The 5th level spell Greater Restoration can heal you from this condition. 11-12. Broken: A few of your bones break.Lingering Injuries and Wounds, Massive Damage; Variant optional rule DD 5th Edition.In the DMG, there are rules which you could use if you wish to implement sustained injuries and wounds for your players (pg.I like the idea the random table presented there doesnt really fit my ideas about such wounds and injuries.
This is a table and rule I made for my home groups, I hope you like it. 5E Dmg Lingering Injuries Free To UseFeel free to use this in your own games, and if you do, tell me how it went. Certain effects and events can cause the characters to gain long lasting or permanent injuries, wounds. Whenever a character hitpoints fall below 0, or the character takes massive damage from a single attack (equal or greater than half the maximum hitpoints) roll a d20 on the following table. Alternatively you can roll on this table when taking damage from non-combat sources. Your speed is reduced to 5 feet per minute, you can only crawl slowly and painfully. Maybe you are paralyzed down from the neck, or hip at your GMs discretion. The 7th level spell Regenerate can heal you from this condition. Maimed: You lose one of your appendages of the GMs choice. If its a leg, you cannot walk without the help of another creature, a crutch or a peg leg, and your speed is halved. If its an arm, you cannot use two handed weapons anymore, or hold anything in your both hands. Lose an eye: You lose one of your eyes. You gain disadvantage on Wisdom (perception) checks that rely on sight and ranged attack rolls. Crippled: You take a serious physical injury, you keep all of your appendages, but something broke inside of you. You lose 2 points from one of your physical abilities. Roll a d6. On a 1-2 its your Strength, on a 3-4 its your Dexterity, on a 5-6 its your Constitution. The 5th level spell Greater Restoration can heal you from this condition. Impaired: You take a serious mental injury. You lose 2 points from one of your mental abilities. Roll a d6. On a 1-2 its your Intelligence, on a 3-4 its your Wisdom, on a 5-6 its your Charisma. Crushed: Many of your bones break from the damage you took. You can barely move, and you gain disadvantage on all your rolls. ![]() On a failed save you lose your action, and take 2 points of bleeding damage (the bleeding might be internal). Make a DC 12 Constitution saving throw at the end of every week. Having medical assistance removes the disadvantage from the roll. Broken: A few of your bones break.
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