Injury Table (d100)

d100 Minor Injury (Cures after a long rest) Severe Injury (Can be cured medically at DM's discretion, after 1d4 days, or with a restoration spell) Permanent Injury (Cannot be cured with anything other than wish or regeneration)

1-4

Dying so much has caused you a lot of trauma, and you now shake while in dangerous situations on a failed con save (DC 10). This shaking gives you disadvantage to melee attacks.

The shaking worsens and all weapons must be held with both hands to be used. You also have disadvantage to dex saves.

You now shake outside of combat, though not as much, and have disadvantage on stealth and slight of hand checks.

5-8

Your dominate wrist is sprained and attacks you deal, including spells with somatic components, are done with disadvantage.

Your dominant wrist has a very minor break and you cannot use it to cast spells or hold items until it has been healed.

You can no longer use the hand and a cast is out of the question. You may choose to keep or remove it.

9-12

A large and painful bruise forms on the last place you were hit and causes a disadvantage on strength and dex checks/saves, as well as melee attacks.

The bruise worsens as a painful lump the size of your hand begins to form. Original disadvantages still apply. The lump can be removed surgically and leave you with 2 levels of exhaustion.

The lump bursts and leaves behind lots of dark and ill blood. You also have a crater in place of the lump which exposes muscle tissue and cannot be healed. You must keep this wound clean daily or experience infections that cause worsening levels of exhaustion.

13-16

Your leg muscles hurt and your walking speed is reduced by 5 and you have disadvantage on dex saves you cannot see.

The muscles in your legs become even weaker and you struggle to walk; taking disadvantage to dex saves and using half your walking speed. If a failed dex save should result in you taking damage and being knocked prone then you are knocked prone on a pass, but the rules for damage do not change.

You have lost all feeling in your legs and cannot walk without the support of a wheelchair or crutches.

17-20

Your head begins to hurt as your eyes blur slightly; you have disadvantage on dodging ranged and aoe attacks that you can't see ahead of time.

Your vision is suddenly very near sighted. You can only see half as far and have disadvantage on checks that require sight.

You are blind and have blind sight.

21-24

Your throat hurts and you have disadvantage on spells with somatic components and any performance checks that require your voice.

Your voice becomes a harsh whisper and talking for too long causes you to cough uncontrollably. You cannot cast spells with somatic components.

You lose your voice entirely and can only communicate with your hands, body language, facial expressions, and notes.

25-28

Your heart is weakened by your experiences and you become slightly paler as your skin has a chill to it. You suffer 1d4 extra damage when hit while surprised and have disadvantage on con saves.

Your heart is causing you lots of distress as you only take half as much healing from short rests and automatically fail con saves.

You have constant heart problems and can easily be knocked unconscious as natural 19 and higher count as critical hits against you.  Also take 1d6 necrotic damage for each turn you suffer from the frightened condition.

29-32

Your ears have a constant ringing which gives you disadvantage on concentration and checks that require you to hear.

You lose hearing in one ear and have trouble telling what direction sounds you can't see are coming from.

You are completely deaf.

33-36

Your arm (DM's choice) becomes numb and cold to the touch and you have disadvantage on any rolls that require you to use it.

You've lost all feeling in the arm and it's starting to become very discolored; you can no longer use it.

Every day as soon as you wake up and still have the arm you must roll a con save (DC 10) or suffer 2d4 poison damage and become poisoned while taking half as much damage on a pass.

37-40

You have a hard time to breathing and can only hold your breath for half as long as normal.

Your breathing worsens and you cough all the time, You also must roll a con save (DC 10) or become exhausted 1 if you've dashed on your turn.

You have a horrible time breathing and can no longer hold your breath. Your chest hurts and every time you should gain one level of exhaustion you instead gain two.

41-44

You have a faint buzzing in your head that gives you disadvantage on concentration and checks that require you to hear.

Every 3 hours you must roll a con save (DC 10) or suffer from a migraine that leaves you prone for 1 minute or until your next turn in combat.

Loud noises hurt you so much that you take 1d6 psychic damage when a loud sound happens within 100ft of you and you gain advantage on checks that require hearing.

45-48

One of your hand's (DM's choice) feels numb and hurts to use, but still works.

The pain in your hand worsens as you develop carpal tunnel syndrome and now you have trouble wielding weapons with it giving you disadvantage to attacks with that hand.

Your carpal tunnel syndrome is so bad that any natural 1s you make on attacks will cause you to drop your weapon if it's being held with that hand.

49-52

You don't remember going unconscious, nor the events leading up to your awakening, but you feel fine.

You're starting to forget simple things, including the names of people close to you and you have disadvantage on history checks.

Your memory is so bad that you have trouble remembering the day's events and must make a wisdom saving throw (DC 10) before going to sleep or you'll wake up with no memory of the previous day. If you fail this save 5 days in a row you lose all memory of the party, your family, and backstory.

53-56

Your head hurts and you feel dizzy; suffering disadvantage on con and dex saves.

You have a skull fracture and it effects your mood while also giving you 1 level of exhaustion you can't remove with a long rest.

You have trouble focusing, disadvantage on concertation, and may be subject to seizures (being knocked prone for the round, but no other effects in combat) whenever you roll a critical fail on intelligence, wisdom and charisma saves or take psychic damage from a critical hit.

57-60

If the attack that downed you was physical then you have a large painful scar, but if it was magical you have any sort of burn associated with that magic type. It hurts to touch and any critical hits against you knocks you prone on a failed con or dex save (DC 10)

The scar/burn hurts when you try to dodge; you have disadvantage to dex saving throughs and being grappled.

The scar/burn is permanent and makes you vulnerable to the damage type that caused it.

61-64

Your eye (DM's choice) is slightly swollen and bruised, giving you disadvantage on any rolls that require sight outside of melee attacks or when you're with in 5ft of what you have to see.

The swelling now covers the entire eye and seems to be letting out a bit of puss. You have poor depth perception, disadvantage to all attacks, and cannot take the dodge action.

The swelling goes down, but the eye is permanently glassed over and you still cannot see through it. It's your choice on if you want to keep or remove it.

65-68

Your insides have suffered repeated damage and you now have disadvantage to con saves; throwing up should you take any poison effects on a failed saved.

It's hard to keep most foods down for long and you have to roll con saves with every meal or risk throwing up.

Constantly throwing up has weakened your immune system and caused you to be malnourished. You are more frail than normal and suffer a -2 to AC.

69-72

Almost dying has caused you lots of mental distress; you have disadvantage to insight checks and have trouble trusting others outside of the party.

You feel like you're seeing and hearing things that aren't there and you now have disadvantage to perception checks.

You've developed PTSD over the past events and have constant nightmares about the party as your trust in them declines.

73-76

The skin around the wound becomes grey and cold to the touch and while your hp can be replenished magically or with potions you only take half as much healing.

You can only regain hp naturally from short and long rests, as well as resistance to necrotic damage, as your skin seems to be shedding off with muscle tissue.

You are nothing but a skeleton, though you continue to live with the same immunities and resistances as a normal skeleton. Work with your dm to decide which traits from your original race to keep and how to mix it with more skeletal stats.

77-80

Your back hurts and nothing seems to help; you have trouble concentrating and have disadvantage with strength rolls.

The pain in your back worsens and you have half your movement speed and disadvantage to dex saves.

Though you can still use your legs, standing up on your own hurts and after awhile you begin feeling so much pain that you need to sit down. You can use crutches or a wheelchair if you need to travel.

81-84

Even though you've come back to life you feel as if someone else has joined you. You occasionally hear a voice in your head and the dm decides the voice's alignment and purpose.

The voice is getting louder and starting to demand things. During combat you must pass a wisdom save (DC 10) or become charmed by the voice and use your turn to do whatever they want even if it's against the party or running away.

The voice has even more control over you and whenever the dm feels it is suitable for the story you must roll 1d4. On a 1 the voice has full control and alters your appearance to their will. This effect lasts for 1 hour or until you take damage and the dm has control over your character sheet until then.

85-88

You are dead, but your soul has refused to die.  You must change your race to reborn, if it's not already, and you cannot be healed by magical means you must use a potion or take a short/long rest.

While your soul refuses to die, your body does not. Your organs stop working and you no longer need to eat, drink or sleep. You also find that you must using mending on your wounds in order to properly heal in the morning.

You are a zombie and count as undead with immunity to necrotic damage; however, you also have -2 to intelligence and disadvantage to charisma, intelligence and wisdom saving throws.

89-92

Roll a d8 and that limb, should you have it, becomes infected. (1 = left arm, 2 = right arm, 3 = left hand, 4 = right hand, 5 = left leg, 6 = right leg, 7 = left foot, 8 = right foot) If you don't have the limb rolled then reroll on the injury table, taking no injury if you roll this spot again. If the limb is something you use to stand then you have disadvantage to dex saves, but if the limb is used to cast spells and hold things you have disadvantage to attacks.

The infection worsens and you can no longer use the infected part without lots of distress. If the infection is on a leg or foot you have half movement, and if the infection is on a hand or arm you cannot use it to hold items or cast spells.

The infection slowly begins to poison you as you take 1d4 poison damage for every day it has not been removed. (As in the effect stacks, so if it's been 6 days in game since you rolled this result it would be 6d4 for that day and 7d4 the next day.)

93-96

You feel different as your memories after this begin to slowly fade as you are pulled more and more into your mind.

You begin having headaches and take disadvantage to wisdom saving throws. You occasionally feel impulses to do things out of character, though nothing threatening to your or an ally, and you must roll higher than 5 on a d20 to keep from acting on these impulses.

You have died and a different soul has taken over your body. Roll 2d6 for your new alignment (1-2 = lawful/good, 3-4 = neutral, 5-6 = chaotic/evil). This new soul has the same class and race as you, though they may identify differently in any other way.

97-100

You feel completely fine! No need to reroll or anything.