Lingering Injuries
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RollTierLocationInjuryEffectBurnsTierEffect
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1-5--Second WindYou feel a surge of adrenaline rush through your body. Heal a hit die worth of damage. You do not spend a die from your hit dice pool.Results when player is reduced to 0 hit points from a pure energy attack.1-4Healing received is reduced by half.
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6-91HeadBlurred VisionYou have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls.
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10-131HeadRinging EarsYou have disadvantage on Wisdom (Perception) checks that rely on hearing.
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14-171HeadUgly ScarYou have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks.
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18-211ItemBroken itemA randomly determined non-magical item you hold, wear, or carry on your person is broken or ruined. Roll a d10. On a roll of 1, the item broken is a weapon, on a roll of 2 the item is armor or a shield, and on a roll of 3-10 it is an item that’s not a shield or weapon.
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22-251LimbLimpYour base speed is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action or fall prone after finishing your movement.
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26-301HeadLingering HeadacheYour head throbs with pain, making it difficult to hold spells in your mind. All concentration checks are made with disadvantage. If you are reduced to 0 hit points, Lingering Headache upgrades to Lingering Migraine.
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31-342LimbTwisted AnkleYou have disadvantage on Dexterity (Stealth), Dexterity (Acrobatics), and Strength (Athletics) checks.
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35-382TorsoFestering WoundsYour hit point maximum is reduced by 2 every hour the wound persists. This damage increases by 1 every hour. If your hit point maximum drops to 0, you die.
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39-432TorsoCracked RibWhenever you attempt an action in combat, you must make a DC 10 Constitution saving throw. On a failed save, you lose your bonus action and can’t use reactions until the start of your next turn.
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44-472TorsoPainful ScarYou have a scar which gets painful whenever it rains, sleets, hails, snows or you are subject to cold damage. Whenever you attempt an action in combat and your scar is giving you pain, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can’t use reactions until the start of your next turn.
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48-512LimbSmashed HandYou must take disadvantage on all Dexterity checks and melee attacks made with the injured hand. A DC 13 Dexterity save may be made to remove the penalty for one round
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52-552LimbWrenched KneeYou must make a DC 13 Strength save at the start of your turn or lose half your base movement speed and are unable to take the Dash action this round.
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56-593HeadLingering MigraineYou must make a concentration check every round a concentration spell is active. Knowledge checks are rolled with disadvantage. All mental checks made outside of combat are rolled with disadvantage.
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60-623HeadLose TeethYou have disadvantage on Charisma (Persuasion) checks. Additionally, when you cast a spell with a verbal component there is a 25% chance the spell will fail. If the spell fails, you still used your action to try to cast it, but do not consume any spell slots or material components.
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63-653HeadLose EarYou have disadvantage on Charisma (Persuasion) checks and Wisdom (Perception) checks that rely on hearing. You have advantage on Charisma (Intimidation) checks.
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66-693HeadBroken Nose You have disadvantage on Charisma (Persuasion) checks and Wisdom (Perception) checks that rely on smell. You have advantage on Charisma (Intimidation) checks.
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70-733TorsoBroken RibsWhenever you attempt an action in combat, you must make a DC 13 Constitution saving throw. On a failed save, you lose your action and can’t use reactions until the start of your next turn.
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74-773TorsoPunctured LiverYou are poisoned. The condition may be removed by any ability which would normally do so, but the poison will return within 1d4+3 rounds.
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78-803HeadBlack EyeYou have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. If you have no undamaged eyes after sustaining this injury, you are blinded..
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81-824Punctured LungTorsoYou can take either an action or a move but not both.
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83-854HeadBroken JawYou have disadvantage on Charisma (Persuasion) checks. When you cast a spell with a verbal component there is a 50% chance the spell will not work. If the spell fails, you still used your action to try to cast it, but the spell did not use any slots or material components.
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86-884TorsoInternal HemorragingYou have the exhausted condition. After taking an action, you must make a DC 16 Constitution saving throw. If you fail, the exhaustion progresses to the next stage. The condition may be removed by any ability which would normally do so, but the exhuastion will return in 1d4+3 rounds.
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89-914LimbBroken ArmYou can hold only a single object at a time. You cannot attempt Strength or Dexterity checks requiring both arms.
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92-944LimbBroken LegYour walking speed is halved and you must make a DC 16 Strength save to move without support. You fall prone after using the Dash action. You have disadvantage on Dexterity checks involving movement.
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95-964HeadFractured SkullWhenever you attempt an action in combat, you must make a DC 17 Constitution saving throw. On a failed save, you lose your action and can’t use reactions until the start of your next turn.
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97-985HeadLose eyeYou have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. If you have no eyes left after sustaining this injury, you're blinded.
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995LimbLose armYou can no longer hold anything with two hands, and you can hold only a single object at a time. You cannot attempt Strength or Dexterity checks which would reasonably require both arms.
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1005LimbLose LegYour walking speed is halved and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks involving movement.
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