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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.
4 Concussion. You must make a DC 10 Constitution
saving throw. On a failed save, you are reduced to 0
hit points and you fall unconscious. You make a
ACID LINGERING INJURY Constitution saving throw at the end of each of your
turn (this replaces the death saving throws). On a
d4 Injury successful save, the unconscious condition ends
1 Blisters. You gain one level of exhaustion. You must and you become stable. For the next ten days, you
finish five long rests or receive magical healing to suffer from splitting headaches. You have
reduce this level of exhaustion. Alternatively, disadvantage on Intelligence ability checks and
someone can tend to the wounds and make a DC Constitution saving throws to maintain your
15 Wisdom (Medicine) check once every 24 hours. concentration. Magical healing of 6th level or higher,
After two successes, the injury is healed. such as heal and regenerate, heals this injury.
2 Blackened Skin, Numbness, and Irritation. You can't
take reactions until the end of your next turn.
Disadvantage on Initiative rolls. The burns don't
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.

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3 Severe Frostbite (Arms and Hands). You experience higher, such as heal and regenerate, can heal this
numbness, losing all sensation of cold, pain, or injury and reduce this level of exhaustion.
discomfort in the affected area. You can no longer 4 Severe Burns (Legs and Feet). You experience
hold anything with two hands, and you can hold numbness, losing all sensation of warmth, pain, or
only a single object at a time. You gain one level of discomfort in the affected area. Your skin looks
exhaustion. After 24 hours of rewarming, the skin charred, or waxy and white. You gain two levels of
turns black and hard. Only magical healing of 6th exhaustion. Your speed on foot is halved, and you
level or higher, such as heal and regenerate, can heal must use a cane or crutch to move. Only magical
this injury and reduce this level of exhaustion. healing of 6th level or higher, such as heal and
4 Severe Frostbite (Legs and Feet) . You experience regenerate, can heal this injury and reduce both
numbness, losing all sensation of cold, pain, or levels of exhaustion.
discomfort in the affected area. Joints and muscles
become stiff. You gain two levels of exhaustion.
Your speed on foot is halved, and you must use a
cane or crutch to move. After 24 hours of
rewarming, the skin turns black and hard and tissue
starts dying. Only magical healing of 6th level or
higher, such as heal and regenerate, can heal this
injury and reduce both levels of exhaustion. FORCE LINGERING INJURY
d4 Injury
1 Bruise. You can't take reactions until the end of your
next turn. Fresh bruise appears reddish, then turns
blue and dark purple in a few hours. This injury
doesn't have other adverse effect. The injury heals
after 5 days or if you receive magical healing.
FIRE LINGERING INJURY 2 Concussion. You must make a DC 10 Constitution
d4 Injury saving throw. On a failed save, you are reduced to 0
1 Sores and Blisters. Whenever you attempt an action hit points and you fall unconscious. You make a
in combat, you must make a DC 10 Constitution Constitution saving throw at the end of each of your
saving throw. On a failed save, you can't use turn (this replaces the death saving throws). On a
reactions until the start of your next turn. You also successful save, the unconscious condition ends
have difficulty focusing because of the pain. You and you become stable. For the next ten days, you
have disadvantage on Intelligence checks and suffer from splitting headaches. You have
Constitution saving throws to maintain your disadvantage on Intelligence ability checks and
concentration. The injury heals if you receive Constitution saving throws to maintain your
magical healing or if you spend ten days doing concentration. Magical healing of 6th level or higher,
nothing but resting. Alternatively, someone can tend such as heal and regenerate, heals this injury.
to the wounds and make a DC 15 Wisdom 3 Broken Ribs. Whenever you attempt an action in
(Medicine) check once every 24 hours. After five combat, you must make a DC 10 Constitution saving
successes, the injury is healed. throw. On a failed save, you lose your action and
2 Severe Burns (Face). You can't take reactions until can't use reactions until the start of your next turn.
the end of your next turn. You are disfigured to the The injury heals if you receive magical healing or if
extent that the burn can't be easily concealed. You you spend ten days doing nothing but resting.
have disadvantage on Charisma (Persuasion) checks 4 Shortness of Breath. The force damage pushes you
and advantage on Charisma (Intimidation) checks. 10 feet away from where you are standing. You
You must receive magical healing to remove the suffer severe shortness of breath, along with chest
burn scars. pain and wheezing or coughing. You are stunned
3 Severe Burns (Arms and Hands). You experience until the end of your next turn. You also gain one
numbness, losing all sensation of warmth, pain, or level of exhaustion. You must finish five long rests
discomfort in the affected area. Your skin looks or receive magical healing before this level of
charred, or waxy and white. You can no longer hold exhaustion is reduced.
anything with two hands, and you can hold only a
single object at a time. You gain one level of
exhaustion. Only magical healing of 6th level or

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2 Festering Wound. Your hit point maximum is
reduced by 1 every 24 hours the wound persists. If
LIGHTNING LINGERING INJURY your hit point maximum drops to 0, you die. The
d4 Injury wound heals if you receive magical healing.
1 Flash burns. You can't take reactions until the end Alternatively, someone can tend to the wound and
of your next turn. A large surface area of your body make a DC 15 Wisdom (Medicine) check once every
is covered with flash burns of partial thickness. This 24 hours. After ten successes, the wound heals.
injury doesn't have other adverse effect. The injury 3 Rot. You are cursed with rot. Your hit points
heals after 5 days or if you receive magical healing. maximum decreases by 1d4 for every 24 hours that
2 Fire burns. You can't take reactions until the end of elapse. If the curse reduces your hit points
your next turn. The lightning ignites your clothing, maximum to 0, you die. You must receive a remove
which causes burns from the flames. You gain one curse spell or similar magic to end this rot.
level of exhaustion. You must finish five long rests or 4A Life Drain. You must make a DC 15 Constitution
receive magical healing to reduce this level of saving throw. On a failed save, your hit points
exhaustion. Alternatively, someone can tend to the maximum is reduced by one-third for the next ten
wounds and make a DC 15 Wisdom (Medicine) days. You must receive magical healing of 6th level
check once every 24 hours. After two successes, the or higher, such as heal and regenerate, to heal this
level of exhaustion is reduced. injury.
3 Paralysis. The lightning damage pushes you 10 feet 4B Avatar of Death (variant 4). You find yourself in an
away from where you are standing. You gain the extradimensional dimension outside space and
Paralyzed condition for 2d20 minutes or until your time. An avatar of death (statistics reproduced at
receive magical healing. the end of this document)a ghostly humanoid
4 System Shock. You must make a DC 10 Constitution skeleton clad in tattered black robe and carrying a
saving throw. On a failed save, you are reduced to 0 scythe appears within 10 feet of you and attacks
hit points and you fall unconscious. You make a you until you drop to 0 hit points (and start dying) or
Constitution saving throw at the end of each of your until it is destroyed, whereupon you gain one level
turn (this replaces the death saving throws). On a of exhaustion and resume your turn where you left
successful save, the unconscious condition ends off with your current hit points.
and you become stable. For the next ten days, you If you are already down to 0 hit points when the
suffer from dizziness, nausea, and confusion. You avatar appears, you fight it with the equivalent of
gain one level of exhaustion and have disadvantage half your hit points maximum. If you survive the
on Constitution saving throws to maintain your avatar, you become stable and you gain one level of
concentration. You must receive magical healing of exhaustion.
6th level or higher, such as heal and regenerate, to You must receive magical healing of 6th level or
heal this injury and reduce this level of exhaustion. higher, such as heal and regenerate, to heal this
injury and reduce this level of exhaustion.

. PIERCING LINGERING INJURY


d4 Injury
NECROTIC LINGERING INJURY
1 Minor Scar. The scar doesn't have any adverse
d4 Injury
effect. Magical healing of 6th level or higher, such as
1 Apathy. You are affected with despair. You have heal and regenerate, removes the scar.
disadvantage on Charisma checks and Initiative 2 Internal Injury. Whenever you attempt an action in
rolls. You gain one of the following flaws: "I don't combat, you must make a DC 15 Constitution saving
believe I can make a difference to anyone or throw. On a failed save, you lose your action and
anything", or "Life doesn't make sense anymore." can't use reactions until the start of your next turn.
After finishing a long rest, a character can attempt The injury heals if you receive magical healing or if
to overcome the despair with a DC 15 Wisdom you spend ten days doing nothing but resting.
saving throw.

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3 Shaking Chills. Fever and disorientation symptoms
manifest 1d4 hours after injury. You gain one level
of exhaustion that can't be removed until the
disease is cured by a lesser restoration spell or PSYCHIC LINGERING INJURY
similar magic. Alternatively, someone can tend to d4 Injury
your fever and make a DC 15 Wisdom (Medicine)
1 Dazed. You gain the Stunned condition for 1d4
check once every 24 hours. After ten successes, the
minutes or until you benefit from a lesser restoration
fever is gone.
spell or similar magic.
4 Hemorrhage. Bleeding does not stop with direct
2 Short-Term Madness. You make a DC 10 Wisdom
pressure. Your hit point maximum is reduced by saving throw. On a failed save, you become afflicted
1d4 every 24 hours the wound persists. If your hit with a short-term madness for 1d10 minutes (DMG
point maximum drops to 0, you die. You must
p. 259). A calm emotions spell can suppress the
receive magical healing of 6th level or higher, such
effects of this madness, while a lesser restoration spell
as heal and regenerate, to heal this injury.
can heal the psychic injury.
Alternatively, someone can tend to the wound and
3 Long-Term Madness. You make a DC 15 Wisdom
make a DC 15 Wisdom (Medicine) check once every
saving throw. On a failed save, you become afflicted
24 hours. After five successes, the wound heals. with a long-term madness for 1d10 x 10 hours (DMG
p. 260). A calm emotions spell can suppress the
effects of this madness, while a lesser restoration spell
can heal the psychic injury.
4 Mind Blast. You must make a DC 15 Constitution
saving throw. On a failed save, you are reduced to 0
POISON LINGERING INJURY hit points and you fall unconscious. You make a
Constitution saving throw at the end of each of your
d4 Injury
turn (this replaces the death saving throws). On a
1 Torpor. The poisonous effect lingers. You must
successful save, the unconscious condition ends and
make a DC 15 Constitution saving throw or become
you become stable. You also become afflicted with
Poisoned and Incapacitated for an hour. A protection
an indefinite madness (DMG p. 260). A greater
from poison spell neutralizes the conditions, and a
restoration spell or more powerful magic is required
lesser restoration spell or similar magic (e.g. a
to rid yourself of this indefinite madness.
paladin's lay on hands or a potion of vitality) heals
the injury.
2 Cyanide. You make a DC 10 Constitution saving
throw. On a failed save, you are reduced to 0 hit
points and you start dying. On a successful save,
you gain the Incapacitated condition for 1d4
rounds, flailing and drooling in an attempt to stave
off death (and the death saving throws). If you
become stable, you gain the Poisoned Condition. RADIANT LINGERING INJURY
You must finish five long rests or benefit from a d4 Injury
lesser restoration spell or similar magic to heal this 1 Blinding Power. You gain the Blinded condition for
injury. 1d4 hours. During that time, whenever you make an
3 Painless Time Bomb. The toxin seeps through your attack roll or a saving throw, you can roll a d4 and
skin and into your bloodstream, soaking through the add the number rolled to the attack roll or saving
tissue and destroying the underlying bone. 24 hours throw.
later, you gain two levels of exhaustion. You must finish 2 Exaltation. You are affected with religious delirium.
five long rests or receive magical healing of 6th level or You have disadvantage on Charisma checks and
higher, such as heal and regenerate, to heal this injury
Wisdom checks. You also gain one of the following
and reduce these levels of exhaustion.
flaws: "I am the Chosen One", or "I must judge and
4 Paralysis. The toxin attacks your nerves and causes
punish the sinners." After finishing a long rest, a
debilitating pain. You gain the Paralyzed condition. You
character can attempt to overcome this exaltation
must finish five long rests or receive magical healing of
with a DC 10 Wisdom saving throw. Otherwise, a
6th level or higher, such as heal and regenerate, to heal
this injury. greater restoration spell or more powerful magic is
required to heal this radiant injury.

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3 Contrition. You make a DC 15 Wisdom saving throw. 2 Horrible Scar. You can't take reactions until the end
On a failed save, you become Stunned for 1 minute. of your next turn. You are disfigured to the extent
A lesser restoration spell or similar magic can remove that the burn can't be easily concealed. You have
the condition. Your alignment then shifts to good (if disadvantage on Charisma (Persuasion) checks and
neutral or evil), or lawful (if chaotic or good) for the advantage on Charisma (Intimidation) checks. You
next ten days. You gain the following flaw: "I must must receive magical healing of 6th level or higher,
make amends." After finishing a long rest, a such as heal or regenerate, to remove the scar.
character can attempt to overcome this spiritual 3 Internal Injury. Whenever you attempt an action in
conversion with a DC 15 Wisdom saving throw. combat, you must make a DC 15 Constitution
Otherwise, a greater restoration spell or more saving throw. On a failed save, you lose your action
powerful magic is required to negate this effect. and can't use reactions until the start of your next
4A Angel of Death. You must make a DC 20 turn. The injury heals if you receive magical healing
Constitution saving throw. On a failed save, you are or if you spend ten days doing nothing but resting.
reduced to 0 hit points and you fall unconscious. 4 Lose an Arm or Hand (1-2). You are stunned until
You make a Constitution saving throw at the end of (d6) the end of your next turn. You can no longer hold
each of your turn (this replaces the death saving anything with two hands, and you can hold only a
throws). On a successful save, the unconscious single object at a time.
condition ends and you become stable. Whether Lose a Foot or Leg (3-4). You are stunned until the
you succeed your saving throw or not, you gain one end of your next turn. Your speed on foot is halved,
level of exhaustion from your brush with death. You and you must use a cane or crutch to move unless
must receive magical healing of 6th level or higher, you have a peg leg or other prosthesis. You fall
such as heal and regenerate, to heal this radiant prone after using the Dash action. You have
injury and reduce this level of exhaustion. disadvantage on Dexterity checks made to balance.
4B Angel of Death (variant 4). You find yourself in an Lose an Eye (5-6). You cant take reactions and you
extradimensional dimension outside space and have disadvantage on attack rolls and ability checks
time. An angel of death (statistics at the end of this until the end of your next turn. You have
document)a ghostly angel carrying a scimitar disadvantage of Wisdom (Perception) checks that
appears within 10 feet of you and attacks you until rely on sight and on ranged attack rolls. If you have
you drop to 0 hit points (and start dying) or until it is no eyes left after sustaining this injury, you're
destroyed, whereupon you gain one level of blinded.
exhaustion and resume your turn where you left off A regenerate spell can restore lost appendages or
with your current hit points. a lost eye.
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.
THUNDER LINGERING INJURY
Variant radiant injury (25%) : roll on the Fire Lingering Injury table. 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
SLASHING LINGERING INJURY
flaw: "I misunderstand what people say and respond
d4 Injury
inappropriately". A lesser restoration spell or similar
1 Minor Scar. The scar doesn't have any adverse
magic (e.g. a paladin's lay on hands or a potion of
effect. Magical healing of 6th level or higher, such
vitality) heals the injury.
as heal and regenerate, removes the scar.
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3 Deafened. You cant take reactions and you have
disadvantage on attack rolls and ability checks until
the end of your next turn. You make a DC 10
Constitution saving throw. On a failed save, you gain
the Deafened condition. A lesser restoration spell or
similar magic (e.g. a paladin's lay on hands or a
potion of vitality) heals the injury.
4 Phonophobia. The thunderous damage leaves you
with feelings of dizziness, nausea, and loss of
balance. Furthermore, you become startled by low
sound levels, including shutting doors, the ringing of
sword against sword, running water, cooking, and
normal conversation. You gain the following flaw: "I
avoid stressful and social situations that might
involve noise." You have disadvantage on Initiative
rolls and ability checks in a noisy environment.
Whenever you attempt an action in combat, you
must make a DC 10 Constitution saving throw. On a
failed save, you gain the Incapacitated condition
until the start of your next turn. A greater restoration
spell or more powerful magic can heal this injury, or
you can spend two weeks doing nothing but resting.

Level Effect
1 Disadvantage on ability checks
2 Speed halved
3 Disadvantage on attack rolls and saving throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death

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