves. This gets better after 2 weeks. A DC 10 Medicine
1-2 Nausea check, a charge of a Healer's Kit, any magical healing, or a Lesser Restoration spell can end the
sickness early.
You have disadvantage on Dex checks and saves. This gets better after 2 weeks. A DC 10 Medicine
3-4 Vertigo check, a charge of a Healer's Kit, any magical healing, or a Lesser Restoration spell can end the
sickness early.
You gain one level of Exhaustion. This level cannot be removed by normal means, but heals after 4
5-6 Cardiac Injury weeks of rest or 50 points of magical healing. A DC 20 Medicine check with a Healer's Kit can be
used to halve the remaining recovery time.
You have vulnerability to Poison damage, and disadvantage on Con saves against poison. Magical
7 Kidney Failure
healing of 6th level or higher can end this effect.
Each time you complete a long rest, you gain the Poisoned condition. This heals after 4 weeks of
8 Liver Damage
rest, or when you receive at least 50 points of magical healing.
When you gain this injury, and again at the end of each long rest you take, make a DC 10 Con save.
On a failure, your maximum HP is reduced by 1d4. If your maximum HP reaches 0, you die. This
9 Organ Necrosis heals after 4 weeks of rest, or when you receive at least 50 points of magical healing. A DC 20
Medicine check with a Healer's Kit or a Greater Restoration spell can be used to end this effect
early.
You drop prone, and are Stunned. At the end of each of your turns while Stunned, you can make a
DC 10 Con save. If a creature uses their Action to perform CPR on you, you have advantage on this
0 Cardiac Arrest
save. On a successful save, you are no longer Stunned. On a failed save, you gain one failed death
saving throw. If you reach 3 failed death saves, you die regardless of your current HP.
Psychic
d10 Injury Effect
Short-Term
1-2 Roll on the Short-Term Madness table. Your madness lasts for 1d4 hours, or until cured.
Madness
You have disadvantage on Charisma checks and Wisdom saving throws. You regain your self
3-4 Crippling Doubt
confidence after 2 weeks of productive activity, or with a Lesser Restoration spell.
Minor Brain You have disadvantage on Wis and Int checks, as well as Con saves to maintain concentration. This
5-6
Damage heals after 2 weeks of rest, or when you receive any magical healing.
7 Long-Term Madness Roll on the Long-Term Madness table. Your madness lasts for 5d6 days, or until cured.
You develop a debilitating fear of something in the situation from which you gained your injury.
8 Phobia When you are confronted with your phobia, you are Frightened of it. This phobia can be cured with
a Greater Restoration spell.
While in bright light, you have disadvantage on attack rolls and Perception checks that rely on sight.
In addition, whenever you take Thunder damage, you are Stunned until the end of your next turn.
9 Migraines
These headaches go away after 4 weeks of rest, or when you receive at least 50 points of magical
healing. A charge of a Healer's Kit can be used to suppress this effect for 24 hours.
0 Indefinite Madness Roll on the Indefinite Madness table. Your madness lasts until cured.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Radiant
d10 Injury Effect
You are cursed with a random affliction from the Bestow Curse spell. This can be cured with a
1-2 Curse
Remove Curse spell.
Horrible You have disadvantage on Persuasion checks, and advantage on Intimidation checks. Magical
3-4
Disfigurement healing of 6th level and higher can remove the scarring.
You have disadvantage on Perception checks relying on sight. This can be cured with a Lesser
5-6 Partial Blindness
Restoration spell.
7 Radiant Burns Roll on the Fire injury table.
You are Poisoned. This heals after 4 weeks of rest, or when you receive at least 50 points of
8 Radiation Sickness
magical healing.
Your Con decreases by 1. Any time you receive magical healing, or for every week this goes
9 Cancer untreated, you must succeed on a DC 10 Con save, or your Con further decreases by 1. This can
be cured by a Greater Restoration spell.
If you are Good or Evil, you become Neutral. If you were already Neutral, you become either Good
0 Alignment Shift
or Evil (DM's choice). This can be reverted with a Greater Restoration spell.
Thunder
d10 Injury Effect
You have disadvantage on Perception checks relying on hearing. This heals after 2 weeks, or when
1-2 Tinnitus
you receive any magical healing or a Lesser Restoration spell.
You have disadvantage on Perception checks relying on Hearing, and relying on Sight while in
3-4 Migraines
bright light. These go awayt after 2 weeks of rest, or when you receive any magical healing.
You have disadvantage on Dex checks and saves. This gets better after 2 weeks. A DC 10 Medicine
5-6 Vertigo check, a charge of a Healer's Kit, any magical healing, or a Lesser Restoration spell can end the
sickness early.
7 Deafness You are Deafened. This can be healed by a Lesser Restoration spell.
You have disadvantage on Wis and Int checks, as well as Con saves to maintain concentration. This
8 Concussion
heals after 4 weeks of rest, or when you receive at least 50 points of magical healing.
You have vulnerability to bludgeoning, force, and thunder damage. This heals after 4 weeks of rest,
9 Internal Bruising
or when you receive at least 50 points of magical healing.
Whenever you attempt to take an action in combat, you must make a DC 10 Con save or lose the
0 Collapsed Lung action. This heals after 4 weeks of rest, or when you receive at least 50 points of magical healing. A
DC 20 Medicine check with a Healer's Kit can be used to halve the remaining recovery time.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Called Shot Feat Optional Rule: Backstory Injuries
Many players of 5e wish there was a way to When you first create a character to bring to the
perform Called Shots, or target specific portions of table, the DM may optionally allow you to
an enemy's body, in the hopes that they can exchange a permanent injury for a permanent (but
provide debuffs to an enemy. While certain classes related) benefit. For example, you could start with
grant similar abilities, this feat allows any player to your eyes melted by acid, but having developed
do exactly that. tremorsense to cope.
The benefit should be chosen such that if you
Called Shot cure the injury, you naturally lose the benefit as
Once on each of your turns, if you have advantage well.
on an attack roll against a bloodied creature, you You may also start with missing body parts that
can instead make the attack roll with disadvantage have been completely replaced by cybernetic
and make a called shot. If the attack hits, you deal augmentations. For this case, refer to the
normal damage, and you can choose to inflict a cybernetics rules.
Lingering Injury of your choice from the table
relevant to the damage type you dealt. The injury
must be one of the first three options in the table,
unless the attack is a critical hit.
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was lovingly created
using GM Binder.