Injury Table (d20)

Note, this is experimental and has not been play tested.

d20 Result

1

Broken Back. Player is paralyzed. Healed with regenerate spell.

2

Loose and Eye. Disadvantage on all perceptions checks. Healed with regenerate spell.

3

Loose a Leg/Foot. Player is unable to walk without assistance. With assistance, speed is halved. Disadvantage on Athletics checks. Healed with regenerate spell.

4

Broken Jaw. Player is unable to speak/cast spells with verbal components. Can’t eat or drink without help. Healed with regenerate spell.

5

Loose and arm/hand. Player has disadvantage on all athletics and dexterity checks. Healed with regenerate spell.

6

Loose and Ear. Disadvantage on perception checks that require hearing. Add +4 to intimidation checks. Healed with regenerate spell.

7-8

Broken Ribs. Player must make a CON-save at the beginning of their turn. On fail, speed is reduced to 0 and they take no actions. On success, player can take only 1: movement, action, bonus action, reaction, etc. Heals in 3 weeks or with special magic.

9

Broken Hand. Player has disadvantage on sleight-of-hand checks. Unable to use weapons requiring 2 hands. Heals in 3 weeks or with special magic.

10

Broken leg. Player movement is reduced by half. Heals in 3 weeks or with special magic.

11

Sprained Ankle. Player must make CON-save (DC12). On a fail save speed is reduced to half. Heals after 3 long rests or with special magic.

12

Broken Arm. Player has disadvantage on STR and DEX checks and saving throws using arms/hands. Heals in 3 weeks or with special magic.

13

Concussion. Player must make a CON-save (DC12) on first movement, action, or bonus action On a failed save they are stunned until the end of their next turn. Heals after 1 long rests.

14

Internal Injury. Player must make CON-save (DC12) on DEX and STR checks, weapon attacks, and movements. On a failure they are limited to an action, bonus, OR movement. Heals after a long rest.

15

Bruised ribs. Player must make a CON-save(DC12) on DEX and STR checks, and weapon attacks. On a failure they can only take 1 action OR 1 bonus action on that turn. Heals on a short rest.

16

Blood Loss. 1 point of Exhaustion. Heals on short rest or after eating/drinking.

17

Infected wound. "Hit points are reduced by [5 x level] until healed. Must pass a con save (DC 12) every day for 3 days to be cured. Medical attention gives advantage on checks."

18

Cuts and bruises. No effect.

19-20

Cool Scar. No effect, player chooses location.