Better Lingering Injuries in D&D - Aussie Zone
cross-posted from: https://aussie.zone/post/20627854
[https://aussie.zone/post/20627854] > I wrote a blog post about how Lingering
Injuries in the DMG kind of sucks, and proposed better rules: > > — > > In the
Dungeon Master’s Guide (2014) [https://www.dndbeyond.com/sources/dnd/dmg-2014],
there is a section in chapter 9 under the section titled “Lingering Injuries”
that applied when a character took a critical hit, dropped to zero hitpoints, or
fails a death saving throw by 5 or more. In one of the campaigns I ran, our
playgroup wanted a slightly harsher ruleset, but we found the lingering injuries
as written to not be particularly fun. We found it to be too frequent; player
characters would often end up with many lingering injuries ‒ too severe; player
characters would end up with debilitating injuries and it wouldn’t be fun to
play then ‒ and not applicable to the kind of damage received; how could a
character lose an arm after breathing a toxic gas? > > So, I present reworked
rules for lingering injuries that are more fun and make more sense. > > ##
Circumstances for sustaining a Lingering Injury > > * When a character is
dropped to 0 hit points by a critical hit > * When a character is stabilized or
healed after failing two death saving throws > * When a character is revived
after dying > > We found these conditions to be sufficiently uncommon such that
lingering injuries were rare. When a character sustains a lingering injury, roll
on one of the following tables applicable to the kind of damage sustained. The
tables are arranged such that injuries get worse the lower you roll. Players may
use their inspiration, if they have any, to reduce the chances of receiving a
severe injury. > > ## Physical Damage > > This table can be rolled on when
physical damage such as Bludgeoning, Piercing, Slashing, or Force causes a
lingering injury. > > | d20 | Injury | > | --: | ----- | > | 1 | Lose an
appendage. | > | 2 | Break an appendage. | > | 3-4 | Limp. | > | 5-6 | Internal
Injury | > | 7-9 | Broken Rib | > | 10-12 | Horrible Scar | > | 13-15 |
Festering Wound | > | 16-20 | Minor Scar | > > ### Lose an appendage > Roll on
the appendages table. You lose the corresponding appendage. If you have already
lost that appendage, then nothing occurs. If you lose an arm you cannot hold
anything with two hands and can only hold a single object at a time. If you lose
a leg, your speed on foot is halved, and you must use a cane or a 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. In both
cases, magic such as the Regenerate spell can restore the lost appendage. At the
DMs discretion, players may be able to lessen the negative effects over time of
losing an appendage as their player character learns to adapt to their altered
form. > > ### Break an appendage > Roll on the appendages table. You suffer the
same negative effects as losing an appendage, except the injury heals if you
receive magical healing such as the Greater Restoration spell or spend two
tendays doing nothing but resting. > > ### Limp > Your speed on foot is reduced
by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash
action or fall prone. The limp heals if you receive magical healing such as the
Lesser Restoration spell, or if you spend a tenday doing nothing but resting. >
> ### Internal Injury > Whenever you attempt an action in combat or in other
sufficiently high intensity circumstances at the DMs discretion, you must make a
DC 15 Constitution saving throw. On a failure, you lose your actions and are
unable to make reactions until the start of your next turn. The injury heals if
you receive magical healing such as the Lesser Restoration spell, or if you
spend a tenday doing nothing but resting. > > ### Broken Rib > This has the same
effect as an internal injury, except the Constitution saving throw DC is 10
instead of 15. > > ### Horrible Scar > You are disfigured to the extent that the
wound cannot easily be concealed. 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 scar. > > ###
Festering Wound > Your hit point maximum is reduced by 1d4 and again by 1d4
every day at dawn while the wound persists. If your hit point maximum is reduced
to 0 this way, you die. The wound heals if you receive magical healing such as
Lesser Restoration. Alternatively, somebody tending to the wound can make a DC
10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction
on a success, and completely healing the wound after three successes. Once the
wound is healed in either way, the reduction to your hit point maximum is
undone. > > ### Minor Scar > A minor scar has no adverse effect beyond cosmetic.
Magical healing of 6th level or greater, such as Heal and Regenerate removes the
scar. > > ## Heat Damage > > This table can be rolled on when heat damage such
as Fire, Radiant, or Lightning causes a lingering injury. > > | d20 | Injury | >
| --: | ----- | > | 1 | Lose an appendage. | > | 2-3 | Severe Burns. | > | 4-6 |
Moderate Burns | > | 7-9 | Minor Burns | > | 10-12 | Temporary Blindness | > |
13-15 | Dehydration | > | 16-20 | Singed Hair | > > > ### Lose an appendage >
Your burns are so severe that you lose an appendage. Roll on the appendages
table. You lose the corresponding appendage. If you have already lost that
appendage, then nothing occurs. If you lose an arm you cannot hold anything with
two hands and can only hold a single object at a time. If you lose a leg, your
speed on foot is halved, and you must use a can or a 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. In both cases, magic
such as the Regenerate spell can restore the lost appendage. At the DMs
discretion, players may be able to lessen the negative effects over time of
losing an appendage as their player character learns to adapt to their altered
form. > > ### Severe Burns > You suffer severe burns across your entire body.
Your hit point maximum is reduced by 1d4 and again by 1d4 every hour while the
burns persist. If your hit point maximum is reduced to 0 this way, you die.
While the burns persist, you have vulnerability to fire, lightning, and radiant
damage. Magical healing of 6th level or greater, such as Heal and Regenerate
heals the burns. Alternatively, somebody tending to the wound can make a DC 15
Wisdom (Medicine) check once every hour, negating the hit point reduction on a
success, and completely healing the wound after three successes. Once the wound
is healed in either way, the reduction to your hit point maximum is undone. > >
### Moderate Burns > You suffer moderate burns across a significant part of your
body. Your hit point maximum is reduced by 1d4 and again by 1d4 every day at
dawn while the burns persist. If your hit point maximum is reduced to 0 this
way, you die. While the burns persist, you have vulnerability to fire,
lightning, and radiant damage. Magical healing of 6th level or greater, such as
Heal and Regenerate heals the burns. Alternatively, somebody tending to the
wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the
hit point reduction on a success, and completely healing the wound after three
successes. Once the wound is healed in either way, the reduction to your hit
point maximum is undone. > > ### Minor Burns > You suffer minor burns to some of
your body. While the burns persist, you have vulnerability to fire, lightning,
and radiant damage. Magical healing of 6th level or greater, such as Heal and
Regenerate heals the burns. The burns heal completely after a tenday. > > ###
Temporary Blindness > The heat damage you received has caused temporary
blindness. Until healed, you suffer the blinded condition. Magical healing such
as Lesser Restoration heals the blindness. The blindness heals completely after
a tenday. > > ### Dehydration > The heat damage has caused you to become
dehydrated. Make a DC 10 Constitution saving throw. On a failure, you suffer a
level of exhaustion. Repeat this saving throw each day at dawn until you
succeed. You have advantage on subsequent saving throws if you are able to
consume a full days worth of water in the 24 hours preceding the saving throw. >
> ### Singed Hair > The heat has caused your hair (if you have any) to become
singed. Roll a d20. On a 10 or greater only some of your hair has been singed.
On a 9 or lower all of your hair has been singed off. > > ## Cold and Necrotic
Damage > > This table can be rolled on when cold or necrotic damage causes a
lingering injury. > > | d20 | Injury | > | --: | ----- | > | 1 | Lose an
appendage. | > | 2-3 | Severe Frostbite or Necrosis. | > | 4-6 | Moderate
Frostbite or Necrosis | > | 7-9 | Minor Frostbite or Necrosis | > | 10-15 |
Numbness | > | 15-20 | Blue Lips | > > ### Lose an appendage > Your
frostbite/necrosis is so severe that you lose an appendage. Roll on the
appendages table. You lose the corresponding appendage. If you have already lost
that appendage, then nothing occurs. If you lose an arm you cannot hold anything
with two hands and can only hold a single object at a time. If you lose a leg,
your speed on foot is halved, and you must use a can or a 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. In both
cases, magic such as the Regenerate spell can restore the lost appendage. At the
DMs discretion, players may be able to lessen the negative effects over time of
losing an appendage as their player character learns to adapt to their altered
form. > > ### Severe Frostbite or Necrosis > You suffer frostbite/necrosis
across your entire body. Your hit point maximum is reduced by 1d4 and again by
1d4 every hour while the injury persists. If your hit point maximum is reduced
to 0 this way, you die. While the injury persists, you have vulnerability to
cold and necrotic damage. Magical healing of 6th level or greater, such as Heal
and Regenerate heals the injury. Alternatively, somebody tending to the wound
can make a DC 15 Wisdom (Medicine) check once every hour, negating the hit point
reduction on a success, and completely healing the wound after three successes.
Once the wound is healed in either way, the reduction to your hit point maximum
is undone. > > ### Moderate Frostbite or Necrosis > You suffer moderate
frostbite/necrosis across a significant part of your body. Your hit point
maximum is reduced by 1d4 and again by 1d4 every day at dawn while the injury
persists. If your hit point maximum is reduced to 0 this way, you die. While the
injury persists, you have vulnerability to cold and necrotic damage. Magical
healing of 6th level or greater, such as Heal and Regenerate heals the burns.
Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine)
check once every 24 hours, negating the hit point reduction on a success, and
completely healing the wound after three successes. Once the wound is healed in
either way, the reduction to your hit point maximum is undone. > > ### Minor
Frostbite or Necrosis > You suffer minor frostbite/necrosis to some of your
body. While the burns persist, you have vulnerability to cold and necrotic
damage. Magical healing of 6th level or greater, such as Heal and Regenerate
heals the injury. The injury heals completely after a tenday. > > ### Numbness >
The cold or necrotic damage has caused numbness. You have disadvantage on
sleight of hand checks and on initiative rolls for the next hour. Magical
healing such as Lesser Restoration removes this effect. > > ### Blue Lips > The
lack of blood circulation causes your lips to turn blue for the next hour. > >
## Thunder Damage > > This table can be rolled on when thunder damage causes a
lingering injury. > > | d20 | Injury | > | --: | ----- | > | 1 | Deafness. | > |
2-3 | Internal Injury. | > | 4-6 | Concussion | > | 7-9 | Temporary Deafness | >
| 10-15 | Ringing Headache | > | 15-20 | Disoriented | > > ### Deafness > The
extreme sound has caused you to go permanently deaf. Unless healed, you
permanently gain the deafened condition. Magical healing such as Greater
Restoration can cure this injury. > > ### Internal Injury > The shockwave caused
by the thunder damage has caused an internal injury. Whenever you attempt an
action in combat or in other sufficiently high intensity circumstances at the
DMs discretion, you must make a DC 15 Constitution saving throw. On a failure,
you lose your actions and are unable to make reactions until the start of your
next turn. The injury heals if you receive magical healing such as the Lesser
Restoration spell, or if you spend a tenday doing nothing but resting. > > ###
Concussion > The shockwave has caused a concussion. While concussed, you have
disadvantage on all Intelligence ability checks, attack rolls, and saving
throws. The concussion heals if you receive magical healing such as the Lesser
Restoration spell, or if you spend a tenday doing nothing but resting. > > ###
Temporary Deafness > The thunder damage has caused temporary deafness. For the
next 1d4 hours you gain the deafened condition. You lose this condition if you
receive magical healing such as the Lesser Restoration spell. > > ### Ringing
Headache > For the next 1d4 hours you have disadvantage on Wisdom (Perception)
checks made relying on sound. This injury is cured with magical healing such as
the Lesser Restoration spell. > > ### Disoriented > The thunder damage has
caused disorientation. For the next 10 minutes you have disadvantage on all
ability checks to locate your way or read maps. > > ## Acid Damage > > This
table can be rolled on when acid damage causes a lingering injury. > > | d20 |
Injury | > | --: | ----- | > | 1 | Blinded. | > | 2-3 | Corroded Arms. | > | 4-6
| Corroded Legs | > | 7-9 | Corroded Armour | > | 10-15 | Disfiguring Burns | >
| 15-20 | Smelly | > > ### Blinded > The acid damage has corroded your eyes.
Unless healed, you permanently gain the blinded condition. You lose this
condition if you receive magical healing such as the Greater Restoration spell.
> > ### Corroded Arms > Your arms have been badly damaged by the corroding
effects of the acid damage. Until healed, you have disadvantage on ability
checks and attack rolls relying on the use of your arms, including spells cast
that have somatic components, and attack rolls made with weapons such as swords
or bows. The injury heals if you receive magical healing such as the Lesser
Restoration spell, or if you spend a tenday doing nothing but resting. > > ###
Corroded Legs > Your legs have been badly damaged by the corroding effects of
the acid damage. Until healed, your speed is reduced by 5 feet, and after taking
the dash action you must succeed on a DC 10 Dexterity saving throw or fall
prone. The injury heals if you receive magical healing such as the Lesser
Restoration spell, or if you spend a tenday doing nothing but resting. > > ###
Corroded Armour > If wearing armour while you took the acid damage it has been
corroded. The benefit you receive to your armour class by wearing this armour is
reduced by 1. The armour may be repaired at a blacksmith for 50% of its original
purchase value. > > ### Disfiguring Burns > Your face has been disfigured by the
corrosion of the acid. 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 disfiguration. > > ### Smelly >
The powerful scent of acid remains on your body for 1d4 hours. Any creating
attempting to detect you relying on scent has advantage on any ability checks
made to do so. > > ## Psychic Damage > > This table can be rolled on when
Psychic damage causes a lingering injury. > > > | d20 | Injury | > | --: | -----
| > | 1 | Long Term Madness. | > | 2-3 | Recurring Nightmares. | > | 4-5 |
Mental Lethargy | > | 6-7 | Visual Hallucinations | > | 8-9 | Short Term Madness
| > | 10-12 | Paranoia | > | 13-16 | Headache | > | 17-20 | Mirthfulness | > >
### Madness > Roll for a Long Term Madness effect in the Dungeons Masters Guide
in chapter 8. > > ### Recurring Nightmares > Whenever you take a long rest roll
a d20. On a 10 or above, you suffer no ill effects. On a 9 or below, you suffer
a nightmare relating to the cause of your lingering injury and do not benefit
from the effects of the long rest. As part of your restlessness, you gain a
level of exhaustion when you wake. The recurring nightmares are cured by magical
healing such as the Greater Restoration spell, or by succeeding on your check
three times. > > ### Mental Lethargy > For the next 1d4 days, you have
disadvantage on Constitution saving throws made to maintain concentration on
spells. This injury is cured by magical healing such as the Lesser Restoration
spell. > > ### Visual Hallucinations > For the next 1d4 days, you have
disadvantage on Wisdom (Perception) checks made using your sight, as intrusive
hallucinations make it difficult to concentrate. This injury is cured by magical
healing such as the Lesser Restoration spell. > > ### Short Term Madness > Roll
for a Short Term Madness effect in the Dungeons Masters Guide in chapter 8. > >
### Paranoia > For the next 1d4 days, you have disadvantage on Wisdom (Insight)
checks thanks to a mistrust caused by the psychic damage. This injury is cured
by magical healing such as the Lesser Restoration spell. > > ### Headache > For
the next 1d4 hours you have disadvantage on Wisdom (Perception) checks made
relying on sound. This injury is cured with magical healing such as the Lesser
Restoration spell. > > ### Mirthfulness > For the next 1d4 hours you find
everything funnier than it ought to be. You often burst into peals of
uncontrollable laughter. You have disadvantage on stealth checks made within
earshot of enemies. This injury is cured with magical healing such as the Lesser
Restoration spell. > > ## Appendix > > ### Appendage Table > Roll on this table
to determine the appendage affected by a lingering injury. If the affected
character has other appendages, such as a tail or wings, you may modify the
table to include those. > > | d20 | Appendage | > | --: | ---------- | > | 1-5 |
Right Hand | > | 6-10 | Left Hand | > | 11-15 | Right Foot | > | 16-20 | Left
Foot |