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LINGERING INJURIES 1
BLUDGEONING LINGERING INJURIES
d4 Injury
1 Limp. Your speed on foot is reduced by 5 feet. You
must make a DC 10 Dexterity saving throw after
using the Dash action. If you fail the save, you fall
prone. The injury heals after 5 days or if you receive
magical healing.
2 Broken leg. Your speed on foot is halved and you
must use a cane or crutch to move. You fall prone
after using the Dash action. You have disadvantage

on Dexterity checks and saving throws. The injury


heals after ten weeks or if you receive magical
healing.
3 Broken Ribs. Whenever you attempt an action in
combat, you must make a DC 10 Constitution saving
throw. On a failed save, you lose your action and
can't use reactions until the start of your next turn.
The injury heals if you receive magical healing or if
you spend ten days doing nothing but resting.
ACID LINGERING INJURY 4 Concussion. You must make a DC 10 Constitution
saving throw. On a failed save, you are reduced to 0
d4 Injury hit points and you fall unconscious. You make a
1 Blisters. You gain one level of exhaustion. You must Constitution saving throw at the end of each of your
finish five long rests or receive magical healing to turn (this replaces the death saving throws). On a
reduce this level of exhaustion. Alternatively, successful save, the unconscious condition ends
someone can tend to the wounds and make a DC and you become stable. For the next ten days, you
15 Wisdom (Medicine) check once every 24 hours. suffer from splitting headaches. You have
After two successes, the injury is healed. disadvantage on Intelligence ability checks and
2 Blackened Skin, Numbness, and Irritation. You can't Constitution saving throws to maintain your
take reactions until the end of your next turn. concentration. Magical healing of 6th level or higher,
Disadvantage on Initiative rolls. The burns don't such as heal and regenerate, heals this injury.
have other adverse effects. The injury heals if you
receive magical healing or if you spend five days
doing nothing but resting. COLD LINGERING INJURY
3 Major Burn (Face). You can't take reactions until the d4 Injury
end of your next turn. You are disfigured to the 1 Frostnip. You can't take reactions until the end of
extent that the acid burn can't be easily concealed. your next turn. Your skin pales or turns red and
You have disadvantage on Charisma (Persuasion) feels extremely cold. As your skin warms, you feel
checks and advantage on Charisma (Intimidation) pain and tingling. This injury doesn't have other
checks. You must receive magical healing to remove adverse effect. It heals if you receive magical healing
the burn scars. or if you spend one day doing nothing but resting.
4 Blinded. You can't take reactions until the end of 2 Hypothermia. Your body temperature falls
your next turn. Your eyes have been damaged. You dramatically. You are drowsy, confused, and can
gain the Blinded condition. Magical healing of 6th speak only falteringly. You gain the Stunned
level or higher, such as heal and regenerate, restores condition. The condition is removed if you receive
your eyesight. magical healing or if you are moved to a warm area
and spend 2d4 hours doing nothing but resting.
3 Severe Frostbite (Arms and Hands). You experience
numbness, losing all sensation of cold, pain, or
discomfort in the affected area. You can no longer
hold anything with two hands, and you can hold
only a single object at a time. You gain one level of
exhaustion. After 24 hours of rewarming, the skin

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turns black and hard. Only magical healing of 6th FORCE LINGERING INJURY
level or higher, such as heal and regenerate, can heal d4 Injury
this injury and reduce this level of exhaustion. 1 Bruise. You can't take reactions until the end of your
4 Severe Frostbite (Legs and Feet) . You experience next turn. Fresh bruise appears reddish, then turns
numbness, losing all sensation of cold, pain, or blue and dark purple in a few hours. This injury
discomfort in the affected area. Joints and muscles doesn't have other adverse effect. The injury heals
become stiff. You gain two levels of exhaustion. after 5 days or if you receive magical healing.
Your speed on foot is halved, and you must use a 2 Concussion. You must make a DC 10 Constitution
cane or crutch to move. After 24 hours of saving throw. On a failed save, you are reduced to 0
rewarming, the skin turns black and hard and tissue hit points and you fall unconscious. You make a
starts dying. Only magical healing of 6th level or Constitution saving throw at the end of each of your
higher, such as heal and regenerate, can heal this turn (this replaces the death saving throws). On a
injury and reduce both levels of exhaustion. successful save, the unconscious condition ends
and you become stable. For the next ten days, you
FIRE LINGERING INJURY suffer from splitting headaches. You have
d4 Injury disadvantage on Intelligence ability checks and
1 Sores and Blisters. Whenever you attempt an action Constitution saving throws to maintain your
in combat, you must make a DC 10 Constitution concentration. Magical healing of 6th level or higher,
saving throw. On a failed save, you can't use such as heal and regenerate, heals this injury.
reactions until the start of your next turn. You also 3 Broken Ribs. Whenever you attempt an action in
have difficulty focusing because of the pain. You combat, you must make a DC 10 Constitution saving
have disadvantage on Intelligence checks and throw. On a failed save, you lose your action and
Constitution saving throws to maintain your can't use reactions until the start of your next turn.
concentration. The injury heals if you receive The injury heals if you receive magical healing or if
magical healing or if you spend ten days doing you spend ten days doing nothing but resting.
nothing but resting. Alternatively, someone can tend 4 Shortness of Breath. The force damage pushes you
to the wounds and make a DC 15 Wisdom 10 feet away from where you are standing. You
(Medicine) check once every 24 hours. After five suffer severe shortness of breath, along with chest
successes, the injury is healed. pain and wheezing or coughing. You are stunned
2 Severe Burns (Face). You can't take reactions until until the end of your next turn. You also gain one
the end of your next turn. You are disfigured to the level of exhaustion. You must finish five long rests
extent that the burn can't be easily concealed. You or receive magical healing before this level of
have disadvantage on Charisma (Persuasion) checks exhaustion is reduced.
and advantage on Charisma (Intimidation) checks.
You must receive magical healing to remove the LIGHTNING LINGERING INJURY
burn scars. d4 Injury
3 Severe Burns (Arms and Hands). You experience 1 Flash burns. You can't take reactions until the end
numbness, losing all sensation of warmth, pain, or of your next turn. A large surface area of your body
discomfort in the affected area. Your skin looks is covered with flash burns of partial thickness. This
charred, or waxy and white. You can no longer hold injury doesn't have other adverse effect. The injury
anything with two hands, and you can hold only a heals after 5 days or if you receive magical healing.
single object at a time. You gain one level of 2 Fire burns. You can't take reactions until the end of
exhaustion. Only magical healing of 6th level or your next turn. The lightning ignites your clothing,
higher, such as heal and regenerate, can heal this which causes burns from the flames. You gain one
injury and reduce this level of exhaustion. level of exhaustion. You must finish five long rests or
4 Severe Burns (Legs and Feet). You experience receive magical healing to reduce this level of
numbness, losing all sensation of warmth, pain, or exhaustion. Alternatively, someone can tend to the
discomfort in the affected area. Your skin looks wounds and make a DC 15 Wisdom (Medicine)
charred, or waxy and white. You gain two levels of check once every 24 hours. After two successes, the
exhaustion. Your speed on foot is halved, and you level of exhaustion is reduced.
must use a cane or crutch to move. Only magical 3 Paralysis. The lightning damage pushes you 10 feet
healing of 6th level or higher, such as heal and away from where you are standing. You gain the
regenerate, can heal this injury and reduce both Paralyzed condition for 2d20 minutes or until your
levels of exhaustion. receive magical healing.
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4 System Shock. You must make a DC 10 Constitution If you are already down to 0 hit points when the
saving throw. On a failed save, you are reduced to 0 avatar appears, you fight it with the equivalent of
hit points and you fall unconscious. You make a half your hit points maximum. If you survive the
Constitution saving throw at the end of each of your avatar, you become stable and you gain one level of
turn (this replaces the death saving throws). On a exhaustion.
successful save, the unconscious condition ends You must receive magical healing of 6th level or
and you become stable. For the next ten days, you higher, such as heal and regenerate, to heal this
suffer from dizziness, nausea, and confusion. You injury and reduce this level of exhaustion.
gain one level of exhaustion and have disadvantage
on Constitution saving throws to maintain your
concentration. You must receive magical healing of
PIERCING LINGERING INJURY
6th level or higher, such as heal and regenerate, to d4 Injury
heal this injury and reduce this level of exhaustion. 1 Minor Scar. The scar doesn't have any adverse
effect. Magical healing of 6th level or higher, such as
heal and regenerate, removes the scar.
2 Internal Injury. Whenever you attempt an action in
NECROTIC LINGERING INJURY combat, you must make a DC 15 Constitution saving
d4 Injury throw. On a failed save, you lose your action and
1 Apathy. You are affected with despair. You have can't use reactions until the start of your next turn.
disadvantage on Charisma checks and Initiative The injury heals if you receive magical healing or if
rolls. You gain one of the following flaws: "I don't you spend ten days doing nothing but resting.
believe I can make a difference to anyone or 3 Shaking Chills. Fever and disorientation symptoms
anything", or "Life doesn't make sense anymore." manifest 1d4 hours after injury. You gain one level
After finishing a long rest, a character can attempt of exhaustion that can't be removed until the
to overcome the despair with a DC 15 Wisdom disease is cured by a lesser restoration spell or
saving throw. similar magic. Alternatively, someone can tend to
2 Festering Wound. Your hit point maximum is your fever and make a DC 15 Wisdom (Medicine)
reduced by 1 every 24 hours the wound persists. If check once every 24 hours. After ten successes, the
your hit point maximum drops to 0, you die. The fever is gone.
wound heals if you receive magical healing. 4 Hemorrhage. Bleeding does not stop with direct
Alternatively, someone can tend to the wound and pressure. Your hit point maximum is reduced by
make a DC 15 Wisdom (Medicine) check once every 1d4 every 24 hours the wound persists. If your hit
24 hours. After ten successes, the wound heals. point maximum drops to 0, you die. You must
3 Rot. You are cursed with rot. Your hit points receive magical healing of 6th level or higher, such
maximum decreases by 1d4 for every 24 hours that as heal and regenerate, to heal this injury.
elapse. If the curse reduces your hit points Alternatively, someone can tend to the wound and
maximum to 0, you die. You must receive a remove make a DC 15 Wisdom (Medicine) check once every
curse spell or similar magic to end this rot. 24 hours. After five successes, the wound heals.
4A Life Drain. You must make a DC 15 Constitution
saving throw. On a failed save, your hit points
POISON LINGERING INJURY
maximum is reduced by one-third for the next ten
d4 Injury
days. You must receive magical healing of 6th level
or higher, such as heal and regenerate, to heal this 1 Torpor. The poisonous effect lingers. You must
injury. make a DC 15 Constitution saving throw or become
4B Avatar of Death (variant 4). You find yourself in an Poisoned and Incapacitated for an hour. A protection
extradimensional dimension outside space and from poison spell neutralizes the conditions, and a
time. An avatar of death (statistics reproduced at lesser restoration spell or similar magic (e.g. a
the end of this document)a ghostly humanoid paladin's lay on hands or a potion of vitality) heals
skeleton clad in tattered black robe and carrying a the injury.
scythe appears within 10 feet of you and attacks 2 Cyanide. You make a DC 10 Constitution saving
you until you drop to 0 hit points (and start dying) or throw. On a failed save, you are reduced to 0 hit
until it is destroyed, whereupon you gain one level points and you start dying. On a successful save,
of exhaustion and resume your turn where you left you gain the Incapacitated condition for 1d4
off with your current hit points. rounds, flailing and drooling in an attempt to stave
off death (and the death saving throws). If you

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become stable, you gain the Poisoned Condition. RADIANT LINGERING INJURY
You must finish five long rests or benefit from a Variant radiant injury (25%) : roll on the Fire Lingering Injury table.
lesser restoration spell or similar magic to heal this
injury. d4 Injury
3 Painless Time Bomb. The toxin seeps through your 1 Blinding Power. You gain the Blinded condition for
skin and into your bloodstream, soaking through the
1d4 hours. During that time, whenever you make an
tissue and destroying the underlying bone. 24 hours
attack roll or a saving throw, you can roll a d4 and add
later, you gain two levels of exhaustion. You must finish
the number rolled to the attack roll or saving throw.
five long rests or receive magical healing of 6th level or
2 Exaltation. You are affected with religious delirium.
higher, such as heal and regenerate, to heal this injury
You have disadvantage on Charisma checks and
and reduce these levels of exhaustion.
Wisdom checks. You also gain one of the following
4 Paralysis. The toxin attacks your nerves and causes flaws: "I am the Chosen One", or "I must judge and
debilitating pain. You gain the Paralyzed condition. You
punish the sinners." After finishing a long rest, a
must finish five long rests or receive magical healing of
character can attempt to overcome this exaltation with
6th level or higher, such as heal and regenerate, to heal
a DC 10 Wisdom saving throw. Otherwise, a greater
this injury.
restoration spell or more powerful magic is required to
heal this radiant injury.
3 Contrition. You make a DC 15 Wisdom saving throw.
PSYCHIC LINGERING INJURY On a failed save, you become Stunned for 1 minute. A
d4 Injury lesser restoration spell or similar magic can remove the
1 Dazed. You gain the Stunned condition for 1d4 condition. Your alignment then shifts to good (if neutral
minutes or until you benefit from a lesser restoration or evil), or lawful (if chaotic or good) for the next ten
spell or similar magic. days. You gain the following flaw: "I must make
2 Short-Term Madness. You make a DC 10 Wisdom amends." After finishing a long rest, a character can
saving throw. On a failed save, you become afflicted attempt to overcome this spiritual conversion with a
DC 15 Wisdom saving throw. Otherwise, a greater
with a short-term madness for 1d10 minutes (DMG
restoration spell or more powerful magic is required to
p. 259). A calm emotions spell can suppress the
negate this effect.
effects of this madness, while a lesser restoration spell
4A Angel of Death. You must make a DC 20 Constitution
can heal the psychic injury.
saving throw. On a failed save, you are reduced to 0 hit
3 Long-Term Madness. You make a DC 15 Wisdom
points and you fall unconscious. You make a
saving throw. On a failed save, you become afflicted
Constitution saving throw at the end of each of your
with a long-term madness for 1d10 x 10 hours (DMG turn (this replaces the death saving throws). On a
p. 260). A calm emotions spell can suppress the successful save, the unconscious condition ends and
effects of this madness, while a lesser restoration spell you become stable. Whether you succeed your saving
can heal the psychic injury. throw or not, you gain one level of exhaustion from
4 Mind Blast. You must make a DC 15 Constitution your brush with death. You must receive magical
saving throw. On a failed save, you are reduced to 0 healing of 6th level or higher, such as heal and
hit points and you fall unconscious. You make a regenerate, to heal this radiant injury and reduce this
Constitution saving throw at the end of each of your level of exhaustion.
turn (this replaces the death saving throws). On a 4B Angel of Death (variant 4). You find yourself in an
successful save, the unconscious condition ends and extradimensional dimension outside space and time.
you become stable. You also become afflicted with An angel of death (statistics at the end of this
an indefinite madness (DMG p. 260). A greater document)a ghostly angel carrying a scimitar
restoration spell or more powerful magic is required appears within 10 feet of you and attacks you until you
to rid yourself of this indefinite madness. drop to 0 hit points (and start dying) or until it is
destroyed, whereupon you gain one level of exhaustion
and resume your turn where you left off with your
current hit points.
If you are already down to 0 hit points when the
angel appears, you fight it with the equivalent of half
your hit points maximum. If you survive the angel, you
become stable and you gain one level of exhaustion.
You must receive magical healing of 6th level or
higher, such as heal and regenerate, to heal this injury
and reduce this level of exhaustion.

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SLASHING LINGERING INJURY 3 Deafened. You cant take reactions and you have
d4 Injury disadvantage on attack rolls and ability checks until
1 Minor Scar. The scar doesn't have any adverse the end of your next turn. You make a DC 10
effect. Magical healing of 6th level or higher, such Constitution saving throw. On a failed save, you gain
as heal and regenerate, removes the scar. the Deafened condition. A lesser restoration spell or
2 Horrible Scar. You can't take reactions until the end similar magic (e.g. a paladin's lay on hands or a
of your next turn. You are disfigured to the extent potion of vitality) heals the injury.
that the burn can't be easily concealed. You have 4 Phonophobia. The thunderous damage leaves you
disadvantage on Charisma (Persuasion) checks and with feelings of dizziness, nausea, and loss of
advantage on Charisma (Intimidation) checks. You balance. Furthermore, you become startled by low
must receive magical healing of 6th level or higher, sound levels, including shutting doors, the ringing of
such as heal or regenerate, to remove the scar. sword against sword, running water, cooking, and
3 Internal Injury. Whenever you attempt an action in normal conversation. You gain the following flaw: "I
combat, you must make a DC 15 Constitution avoid stressful and social situations that might
saving throw. On a failed save, you lose your action involve noise." You have disadvantage on Initiative
and can't use reactions until the start of your next rolls and ability checks in a noisy environment.
turn. The injury heals if you receive magical healing Whenever you attempt an action in combat, you
or if you spend ten days doing nothing but resting. must make a DC 10 Constitution saving throw. On a
4 Lose an Arm or Hand (1-2). You are stunned until failed save, you gain the Incapacitated condition
(d6) the end of your next turn. You can no longer hold until the start of your next turn. A greater restoration
anything with two hands, and you can hold only a spell or more powerful magic can heal this injury, or
single object at a time. you can spend two weeks doing nothing but resting.
Lose a Foot or Leg (3-4). You are stunned until the
end of your next turn. Your speed on foot is halved,
and you must use a cane or crutch to move unless
you have a peg leg or other prosthesis. You fall Level Effect
prone after using the Dash action. You have 1 Disadvantage on ability checks
disadvantage on Dexterity checks made to balance. 2 Speed halved
Lose an Eye (5-6). You cant take reactions and you 3 Disadvantage on attack rolls and saving throws
have disadvantage on attack rolls and ability checks 4 Hit point maximum halved
until the end of your next turn. You have 5 Speed reduced to 0
disadvantage of Wisdom (Perception) checks that 6 Death
rely on sight and on ranged attack rolls. If you have
no eyes left after sustaining this injury, you're
blinded.
A regenerate spell can restore lost appendages or
a lost eye.

THUNDER LINGERING INJURY


d4 Injury
1 Tinnitus. You have a loud ringing sound in your ears.
You gain the Stunned condition for 1 minute or until
you benefit from a lesser restoration spell or similar
magic.
2 Hearing Loss. You have trouble hearing above
background noise and following a conversation is
difficult. You have disadvantage on any ability
checks that requires hearing. You gain the following
flaw: "I misunderstand what people say and respond
inappropriately". A lesser restoration spell or similar
magic (e.g. a paladin's lay on hands or a potion of
vitality) heals the injury.

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Not for resale. Permission granted to print or photocopy this document for personal use only . LINGERING INJURIES 7

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