1 | mortal wound | You suffer a mortal wound, such as a slashed jugular or a punctured lung, and will quickly perish. Unless you are stabilized by an ally (DC 20 medicine check) or receive magical healing, you will bleed out and die within 3 rounds, automatically failing your death saving throws. |
2 | brain damage | A nasty blow to the head has left permanent impairment to some portion of your brain. Roll a D6 to determine which mental attribute is affected; 1-2 is INT, 3-4 is WIS, 5-6 is CHA. Skills, abilities, and saving throws rolled with the chosen stat are done so at disadvantage. |
3 | Loss of eye | One of your eyes is smashed, slashed, or plucked straight from your head. You have disadvantage on WIS (perception) checks that rely on sight. If you suffer this effect twice, you are blind, and automatically fail WIS (perception) checks that rely on sight. |
4 | loss of foot/leg | One of your legs is crushed, cut off, or otherwise separated from your body. Your movement is reduced by 20 ft unless you’re wearing a prosthetic, in which case your movement is only reduced to 5 ft. You also have disadvantage on DEX (acrobatics) checks made to maintain balance. If you suffer this effect twice, your movement is reduced by 25 ft as you crawl across the ground in a prone state. The limb can be reattached within a minute of it being removed with healing magic, a needle and thread, and a DC 20 WIS (medicine) check. |
5 | loss of hand/arm | One of you arms or hands is crush, cut off, or otherwise separated from your body. You are incapable of using weapons that require two hands to properly wield, and can no longer use offhand weapons or shields (unless they are properly fitted to your stump). STR (athletics) checks to climb or grapple are made at disadvantage. If you suffer this effect twice, you become incapable of using weapons and equipment that require hands, and climbing checks automatically fail. The limb can be reattached within a minute of it being removed with healing magic, a needle and thread, and a DC 20 WIS (medicine) check. |
6 | Disfigurement | Your injury leaves you physically disfigured or deformed. You have disadvantage on CHA (persuasion) checks, and advantage on CHA (intimidation) checks. |
7-8 | Broken leg | You suffer the same effect as loss of foot/leg, though this can be fixed using a healing spell along with a DC 15 WIS (medicine) check to reset the fracture. Without healing magic, the broken limb takes six weeks to heal. |
9-10 | Broken arm | You suffer the same effect as loss of hand/arm, though this can be fixed using a healing spell along with a DC 15 WIS (medicine) check to reset the fracture. Without healing magic, the broken limb takes six weeks to heal. |
11-14 | Scarring | you receive a noticeable scar somewhere on your body. Treat it as a badge of honor, or a mark of shame. (If you like, you can also roll a D10, with 1-9 being flesh scars and 10 being a tooth getting knocked out). |
15-19 | No lasting damage | Though you still fall unconscious, you don’t suffer any long term effects. |
20 | Last gasp | Rather than falling unconscious, you’re instead reduced to 1 hit point. |
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