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Better Lingering Injuries in D&D

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  • I This user is from outside of this forum
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    isodimensional@aussie.zone
    wrote on last edited by
    #1

    I wrote a blog post about how Lingering Injuries in the DMG kind of sucks, and proposed better rules:


    In the Dungeon Master's Guide (2014), there is a section in chapter 9 under the section titled “Lingering Injuries” that applied when a character took a critical hit, dropped to zero hitpoints, or fails a death saving throw by 5 or more. In one of the campaigns I ran, our playgroup wanted a slightly harsher ruleset, but we found the lingering injuries as written to not be particularly fun. We found it to be too frequent; player characters would often end up with many lingering injuries ‒ too severe; player characters would end up with debilitating injuries and it wouldn't be fun to play then ‒ and not applicable to the kind of damage received; how could a character lose an arm after breathing a toxic gas?

    So, I present reworked rules for lingering injuries that are more fun and make more sense.

    Circumstances for sustaining a Lingering Injury

    • When a character is dropped to 0 hit points by a critical hit
    • When a character is stabilized or healed after failing two death saving throws
    • When a character is revived after dying

    We found these conditions to be sufficiently uncommon such that lingering injuries were rare. When a character sustains a lingering injury, roll on one of the following tables applicable to the kind of damage sustained. The tables are arranged such that injuries get worse the lower you roll. Players may use their inspiration, if they have any, to reduce the chances of receiving a severe injury.

    Physical Damage

    This table can be rolled on when physical damage such as Bludgeoning, Piercing, Slashing, or Force causes a lingering injury.

    d20 Injury
    1 Lose an appendage.
    2 Break an appendage.
    3-4 Limp.
    5-6 Internal Injury
    7-9 Broken Rib
    10-12 Horrible Scar
    13-15 Festering Wound
    16-20 Minor Scar

    Lose an appendage

    Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a cane or a 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 made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

    Break an appendage

    Roll on the appendages table. You suffer the same negative effects as losing an appendage, except the injury heals if you receive magical healing such as the Greater Restoration spell or spend two tendays doing nothing but resting.

    Limp

    Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action or fall prone. The limp heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

    Internal Injury

    Whenever you attempt an action in combat or in other sufficiently high intensity circumstances at the DMs discretion, you must make a DC 15 Constitution saving throw. On a failure, you lose your actions and are unable to make reactions until the start of your next turn. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

    Broken Rib

    This has the same effect as an internal injury, except the Constitution saving throw DC is 10 instead of 15.

    Horrible Scar

    You are disfigured to the extent that the wound cannot easily be concealed. You have disadvantage on Charisma (Persuasion) checks, and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as Heal and Regenerate, removes the scar.

    Festering Wound

    Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the wound persists. If your hit point maximum is reduced to 0 this way, you die. The wound heals if you receive magical healing such as Lesser Restoration. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

    Minor Scar

    A minor scar has no adverse effect beyond cosmetic. Magical healing of 6th level or greater, such as Heal and Regenerate removes the scar.

    Heat Damage

    This table can be rolled on when heat damage such as Fire, Radiant, or Lightning causes a lingering injury.

    d20 Injury
    1 Lose an appendage.
    2-3 Severe Burns.
    4-6 Moderate Burns
    7-9 Minor Burns
    10-12 Temporary Blindness
    13-15 Dehydration
    16-20 Singed Hair

    Lose an appendage

    Your burns are so severe that you lose an appendage. Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a can or a 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 made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

    Severe Burns

    You suffer severe burns across your entire body. Your hit point maximum is reduced by 1d4 and again by 1d4 every hour while the burns persist. If your hit point maximum is reduced to 0 this way, you die. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 15 Wisdom (Medicine) check once every hour, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

    Moderate Burns

    You suffer moderate burns across a significant part of your body. Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the burns persist. If your hit point maximum is reduced to 0 this way, you die. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

    Minor Burns

    You suffer minor burns to some of your body. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. The burns heal completely after a tenday.

    Temporary Blindness

    The heat damage you received has caused temporary blindness. Until healed, you suffer the blinded condition. Magical healing such as Lesser Restoration heals the blindness. The blindness heals completely after a tenday.

    Dehydration

    The heat damage has caused you to become dehydrated. Make a DC 10 Constitution saving throw. On a failure, you suffer a level of exhaustion. Repeat this saving throw each day at dawn until you succeed. You have advantage on subsequent saving throws if you are able to consume a full days worth of water in the 24 hours preceding the saving throw.

    Singed Hair

    The heat has caused your hair (if you have any) to become singed. Roll a d20. On a 10 or greater only some of your hair has been singed. On a 9 or lower all of your hair has been singed off.

    Cold and Necrotic Damage

    This table can be rolled on when cold or necrotic damage causes a lingering injury.

    d20 Injury
    1 Lose an appendage.
    2-3 Severe Frostbite or Necrosis.
    4-6 Moderate Frostbite or Necrosis
    7-9 Minor Frostbite or Necrosis
    10-15 Numbness
    15-20 Blue Lips

    Lose an appendage

    Your frostbite/necrosis is so severe that you lose an appendage. Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a can or a 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 made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

    Severe Frostbite or Necrosis

    You suffer frostbite/necrosis across your entire body. Your hit point maximum is reduced by 1d4 and again by 1d4 every hour while the injury persists. If your hit point maximum is reduced to 0 this way, you die. While the injury persists, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the injury. Alternatively, somebody tending to the wound can make a DC 15 Wisdom (Medicine) check once every hour, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

    Moderate Frostbite or Necrosis

    You suffer moderate frostbite/necrosis across a significant part of your body. Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the injury persists. If your hit point maximum is reduced to 0 this way, you die. While the injury persists, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

    Minor Frostbite or Necrosis

    You suffer minor frostbite/necrosis to some of your body. While the burns persist, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the injury. The injury heals completely after a tenday.

    Numbness

    The cold or necrotic damage has caused numbness. You have disadvantage on sleight of hand checks and on initiative rolls for the next hour. Magical healing such as Lesser Restoration removes this effect.

    Blue Lips

    The lack of blood circulation causes your lips to turn blue for the next hour.

    Thunder Damage

    This table can be rolled on when thunder damage causes a lingering injury.

    d20 Injury
    1 Deafness.
    2-3 Internal Injury.
    4-6 Concussion
    7-9 Temporary Deafness
    10-15 Ringing Headache
    15-20 Disoriented

    Deafness

    The extreme sound has caused you to go permanently deaf. Unless healed, you permanently gain the deafened condition. Magical healing such as Greater Restoration can cure this injury.

    Internal Injury

    The shockwave caused by the thunder damage has caused an internal injury. Whenever you attempt an action in combat or in other sufficiently high intensity circumstances at the DMs discretion, you must make a DC 15 Constitution saving throw. On a failure, you lose your actions and are unable to make reactions until the start of your next turn. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

    Concussion

    The shockwave has caused a concussion. While concussed, you have disadvantage on all Intelligence ability checks, attack rolls, and saving throws. The concussion heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

    Temporary Deafness

    The thunder damage has caused temporary deafness. For the next 1d4 hours you gain the deafened condition. You lose this condition if you receive magical healing such as the Lesser Restoration spell.

    Ringing Headache

    For the next 1d4 hours you have disadvantage on Wisdom (Perception) checks made relying on sound. This injury is cured with magical healing such as the Lesser Restoration spell.

    Disoriented

    The thunder damage has caused disorientation. For the next 10 minutes you have disadvantage on all ability checks to locate your way or read maps.

    Acid Damage

    This table can be rolled on when acid damage causes a lingering injury.

    d20 Injury
    1 Blinded.
    2-3 Corroded Arms.
    4-6 Corroded Legs
    7-9 Corroded Armour
    10-15 Disfiguring Burns
    15-20 Smelly

    Blinded

    The acid damage has corroded your eyes. Unless healed, you permanently gain the blinded condition. You lose this condition if you receive magical healing such as the Greater Restoration spell.

    Corroded Arms

    Your arms have been badly damaged by the corroding effects of the acid damage. Until healed, you have disadvantage on ability checks and attack rolls relying on the use of your arms, including spells cast that have somatic components, and attack rolls made with weapons such as swords or bows. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

    Corroded Legs

    Your legs have been badly damaged by the corroding effects of the acid damage. Until healed, your speed is reduced by 5 feet, and after taking the dash action you must succeed on a DC 10 Dexterity saving throw or fall prone. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

    Corroded Armour

    If wearing armour while you took the acid damage it has been corroded. The benefit you receive to your armour class by wearing this armour is reduced by 1. The armour may be repaired at a blacksmith for 50% of its original purchase value.

    Disfiguring Burns

    Your face has been disfigured by the corrosion of the acid. You have disadvantage on Charisma (Persuasion) checks, and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as Heal and Regenerate, removes the disfiguration.

    Smelly

    The powerful scent of acid remains on your body for 1d4 hours. Any creating attempting to detect you relying on scent has advantage on any ability checks made to do so.

    Psychic Damage

    This table can be rolled on when Psychic damage causes a lingering injury.

    d20 Injury
    1 Long Term Madness.
    2-3 Recurring Nightmares.
    4-6 Mental Lethargy
    7-9 Visual Hallucinations
    1-2 Short Term Madness
    10-15 Paranoia
    15-20 Headache
    1-2 Mirthfulness

    Madness

    Roll for a Long Term Madness effect in the Dungeons Masters Guide in chapter 8.

    Recurring Nightmares

    Whenever you take a long rest roll a d20. On a 10 or above, you suffer no ill effects. On a 9 or below, you suffer a nightmare relating to the cause of your lingering injury and do not benefit from the effects of the long rest. As part of your restlessness, you gain a level of exhaustion when you wake. The recurring nightmares are cured by magical healing such as the Greater Restoration spell, or by succeeding on your check three times.

    Mental Lethargy

    For the next 1d4 days, you have disadvantage on Constitution saving throws made to maintain concentration on spells. This injury is cured by magical healing such as the Lesser Restoration spell.

    Visual Hallucinations**

    For the next 1d4 days, you have disadvantage on Wisdom (Perception) checks made using your sight, as intrusive hallucinations make it difficult to concentrate. This injury is cured by magical healing such as the Lesser Restoration spell.

    Short Term Madness

    Roll for a Short Term Madness effect in the Dungeons Masters Guide in chapter 8.

    Paranoia

    For the next 1d4 days, you have disadvantage on Wisdom (Insight) checks thanks to a mistrust caused by the psychic damage. This injury is cured by magical healing such as the Lesser Restoration spell.

    Headache

    For the next 1d4 hours you have disadvantage on Wisdom (Perception) checks made relying on sound. This injury is cured with magical healing such as the Lesser Restoration spell.

    Mirthfulness

    For the next 1d4 hours you find everything funnier than it ought to be. You often burst into peals of uncontrollable laughter. You have disadvantage on stealth checks made within earshot of enemies. This injury is cured with magical healing such as the Lesser Restoration spell.

    Appendix

    Appendage Table

    Roll on this table to determine the appendage affected by a lingering injury. If the affected character has other appendages, such as a tail or wings, you may modify the table to include those.

    d20 Appendage
    1-5 Right Hand
    6-10 Left Hand
    11-15 Right Foot
    16-20 Left Foot
    Link Preview Image
    Extradimensional | Better Lingering Injuries in D&D 5e

    The lingering injuries table in the DMG is too boring and too punishing. Here's a better one.

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    (extradimension.al)

    agamemnonymous@sh.itjust.worksA Aielman15A J C F 5 Replies Last reply
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    • I isodimensional@aussie.zone

      I wrote a blog post about how Lingering Injuries in the DMG kind of sucks, and proposed better rules:


      In the Dungeon Master's Guide (2014), there is a section in chapter 9 under the section titled “Lingering Injuries” that applied when a character took a critical hit, dropped to zero hitpoints, or fails a death saving throw by 5 or more. In one of the campaigns I ran, our playgroup wanted a slightly harsher ruleset, but we found the lingering injuries as written to not be particularly fun. We found it to be too frequent; player characters would often end up with many lingering injuries ‒ too severe; player characters would end up with debilitating injuries and it wouldn't be fun to play then ‒ and not applicable to the kind of damage received; how could a character lose an arm after breathing a toxic gas?

      So, I present reworked rules for lingering injuries that are more fun and make more sense.

      Circumstances for sustaining a Lingering Injury

      • When a character is dropped to 0 hit points by a critical hit
      • When a character is stabilized or healed after failing two death saving throws
      • When a character is revived after dying

      We found these conditions to be sufficiently uncommon such that lingering injuries were rare. When a character sustains a lingering injury, roll on one of the following tables applicable to the kind of damage sustained. The tables are arranged such that injuries get worse the lower you roll. Players may use their inspiration, if they have any, to reduce the chances of receiving a severe injury.

      Physical Damage

      This table can be rolled on when physical damage such as Bludgeoning, Piercing, Slashing, or Force causes a lingering injury.

      d20 Injury
      1 Lose an appendage.
      2 Break an appendage.
      3-4 Limp.
      5-6 Internal Injury
      7-9 Broken Rib
      10-12 Horrible Scar
      13-15 Festering Wound
      16-20 Minor Scar

      Lose an appendage

      Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a cane or a 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 made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

      Break an appendage

      Roll on the appendages table. You suffer the same negative effects as losing an appendage, except the injury heals if you receive magical healing such as the Greater Restoration spell or spend two tendays doing nothing but resting.

      Limp

      Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action or fall prone. The limp heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

      Internal Injury

      Whenever you attempt an action in combat or in other sufficiently high intensity circumstances at the DMs discretion, you must make a DC 15 Constitution saving throw. On a failure, you lose your actions and are unable to make reactions until the start of your next turn. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

      Broken Rib

      This has the same effect as an internal injury, except the Constitution saving throw DC is 10 instead of 15.

      Horrible Scar

      You are disfigured to the extent that the wound cannot easily be concealed. You have disadvantage on Charisma (Persuasion) checks, and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as Heal and Regenerate, removes the scar.

      Festering Wound

      Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the wound persists. If your hit point maximum is reduced to 0 this way, you die. The wound heals if you receive magical healing such as Lesser Restoration. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

      Minor Scar

      A minor scar has no adverse effect beyond cosmetic. Magical healing of 6th level or greater, such as Heal and Regenerate removes the scar.

      Heat Damage

      This table can be rolled on when heat damage such as Fire, Radiant, or Lightning causes a lingering injury.

      d20 Injury
      1 Lose an appendage.
      2-3 Severe Burns.
      4-6 Moderate Burns
      7-9 Minor Burns
      10-12 Temporary Blindness
      13-15 Dehydration
      16-20 Singed Hair

      Lose an appendage

      Your burns are so severe that you lose an appendage. Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a can or a 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 made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

      Severe Burns

      You suffer severe burns across your entire body. Your hit point maximum is reduced by 1d4 and again by 1d4 every hour while the burns persist. If your hit point maximum is reduced to 0 this way, you die. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 15 Wisdom (Medicine) check once every hour, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

      Moderate Burns

      You suffer moderate burns across a significant part of your body. Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the burns persist. If your hit point maximum is reduced to 0 this way, you die. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

      Minor Burns

      You suffer minor burns to some of your body. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. The burns heal completely after a tenday.

      Temporary Blindness

      The heat damage you received has caused temporary blindness. Until healed, you suffer the blinded condition. Magical healing such as Lesser Restoration heals the blindness. The blindness heals completely after a tenday.

      Dehydration

      The heat damage has caused you to become dehydrated. Make a DC 10 Constitution saving throw. On a failure, you suffer a level of exhaustion. Repeat this saving throw each day at dawn until you succeed. You have advantage on subsequent saving throws if you are able to consume a full days worth of water in the 24 hours preceding the saving throw.

      Singed Hair

      The heat has caused your hair (if you have any) to become singed. Roll a d20. On a 10 or greater only some of your hair has been singed. On a 9 or lower all of your hair has been singed off.

      Cold and Necrotic Damage

      This table can be rolled on when cold or necrotic damage causes a lingering injury.

      d20 Injury
      1 Lose an appendage.
      2-3 Severe Frostbite or Necrosis.
      4-6 Moderate Frostbite or Necrosis
      7-9 Minor Frostbite or Necrosis
      10-15 Numbness
      15-20 Blue Lips

      Lose an appendage

      Your frostbite/necrosis is so severe that you lose an appendage. Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a can or a 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 made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

      Severe Frostbite or Necrosis

      You suffer frostbite/necrosis across your entire body. Your hit point maximum is reduced by 1d4 and again by 1d4 every hour while the injury persists. If your hit point maximum is reduced to 0 this way, you die. While the injury persists, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the injury. Alternatively, somebody tending to the wound can make a DC 15 Wisdom (Medicine) check once every hour, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

      Moderate Frostbite or Necrosis

      You suffer moderate frostbite/necrosis across a significant part of your body. Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the injury persists. If your hit point maximum is reduced to 0 this way, you die. While the injury persists, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

      Minor Frostbite or Necrosis

      You suffer minor frostbite/necrosis to some of your body. While the burns persist, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the injury. The injury heals completely after a tenday.

      Numbness

      The cold or necrotic damage has caused numbness. You have disadvantage on sleight of hand checks and on initiative rolls for the next hour. Magical healing such as Lesser Restoration removes this effect.

      Blue Lips

      The lack of blood circulation causes your lips to turn blue for the next hour.

      Thunder Damage

      This table can be rolled on when thunder damage causes a lingering injury.

      d20 Injury
      1 Deafness.
      2-3 Internal Injury.
      4-6 Concussion
      7-9 Temporary Deafness
      10-15 Ringing Headache
      15-20 Disoriented

      Deafness

      The extreme sound has caused you to go permanently deaf. Unless healed, you permanently gain the deafened condition. Magical healing such as Greater Restoration can cure this injury.

      Internal Injury

      The shockwave caused by the thunder damage has caused an internal injury. Whenever you attempt an action in combat or in other sufficiently high intensity circumstances at the DMs discretion, you must make a DC 15 Constitution saving throw. On a failure, you lose your actions and are unable to make reactions until the start of your next turn. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

      Concussion

      The shockwave has caused a concussion. While concussed, you have disadvantage on all Intelligence ability checks, attack rolls, and saving throws. The concussion heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

      Temporary Deafness

      The thunder damage has caused temporary deafness. For the next 1d4 hours you gain the deafened condition. You lose this condition if you receive magical healing such as the Lesser Restoration spell.

      Ringing Headache

      For the next 1d4 hours you have disadvantage on Wisdom (Perception) checks made relying on sound. This injury is cured with magical healing such as the Lesser Restoration spell.

      Disoriented

      The thunder damage has caused disorientation. For the next 10 minutes you have disadvantage on all ability checks to locate your way or read maps.

      Acid Damage

      This table can be rolled on when acid damage causes a lingering injury.

      d20 Injury
      1 Blinded.
      2-3 Corroded Arms.
      4-6 Corroded Legs
      7-9 Corroded Armour
      10-15 Disfiguring Burns
      15-20 Smelly

      Blinded

      The acid damage has corroded your eyes. Unless healed, you permanently gain the blinded condition. You lose this condition if you receive magical healing such as the Greater Restoration spell.

      Corroded Arms

      Your arms have been badly damaged by the corroding effects of the acid damage. Until healed, you have disadvantage on ability checks and attack rolls relying on the use of your arms, including spells cast that have somatic components, and attack rolls made with weapons such as swords or bows. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

      Corroded Legs

      Your legs have been badly damaged by the corroding effects of the acid damage. Until healed, your speed is reduced by 5 feet, and after taking the dash action you must succeed on a DC 10 Dexterity saving throw or fall prone. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

      Corroded Armour

      If wearing armour while you took the acid damage it has been corroded. The benefit you receive to your armour class by wearing this armour is reduced by 1. The armour may be repaired at a blacksmith for 50% of its original purchase value.

      Disfiguring Burns

      Your face has been disfigured by the corrosion of the acid. You have disadvantage on Charisma (Persuasion) checks, and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as Heal and Regenerate, removes the disfiguration.

      Smelly

      The powerful scent of acid remains on your body for 1d4 hours. Any creating attempting to detect you relying on scent has advantage on any ability checks made to do so.

      Psychic Damage

      This table can be rolled on when Psychic damage causes a lingering injury.

      d20 Injury
      1 Long Term Madness.
      2-3 Recurring Nightmares.
      4-6 Mental Lethargy
      7-9 Visual Hallucinations
      1-2 Short Term Madness
      10-15 Paranoia
      15-20 Headache
      1-2 Mirthfulness

      Madness

      Roll for a Long Term Madness effect in the Dungeons Masters Guide in chapter 8.

      Recurring Nightmares

      Whenever you take a long rest roll a d20. On a 10 or above, you suffer no ill effects. On a 9 or below, you suffer a nightmare relating to the cause of your lingering injury and do not benefit from the effects of the long rest. As part of your restlessness, you gain a level of exhaustion when you wake. The recurring nightmares are cured by magical healing such as the Greater Restoration spell, or by succeeding on your check three times.

      Mental Lethargy

      For the next 1d4 days, you have disadvantage on Constitution saving throws made to maintain concentration on spells. This injury is cured by magical healing such as the Lesser Restoration spell.

      Visual Hallucinations**

      For the next 1d4 days, you have disadvantage on Wisdom (Perception) checks made using your sight, as intrusive hallucinations make it difficult to concentrate. This injury is cured by magical healing such as the Lesser Restoration spell.

      Short Term Madness

      Roll for a Short Term Madness effect in the Dungeons Masters Guide in chapter 8.

      Paranoia

      For the next 1d4 days, you have disadvantage on Wisdom (Insight) checks thanks to a mistrust caused by the psychic damage. This injury is cured by magical healing such as the Lesser Restoration spell.

      Headache

      For the next 1d4 hours you have disadvantage on Wisdom (Perception) checks made relying on sound. This injury is cured with magical healing such as the Lesser Restoration spell.

      Mirthfulness

      For the next 1d4 hours you find everything funnier than it ought to be. You often burst into peals of uncontrollable laughter. You have disadvantage on stealth checks made within earshot of enemies. This injury is cured with magical healing such as the Lesser Restoration spell.

      Appendix

      Appendage Table

      Roll on this table to determine the appendage affected by a lingering injury. If the affected character has other appendages, such as a tail or wings, you may modify the table to include those.

      d20 Appendage
      1-5 Right Hand
      6-10 Left Hand
      11-15 Right Foot
      16-20 Left Foot
      Link Preview Image
      Extradimensional | Better Lingering Injuries in D&D 5e

      The lingering injuries table in the DMG is too boring and too punishing. Here's a better one.

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      (extradimension.al)

      agamemnonymous@sh.itjust.worksA This user is from outside of this forum
      agamemnonymous@sh.itjust.worksA This user is from outside of this forum
      agamemnonymous@sh.itjust.works
      wrote on last edited by
      #2

      You could add a bunch of homebrew mechanics to D&D. Or, you can do what I did and switch to a system that incorporates that kind of granularity from the start. GURPS has tons of rules for these kinds of injuries.

      M M J 3 Replies Last reply
      8
      • agamemnonymous@sh.itjust.worksA agamemnonymous@sh.itjust.works

        You could add a bunch of homebrew mechanics to D&D. Or, you can do what I did and switch to a system that incorporates that kind of granularity from the start. GURPS has tons of rules for these kinds of injuries.

        M This user is from outside of this forum
        M This user is from outside of this forum
        murrayl@lemmy.world
        wrote on last edited by
        #3

        GURPS is neat in its own way, but this is just about someone fixing one specific mechanic in D&D. Provided they’re ok with the rest of the rules, switching systems wholesale (especially to something as famously fiddly as GURPS) just because of how they handle injuries would be absurd.

        agamemnonymous@sh.itjust.worksA 1 Reply Last reply
        7
        • I isodimensional@aussie.zone

          I wrote a blog post about how Lingering Injuries in the DMG kind of sucks, and proposed better rules:


          In the Dungeon Master's Guide (2014), there is a section in chapter 9 under the section titled “Lingering Injuries” that applied when a character took a critical hit, dropped to zero hitpoints, or fails a death saving throw by 5 or more. In one of the campaigns I ran, our playgroup wanted a slightly harsher ruleset, but we found the lingering injuries as written to not be particularly fun. We found it to be too frequent; player characters would often end up with many lingering injuries ‒ too severe; player characters would end up with debilitating injuries and it wouldn't be fun to play then ‒ and not applicable to the kind of damage received; how could a character lose an arm after breathing a toxic gas?

          So, I present reworked rules for lingering injuries that are more fun and make more sense.

          Circumstances for sustaining a Lingering Injury

          • When a character is dropped to 0 hit points by a critical hit
          • When a character is stabilized or healed after failing two death saving throws
          • When a character is revived after dying

          We found these conditions to be sufficiently uncommon such that lingering injuries were rare. When a character sustains a lingering injury, roll on one of the following tables applicable to the kind of damage sustained. The tables are arranged such that injuries get worse the lower you roll. Players may use their inspiration, if they have any, to reduce the chances of receiving a severe injury.

          Physical Damage

          This table can be rolled on when physical damage such as Bludgeoning, Piercing, Slashing, or Force causes a lingering injury.

          d20 Injury
          1 Lose an appendage.
          2 Break an appendage.
          3-4 Limp.
          5-6 Internal Injury
          7-9 Broken Rib
          10-12 Horrible Scar
          13-15 Festering Wound
          16-20 Minor Scar

          Lose an appendage

          Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a cane or a 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 made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

          Break an appendage

          Roll on the appendages table. You suffer the same negative effects as losing an appendage, except the injury heals if you receive magical healing such as the Greater Restoration spell or spend two tendays doing nothing but resting.

          Limp

          Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action or fall prone. The limp heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

          Internal Injury

          Whenever you attempt an action in combat or in other sufficiently high intensity circumstances at the DMs discretion, you must make a DC 15 Constitution saving throw. On a failure, you lose your actions and are unable to make reactions until the start of your next turn. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

          Broken Rib

          This has the same effect as an internal injury, except the Constitution saving throw DC is 10 instead of 15.

          Horrible Scar

          You are disfigured to the extent that the wound cannot easily be concealed. You have disadvantage on Charisma (Persuasion) checks, and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as Heal and Regenerate, removes the scar.

          Festering Wound

          Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the wound persists. If your hit point maximum is reduced to 0 this way, you die. The wound heals if you receive magical healing such as Lesser Restoration. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

          Minor Scar

          A minor scar has no adverse effect beyond cosmetic. Magical healing of 6th level or greater, such as Heal and Regenerate removes the scar.

          Heat Damage

          This table can be rolled on when heat damage such as Fire, Radiant, or Lightning causes a lingering injury.

          d20 Injury
          1 Lose an appendage.
          2-3 Severe Burns.
          4-6 Moderate Burns
          7-9 Minor Burns
          10-12 Temporary Blindness
          13-15 Dehydration
          16-20 Singed Hair

          Lose an appendage

          Your burns are so severe that you lose an appendage. Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a can or a 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 made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

          Severe Burns

          You suffer severe burns across your entire body. Your hit point maximum is reduced by 1d4 and again by 1d4 every hour while the burns persist. If your hit point maximum is reduced to 0 this way, you die. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 15 Wisdom (Medicine) check once every hour, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

          Moderate Burns

          You suffer moderate burns across a significant part of your body. Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the burns persist. If your hit point maximum is reduced to 0 this way, you die. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

          Minor Burns

          You suffer minor burns to some of your body. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. The burns heal completely after a tenday.

          Temporary Blindness

          The heat damage you received has caused temporary blindness. Until healed, you suffer the blinded condition. Magical healing such as Lesser Restoration heals the blindness. The blindness heals completely after a tenday.

          Dehydration

          The heat damage has caused you to become dehydrated. Make a DC 10 Constitution saving throw. On a failure, you suffer a level of exhaustion. Repeat this saving throw each day at dawn until you succeed. You have advantage on subsequent saving throws if you are able to consume a full days worth of water in the 24 hours preceding the saving throw.

          Singed Hair

          The heat has caused your hair (if you have any) to become singed. Roll a d20. On a 10 or greater only some of your hair has been singed. On a 9 or lower all of your hair has been singed off.

          Cold and Necrotic Damage

          This table can be rolled on when cold or necrotic damage causes a lingering injury.

          d20 Injury
          1 Lose an appendage.
          2-3 Severe Frostbite or Necrosis.
          4-6 Moderate Frostbite or Necrosis
          7-9 Minor Frostbite or Necrosis
          10-15 Numbness
          15-20 Blue Lips

          Lose an appendage

          Your frostbite/necrosis is so severe that you lose an appendage. Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a can or a 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 made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

          Severe Frostbite or Necrosis

          You suffer frostbite/necrosis across your entire body. Your hit point maximum is reduced by 1d4 and again by 1d4 every hour while the injury persists. If your hit point maximum is reduced to 0 this way, you die. While the injury persists, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the injury. Alternatively, somebody tending to the wound can make a DC 15 Wisdom (Medicine) check once every hour, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

          Moderate Frostbite or Necrosis

          You suffer moderate frostbite/necrosis across a significant part of your body. Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the injury persists. If your hit point maximum is reduced to 0 this way, you die. While the injury persists, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

          Minor Frostbite or Necrosis

          You suffer minor frostbite/necrosis to some of your body. While the burns persist, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the injury. The injury heals completely after a tenday.

          Numbness

          The cold or necrotic damage has caused numbness. You have disadvantage on sleight of hand checks and on initiative rolls for the next hour. Magical healing such as Lesser Restoration removes this effect.

          Blue Lips

          The lack of blood circulation causes your lips to turn blue for the next hour.

          Thunder Damage

          This table can be rolled on when thunder damage causes a lingering injury.

          d20 Injury
          1 Deafness.
          2-3 Internal Injury.
          4-6 Concussion
          7-9 Temporary Deafness
          10-15 Ringing Headache
          15-20 Disoriented

          Deafness

          The extreme sound has caused you to go permanently deaf. Unless healed, you permanently gain the deafened condition. Magical healing such as Greater Restoration can cure this injury.

          Internal Injury

          The shockwave caused by the thunder damage has caused an internal injury. Whenever you attempt an action in combat or in other sufficiently high intensity circumstances at the DMs discretion, you must make a DC 15 Constitution saving throw. On a failure, you lose your actions and are unable to make reactions until the start of your next turn. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

          Concussion

          The shockwave has caused a concussion. While concussed, you have disadvantage on all Intelligence ability checks, attack rolls, and saving throws. The concussion heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

          Temporary Deafness

          The thunder damage has caused temporary deafness. For the next 1d4 hours you gain the deafened condition. You lose this condition if you receive magical healing such as the Lesser Restoration spell.

          Ringing Headache

          For the next 1d4 hours you have disadvantage on Wisdom (Perception) checks made relying on sound. This injury is cured with magical healing such as the Lesser Restoration spell.

          Disoriented

          The thunder damage has caused disorientation. For the next 10 minutes you have disadvantage on all ability checks to locate your way or read maps.

          Acid Damage

          This table can be rolled on when acid damage causes a lingering injury.

          d20 Injury
          1 Blinded.
          2-3 Corroded Arms.
          4-6 Corroded Legs
          7-9 Corroded Armour
          10-15 Disfiguring Burns
          15-20 Smelly

          Blinded

          The acid damage has corroded your eyes. Unless healed, you permanently gain the blinded condition. You lose this condition if you receive magical healing such as the Greater Restoration spell.

          Corroded Arms

          Your arms have been badly damaged by the corroding effects of the acid damage. Until healed, you have disadvantage on ability checks and attack rolls relying on the use of your arms, including spells cast that have somatic components, and attack rolls made with weapons such as swords or bows. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

          Corroded Legs

          Your legs have been badly damaged by the corroding effects of the acid damage. Until healed, your speed is reduced by 5 feet, and after taking the dash action you must succeed on a DC 10 Dexterity saving throw or fall prone. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

          Corroded Armour

          If wearing armour while you took the acid damage it has been corroded. The benefit you receive to your armour class by wearing this armour is reduced by 1. The armour may be repaired at a blacksmith for 50% of its original purchase value.

          Disfiguring Burns

          Your face has been disfigured by the corrosion of the acid. You have disadvantage on Charisma (Persuasion) checks, and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as Heal and Regenerate, removes the disfiguration.

          Smelly

          The powerful scent of acid remains on your body for 1d4 hours. Any creating attempting to detect you relying on scent has advantage on any ability checks made to do so.

          Psychic Damage

          This table can be rolled on when Psychic damage causes a lingering injury.

          d20 Injury
          1 Long Term Madness.
          2-3 Recurring Nightmares.
          4-6 Mental Lethargy
          7-9 Visual Hallucinations
          1-2 Short Term Madness
          10-15 Paranoia
          15-20 Headache
          1-2 Mirthfulness

          Madness

          Roll for a Long Term Madness effect in the Dungeons Masters Guide in chapter 8.

          Recurring Nightmares

          Whenever you take a long rest roll a d20. On a 10 or above, you suffer no ill effects. On a 9 or below, you suffer a nightmare relating to the cause of your lingering injury and do not benefit from the effects of the long rest. As part of your restlessness, you gain a level of exhaustion when you wake. The recurring nightmares are cured by magical healing such as the Greater Restoration spell, or by succeeding on your check three times.

          Mental Lethargy

          For the next 1d4 days, you have disadvantage on Constitution saving throws made to maintain concentration on spells. This injury is cured by magical healing such as the Lesser Restoration spell.

          Visual Hallucinations**

          For the next 1d4 days, you have disadvantage on Wisdom (Perception) checks made using your sight, as intrusive hallucinations make it difficult to concentrate. This injury is cured by magical healing such as the Lesser Restoration spell.

          Short Term Madness

          Roll for a Short Term Madness effect in the Dungeons Masters Guide in chapter 8.

          Paranoia

          For the next 1d4 days, you have disadvantage on Wisdom (Insight) checks thanks to a mistrust caused by the psychic damage. This injury is cured by magical healing such as the Lesser Restoration spell.

          Headache

          For the next 1d4 hours you have disadvantage on Wisdom (Perception) checks made relying on sound. This injury is cured with magical healing such as the Lesser Restoration spell.

          Mirthfulness

          For the next 1d4 hours you find everything funnier than it ought to be. You often burst into peals of uncontrollable laughter. You have disadvantage on stealth checks made within earshot of enemies. This injury is cured with magical healing such as the Lesser Restoration spell.

          Appendix

          Appendage Table

          Roll on this table to determine the appendage affected by a lingering injury. If the affected character has other appendages, such as a tail or wings, you may modify the table to include those.

          d20 Appendage
          1-5 Right Hand
          6-10 Left Hand
          11-15 Right Foot
          16-20 Left Foot
          Link Preview Image
          Extradimensional | Better Lingering Injuries in D&D 5e

          The lingering injuries table in the DMG is too boring and too punishing. Here's a better one.

          favicon

          (extradimension.al)

          Aielman15A This user is from outside of this forum
          Aielman15A This user is from outside of this forum
          Aielman15
          wrote on last edited by aielman15@lemmy.world
          #4

          This is some really good homebrew! I'll ask my DM to test it in our ongoing campaign, as it looks really fun.

          May I suggest cross-posting it to !dndhomebrew@lemmy.world / https://lemmy.world/c/dndhomebrew

          1 Reply Last reply
          4
          • I isodimensional@aussie.zone

            I wrote a blog post about how Lingering Injuries in the DMG kind of sucks, and proposed better rules:


            In the Dungeon Master's Guide (2014), there is a section in chapter 9 under the section titled “Lingering Injuries” that applied when a character took a critical hit, dropped to zero hitpoints, or fails a death saving throw by 5 or more. In one of the campaigns I ran, our playgroup wanted a slightly harsher ruleset, but we found the lingering injuries as written to not be particularly fun. We found it to be too frequent; player characters would often end up with many lingering injuries ‒ too severe; player characters would end up with debilitating injuries and it wouldn't be fun to play then ‒ and not applicable to the kind of damage received; how could a character lose an arm after breathing a toxic gas?

            So, I present reworked rules for lingering injuries that are more fun and make more sense.

            Circumstances for sustaining a Lingering Injury

            • When a character is dropped to 0 hit points by a critical hit
            • When a character is stabilized or healed after failing two death saving throws
            • When a character is revived after dying

            We found these conditions to be sufficiently uncommon such that lingering injuries were rare. When a character sustains a lingering injury, roll on one of the following tables applicable to the kind of damage sustained. The tables are arranged such that injuries get worse the lower you roll. Players may use their inspiration, if they have any, to reduce the chances of receiving a severe injury.

            Physical Damage

            This table can be rolled on when physical damage such as Bludgeoning, Piercing, Slashing, or Force causes a lingering injury.

            d20 Injury
            1 Lose an appendage.
            2 Break an appendage.
            3-4 Limp.
            5-6 Internal Injury
            7-9 Broken Rib
            10-12 Horrible Scar
            13-15 Festering Wound
            16-20 Minor Scar

            Lose an appendage

            Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a cane or a 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 made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

            Break an appendage

            Roll on the appendages table. You suffer the same negative effects as losing an appendage, except the injury heals if you receive magical healing such as the Greater Restoration spell or spend two tendays doing nothing but resting.

            Limp

            Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action or fall prone. The limp heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

            Internal Injury

            Whenever you attempt an action in combat or in other sufficiently high intensity circumstances at the DMs discretion, you must make a DC 15 Constitution saving throw. On a failure, you lose your actions and are unable to make reactions until the start of your next turn. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

            Broken Rib

            This has the same effect as an internal injury, except the Constitution saving throw DC is 10 instead of 15.

            Horrible Scar

            You are disfigured to the extent that the wound cannot easily be concealed. You have disadvantage on Charisma (Persuasion) checks, and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as Heal and Regenerate, removes the scar.

            Festering Wound

            Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the wound persists. If your hit point maximum is reduced to 0 this way, you die. The wound heals if you receive magical healing such as Lesser Restoration. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

            Minor Scar

            A minor scar has no adverse effect beyond cosmetic. Magical healing of 6th level or greater, such as Heal and Regenerate removes the scar.

            Heat Damage

            This table can be rolled on when heat damage such as Fire, Radiant, or Lightning causes a lingering injury.

            d20 Injury
            1 Lose an appendage.
            2-3 Severe Burns.
            4-6 Moderate Burns
            7-9 Minor Burns
            10-12 Temporary Blindness
            13-15 Dehydration
            16-20 Singed Hair

            Lose an appendage

            Your burns are so severe that you lose an appendage. Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a can or a 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 made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

            Severe Burns

            You suffer severe burns across your entire body. Your hit point maximum is reduced by 1d4 and again by 1d4 every hour while the burns persist. If your hit point maximum is reduced to 0 this way, you die. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 15 Wisdom (Medicine) check once every hour, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

            Moderate Burns

            You suffer moderate burns across a significant part of your body. Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the burns persist. If your hit point maximum is reduced to 0 this way, you die. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

            Minor Burns

            You suffer minor burns to some of your body. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. The burns heal completely after a tenday.

            Temporary Blindness

            The heat damage you received has caused temporary blindness. Until healed, you suffer the blinded condition. Magical healing such as Lesser Restoration heals the blindness. The blindness heals completely after a tenday.

            Dehydration

            The heat damage has caused you to become dehydrated. Make a DC 10 Constitution saving throw. On a failure, you suffer a level of exhaustion. Repeat this saving throw each day at dawn until you succeed. You have advantage on subsequent saving throws if you are able to consume a full days worth of water in the 24 hours preceding the saving throw.

            Singed Hair

            The heat has caused your hair (if you have any) to become singed. Roll a d20. On a 10 or greater only some of your hair has been singed. On a 9 or lower all of your hair has been singed off.

            Cold and Necrotic Damage

            This table can be rolled on when cold or necrotic damage causes a lingering injury.

            d20 Injury
            1 Lose an appendage.
            2-3 Severe Frostbite or Necrosis.
            4-6 Moderate Frostbite or Necrosis
            7-9 Minor Frostbite or Necrosis
            10-15 Numbness
            15-20 Blue Lips

            Lose an appendage

            Your frostbite/necrosis is so severe that you lose an appendage. Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a can or a 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 made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

            Severe Frostbite or Necrosis

            You suffer frostbite/necrosis across your entire body. Your hit point maximum is reduced by 1d4 and again by 1d4 every hour while the injury persists. If your hit point maximum is reduced to 0 this way, you die. While the injury persists, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the injury. Alternatively, somebody tending to the wound can make a DC 15 Wisdom (Medicine) check once every hour, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

            Moderate Frostbite or Necrosis

            You suffer moderate frostbite/necrosis across a significant part of your body. Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the injury persists. If your hit point maximum is reduced to 0 this way, you die. While the injury persists, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

            Minor Frostbite or Necrosis

            You suffer minor frostbite/necrosis to some of your body. While the burns persist, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the injury. The injury heals completely after a tenday.

            Numbness

            The cold or necrotic damage has caused numbness. You have disadvantage on sleight of hand checks and on initiative rolls for the next hour. Magical healing such as Lesser Restoration removes this effect.

            Blue Lips

            The lack of blood circulation causes your lips to turn blue for the next hour.

            Thunder Damage

            This table can be rolled on when thunder damage causes a lingering injury.

            d20 Injury
            1 Deafness.
            2-3 Internal Injury.
            4-6 Concussion
            7-9 Temporary Deafness
            10-15 Ringing Headache
            15-20 Disoriented

            Deafness

            The extreme sound has caused you to go permanently deaf. Unless healed, you permanently gain the deafened condition. Magical healing such as Greater Restoration can cure this injury.

            Internal Injury

            The shockwave caused by the thunder damage has caused an internal injury. Whenever you attempt an action in combat or in other sufficiently high intensity circumstances at the DMs discretion, you must make a DC 15 Constitution saving throw. On a failure, you lose your actions and are unable to make reactions until the start of your next turn. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

            Concussion

            The shockwave has caused a concussion. While concussed, you have disadvantage on all Intelligence ability checks, attack rolls, and saving throws. The concussion heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

            Temporary Deafness

            The thunder damage has caused temporary deafness. For the next 1d4 hours you gain the deafened condition. You lose this condition if you receive magical healing such as the Lesser Restoration spell.

            Ringing Headache

            For the next 1d4 hours you have disadvantage on Wisdom (Perception) checks made relying on sound. This injury is cured with magical healing such as the Lesser Restoration spell.

            Disoriented

            The thunder damage has caused disorientation. For the next 10 minutes you have disadvantage on all ability checks to locate your way or read maps.

            Acid Damage

            This table can be rolled on when acid damage causes a lingering injury.

            d20 Injury
            1 Blinded.
            2-3 Corroded Arms.
            4-6 Corroded Legs
            7-9 Corroded Armour
            10-15 Disfiguring Burns
            15-20 Smelly

            Blinded

            The acid damage has corroded your eyes. Unless healed, you permanently gain the blinded condition. You lose this condition if you receive magical healing such as the Greater Restoration spell.

            Corroded Arms

            Your arms have been badly damaged by the corroding effects of the acid damage. Until healed, you have disadvantage on ability checks and attack rolls relying on the use of your arms, including spells cast that have somatic components, and attack rolls made with weapons such as swords or bows. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

            Corroded Legs

            Your legs have been badly damaged by the corroding effects of the acid damage. Until healed, your speed is reduced by 5 feet, and after taking the dash action you must succeed on a DC 10 Dexterity saving throw or fall prone. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

            Corroded Armour

            If wearing armour while you took the acid damage it has been corroded. The benefit you receive to your armour class by wearing this armour is reduced by 1. The armour may be repaired at a blacksmith for 50% of its original purchase value.

            Disfiguring Burns

            Your face has been disfigured by the corrosion of the acid. You have disadvantage on Charisma (Persuasion) checks, and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as Heal and Regenerate, removes the disfiguration.

            Smelly

            The powerful scent of acid remains on your body for 1d4 hours. Any creating attempting to detect you relying on scent has advantage on any ability checks made to do so.

            Psychic Damage

            This table can be rolled on when Psychic damage causes a lingering injury.

            d20 Injury
            1 Long Term Madness.
            2-3 Recurring Nightmares.
            4-6 Mental Lethargy
            7-9 Visual Hallucinations
            1-2 Short Term Madness
            10-15 Paranoia
            15-20 Headache
            1-2 Mirthfulness

            Madness

            Roll for a Long Term Madness effect in the Dungeons Masters Guide in chapter 8.

            Recurring Nightmares

            Whenever you take a long rest roll a d20. On a 10 or above, you suffer no ill effects. On a 9 or below, you suffer a nightmare relating to the cause of your lingering injury and do not benefit from the effects of the long rest. As part of your restlessness, you gain a level of exhaustion when you wake. The recurring nightmares are cured by magical healing such as the Greater Restoration spell, or by succeeding on your check three times.

            Mental Lethargy

            For the next 1d4 days, you have disadvantage on Constitution saving throws made to maintain concentration on spells. This injury is cured by magical healing such as the Lesser Restoration spell.

            Visual Hallucinations**

            For the next 1d4 days, you have disadvantage on Wisdom (Perception) checks made using your sight, as intrusive hallucinations make it difficult to concentrate. This injury is cured by magical healing such as the Lesser Restoration spell.

            Short Term Madness

            Roll for a Short Term Madness effect in the Dungeons Masters Guide in chapter 8.

            Paranoia

            For the next 1d4 days, you have disadvantage on Wisdom (Insight) checks thanks to a mistrust caused by the psychic damage. This injury is cured by magical healing such as the Lesser Restoration spell.

            Headache

            For the next 1d4 hours you have disadvantage on Wisdom (Perception) checks made relying on sound. This injury is cured with magical healing such as the Lesser Restoration spell.

            Mirthfulness

            For the next 1d4 hours you find everything funnier than it ought to be. You often burst into peals of uncontrollable laughter. You have disadvantage on stealth checks made within earshot of enemies. This injury is cured with magical healing such as the Lesser Restoration spell.

            Appendix

            Appendage Table

            Roll on this table to determine the appendage affected by a lingering injury. If the affected character has other appendages, such as a tail or wings, you may modify the table to include those.

            d20 Appendage
            1-5 Right Hand
            6-10 Left Hand
            11-15 Right Foot
            16-20 Left Foot
            Link Preview Image
            Extradimensional | Better Lingering Injuries in D&D 5e

            The lingering injuries table in the DMG is too boring and too punishing. Here's a better one.

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            (extradimension.al)

            J This user is from outside of this forum
            J This user is from outside of this forum
            jjjalljs@ttrpg.network
            wrote on last edited by
            #5

            I think I would take a different route, because big randomness isn't fun for me.

            Have you played Fate? It's very good, and free. It has "stress" that's kind of like hit points, but it also has this idea of "consequences". When you take a hit but don't have enough free stress to cover it, you can take a consequence instead. Stress is easy to recover, but a consequence sticks around until you get treatment.

            As I said, I don't really like big randomness. In Fate, it's always up to the player if they want to take a consequence or not. Sometimes the alternative is the character just gets taken out. But if you do take a consequence , it's up to the table to negotiate what it might be. Fall off a ledge? Could be a broken leg. Got stabbed? Could be an infection. Bothered by a ghost? Now you have a fear of the dark.

            To port this over to DND , I'd add three "consequences" boxes on the sheet- minor , moderate, and severe. Each one could be used to soak one hit. The minor one could be 25% of their hp, the moderate 50%, and the severe 75%. When you take a hit that's less than the box, you can mark the box instead of it going to hp. Probably tweak the numbers a bit since I just made those up. If you want to be even harsher, lower the max HP some, too.

            This probably would be a mess, but I started typing it out and don't want to just throw it away.

            But I do recommend looking at how other systems do stuff for ideas, and stealing them

            Also make sure your players are into whatever ideas you're pitching.

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            1
            • M murrayl@lemmy.world

              GURPS is neat in its own way, but this is just about someone fixing one specific mechanic in D&D. Provided they’re ok with the rest of the rules, switching systems wholesale (especially to something as famously fiddly as GURPS) just because of how they handle injuries would be absurd.

              agamemnonymous@sh.itjust.worksA This user is from outside of this forum
              agamemnonymous@sh.itjust.worksA This user is from outside of this forum
              agamemnonymous@sh.itjust.works
              wrote on last edited by
              #6

              Oh sure not just for injuries, in fact I only very rarely use them. But I'd wager that anyone who is dissatisfied with the depth of D&D 5e on this one aspect is probably similarly dissatisfied on others. The initial draw for me, for instance, was the extensive Skill list and detailed character creation.

              Frankly I think the "fiddly" reputation is overblown. Sure, if you try to use every mechanic from the beginning then yeah it's a lot. But the basic Success Roll mechanic is dead simple, arguably simpler than 5e. If you start with the basics and only add more complex stuff as you want/need it, it's really not that fiddly.

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              • agamemnonymous@sh.itjust.worksA agamemnonymous@sh.itjust.works

                You could add a bunch of homebrew mechanics to D&D. Or, you can do what I did and switch to a system that incorporates that kind of granularity from the start. GURPS has tons of rules for these kinds of injuries.

                M This user is from outside of this forum
                M This user is from outside of this forum
                monkemischief@lemmy.today
                wrote on last edited by monkemischief@lemmy.today
                #7

                Great point. I'm a Savage Worlds fanguy myself, and gotta admit it handles these situations quite smoothly, albeit more generally so you add some specific flavor yourself. It has guidelines for how long things take to heal, or if they're permanent, all that good stuff, without pages and pages of specifics.

                Running a random silly off-the-cuff game to share the system involved an angry monkey bartender who rolled ridiculously high on throwing a poo at one of my players causing a ruckus.

                (A "ha-poo-ken!" , if you will...)

                This caused a roll on the injury table. Oh did we have a laugh when the "injury location" conferred with the dice and came up "Unmentionables."

                I do like reading through write-ups like these though, because it gives less experienced GMs like me a quick understanding model for gauging levels of severity in specific circumstances, even if I wouldn't be flipping through something like this during a game.

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                • agamemnonymous@sh.itjust.worksA agamemnonymous@sh.itjust.works

                  You could add a bunch of homebrew mechanics to D&D. Or, you can do what I did and switch to a system that incorporates that kind of granularity from the start. GURPS has tons of rules for these kinds of injuries.

                  J This user is from outside of this forum
                  J This user is from outside of this forum
                  jjjalljs@ttrpg.network
                  wrote on last edited by
                  #8

                  I do find it puzzling when people homebrew and tinker and modify D&D 5e to fix all the things they don't like, but they don't want to just change to another system. It's mostly harmless, at least.

                  I 1 Reply Last reply
                  0
                  • I isodimensional@aussie.zone

                    I wrote a blog post about how Lingering Injuries in the DMG kind of sucks, and proposed better rules:


                    In the Dungeon Master's Guide (2014), there is a section in chapter 9 under the section titled “Lingering Injuries” that applied when a character took a critical hit, dropped to zero hitpoints, or fails a death saving throw by 5 or more. In one of the campaigns I ran, our playgroup wanted a slightly harsher ruleset, but we found the lingering injuries as written to not be particularly fun. We found it to be too frequent; player characters would often end up with many lingering injuries ‒ too severe; player characters would end up with debilitating injuries and it wouldn't be fun to play then ‒ and not applicable to the kind of damage received; how could a character lose an arm after breathing a toxic gas?

                    So, I present reworked rules for lingering injuries that are more fun and make more sense.

                    Circumstances for sustaining a Lingering Injury

                    • When a character is dropped to 0 hit points by a critical hit
                    • When a character is stabilized or healed after failing two death saving throws
                    • When a character is revived after dying

                    We found these conditions to be sufficiently uncommon such that lingering injuries were rare. When a character sustains a lingering injury, roll on one of the following tables applicable to the kind of damage sustained. The tables are arranged such that injuries get worse the lower you roll. Players may use their inspiration, if they have any, to reduce the chances of receiving a severe injury.

                    Physical Damage

                    This table can be rolled on when physical damage such as Bludgeoning, Piercing, Slashing, or Force causes a lingering injury.

                    d20 Injury
                    1 Lose an appendage.
                    2 Break an appendage.
                    3-4 Limp.
                    5-6 Internal Injury
                    7-9 Broken Rib
                    10-12 Horrible Scar
                    13-15 Festering Wound
                    16-20 Minor Scar

                    Lose an appendage

                    Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a cane or a 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 made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

                    Break an appendage

                    Roll on the appendages table. You suffer the same negative effects as losing an appendage, except the injury heals if you receive magical healing such as the Greater Restoration spell or spend two tendays doing nothing but resting.

                    Limp

                    Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action or fall prone. The limp heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

                    Internal Injury

                    Whenever you attempt an action in combat or in other sufficiently high intensity circumstances at the DMs discretion, you must make a DC 15 Constitution saving throw. On a failure, you lose your actions and are unable to make reactions until the start of your next turn. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

                    Broken Rib

                    This has the same effect as an internal injury, except the Constitution saving throw DC is 10 instead of 15.

                    Horrible Scar

                    You are disfigured to the extent that the wound cannot easily be concealed. You have disadvantage on Charisma (Persuasion) checks, and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as Heal and Regenerate, removes the scar.

                    Festering Wound

                    Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the wound persists. If your hit point maximum is reduced to 0 this way, you die. The wound heals if you receive magical healing such as Lesser Restoration. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

                    Minor Scar

                    A minor scar has no adverse effect beyond cosmetic. Magical healing of 6th level or greater, such as Heal and Regenerate removes the scar.

                    Heat Damage

                    This table can be rolled on when heat damage such as Fire, Radiant, or Lightning causes a lingering injury.

                    d20 Injury
                    1 Lose an appendage.
                    2-3 Severe Burns.
                    4-6 Moderate Burns
                    7-9 Minor Burns
                    10-12 Temporary Blindness
                    13-15 Dehydration
                    16-20 Singed Hair

                    Lose an appendage

                    Your burns are so severe that you lose an appendage. Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a can or a 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 made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

                    Severe Burns

                    You suffer severe burns across your entire body. Your hit point maximum is reduced by 1d4 and again by 1d4 every hour while the burns persist. If your hit point maximum is reduced to 0 this way, you die. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 15 Wisdom (Medicine) check once every hour, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

                    Moderate Burns

                    You suffer moderate burns across a significant part of your body. Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the burns persist. If your hit point maximum is reduced to 0 this way, you die. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

                    Minor Burns

                    You suffer minor burns to some of your body. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. The burns heal completely after a tenday.

                    Temporary Blindness

                    The heat damage you received has caused temporary blindness. Until healed, you suffer the blinded condition. Magical healing such as Lesser Restoration heals the blindness. The blindness heals completely after a tenday.

                    Dehydration

                    The heat damage has caused you to become dehydrated. Make a DC 10 Constitution saving throw. On a failure, you suffer a level of exhaustion. Repeat this saving throw each day at dawn until you succeed. You have advantage on subsequent saving throws if you are able to consume a full days worth of water in the 24 hours preceding the saving throw.

                    Singed Hair

                    The heat has caused your hair (if you have any) to become singed. Roll a d20. On a 10 or greater only some of your hair has been singed. On a 9 or lower all of your hair has been singed off.

                    Cold and Necrotic Damage

                    This table can be rolled on when cold or necrotic damage causes a lingering injury.

                    d20 Injury
                    1 Lose an appendage.
                    2-3 Severe Frostbite or Necrosis.
                    4-6 Moderate Frostbite or Necrosis
                    7-9 Minor Frostbite or Necrosis
                    10-15 Numbness
                    15-20 Blue Lips

                    Lose an appendage

                    Your frostbite/necrosis is so severe that you lose an appendage. Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a can or a 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 made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

                    Severe Frostbite or Necrosis

                    You suffer frostbite/necrosis across your entire body. Your hit point maximum is reduced by 1d4 and again by 1d4 every hour while the injury persists. If your hit point maximum is reduced to 0 this way, you die. While the injury persists, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the injury. Alternatively, somebody tending to the wound can make a DC 15 Wisdom (Medicine) check once every hour, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

                    Moderate Frostbite or Necrosis

                    You suffer moderate frostbite/necrosis across a significant part of your body. Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the injury persists. If your hit point maximum is reduced to 0 this way, you die. While the injury persists, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

                    Minor Frostbite or Necrosis

                    You suffer minor frostbite/necrosis to some of your body. While the burns persist, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the injury. The injury heals completely after a tenday.

                    Numbness

                    The cold or necrotic damage has caused numbness. You have disadvantage on sleight of hand checks and on initiative rolls for the next hour. Magical healing such as Lesser Restoration removes this effect.

                    Blue Lips

                    The lack of blood circulation causes your lips to turn blue for the next hour.

                    Thunder Damage

                    This table can be rolled on when thunder damage causes a lingering injury.

                    d20 Injury
                    1 Deafness.
                    2-3 Internal Injury.
                    4-6 Concussion
                    7-9 Temporary Deafness
                    10-15 Ringing Headache
                    15-20 Disoriented

                    Deafness

                    The extreme sound has caused you to go permanently deaf. Unless healed, you permanently gain the deafened condition. Magical healing such as Greater Restoration can cure this injury.

                    Internal Injury

                    The shockwave caused by the thunder damage has caused an internal injury. Whenever you attempt an action in combat or in other sufficiently high intensity circumstances at the DMs discretion, you must make a DC 15 Constitution saving throw. On a failure, you lose your actions and are unable to make reactions until the start of your next turn. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

                    Concussion

                    The shockwave has caused a concussion. While concussed, you have disadvantage on all Intelligence ability checks, attack rolls, and saving throws. The concussion heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

                    Temporary Deafness

                    The thunder damage has caused temporary deafness. For the next 1d4 hours you gain the deafened condition. You lose this condition if you receive magical healing such as the Lesser Restoration spell.

                    Ringing Headache

                    For the next 1d4 hours you have disadvantage on Wisdom (Perception) checks made relying on sound. This injury is cured with magical healing such as the Lesser Restoration spell.

                    Disoriented

                    The thunder damage has caused disorientation. For the next 10 minutes you have disadvantage on all ability checks to locate your way or read maps.

                    Acid Damage

                    This table can be rolled on when acid damage causes a lingering injury.

                    d20 Injury
                    1 Blinded.
                    2-3 Corroded Arms.
                    4-6 Corroded Legs
                    7-9 Corroded Armour
                    10-15 Disfiguring Burns
                    15-20 Smelly

                    Blinded

                    The acid damage has corroded your eyes. Unless healed, you permanently gain the blinded condition. You lose this condition if you receive magical healing such as the Greater Restoration spell.

                    Corroded Arms

                    Your arms have been badly damaged by the corroding effects of the acid damage. Until healed, you have disadvantage on ability checks and attack rolls relying on the use of your arms, including spells cast that have somatic components, and attack rolls made with weapons such as swords or bows. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

                    Corroded Legs

                    Your legs have been badly damaged by the corroding effects of the acid damage. Until healed, your speed is reduced by 5 feet, and after taking the dash action you must succeed on a DC 10 Dexterity saving throw or fall prone. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

                    Corroded Armour

                    If wearing armour while you took the acid damage it has been corroded. The benefit you receive to your armour class by wearing this armour is reduced by 1. The armour may be repaired at a blacksmith for 50% of its original purchase value.

                    Disfiguring Burns

                    Your face has been disfigured by the corrosion of the acid. You have disadvantage on Charisma (Persuasion) checks, and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as Heal and Regenerate, removes the disfiguration.

                    Smelly

                    The powerful scent of acid remains on your body for 1d4 hours. Any creating attempting to detect you relying on scent has advantage on any ability checks made to do so.

                    Psychic Damage

                    This table can be rolled on when Psychic damage causes a lingering injury.

                    d20 Injury
                    1 Long Term Madness.
                    2-3 Recurring Nightmares.
                    4-6 Mental Lethargy
                    7-9 Visual Hallucinations
                    1-2 Short Term Madness
                    10-15 Paranoia
                    15-20 Headache
                    1-2 Mirthfulness

                    Madness

                    Roll for a Long Term Madness effect in the Dungeons Masters Guide in chapter 8.

                    Recurring Nightmares

                    Whenever you take a long rest roll a d20. On a 10 or above, you suffer no ill effects. On a 9 or below, you suffer a nightmare relating to the cause of your lingering injury and do not benefit from the effects of the long rest. As part of your restlessness, you gain a level of exhaustion when you wake. The recurring nightmares are cured by magical healing such as the Greater Restoration spell, or by succeeding on your check three times.

                    Mental Lethargy

                    For the next 1d4 days, you have disadvantage on Constitution saving throws made to maintain concentration on spells. This injury is cured by magical healing such as the Lesser Restoration spell.

                    Visual Hallucinations**

                    For the next 1d4 days, you have disadvantage on Wisdom (Perception) checks made using your sight, as intrusive hallucinations make it difficult to concentrate. This injury is cured by magical healing such as the Lesser Restoration spell.

                    Short Term Madness

                    Roll for a Short Term Madness effect in the Dungeons Masters Guide in chapter 8.

                    Paranoia

                    For the next 1d4 days, you have disadvantage on Wisdom (Insight) checks thanks to a mistrust caused by the psychic damage. This injury is cured by magical healing such as the Lesser Restoration spell.

                    Headache

                    For the next 1d4 hours you have disadvantage on Wisdom (Perception) checks made relying on sound. This injury is cured with magical healing such as the Lesser Restoration spell.

                    Mirthfulness

                    For the next 1d4 hours you find everything funnier than it ought to be. You often burst into peals of uncontrollable laughter. You have disadvantage on stealth checks made within earshot of enemies. This injury is cured with magical healing such as the Lesser Restoration spell.

                    Appendix

                    Appendage Table

                    Roll on this table to determine the appendage affected by a lingering injury. If the affected character has other appendages, such as a tail or wings, you may modify the table to include those.

                    d20 Appendage
                    1-5 Right Hand
                    6-10 Left Hand
                    11-15 Right Foot
                    16-20 Left Foot
                    Link Preview Image
                    Extradimensional | Better Lingering Injuries in D&D 5e

                    The lingering injuries table in the DMG is too boring and too punishing. Here's a better one.

                    favicon

                    (extradimension.al)

                    C This user is from outside of this forum
                    C This user is from outside of this forum
                    chronographs@lemmy.zip
                    wrote on last edited by
                    #9

                    The one thing that sticks out to me is the greater injuries naturally healing in 3 hours (if you roll well). I feel like it would make more sense if they become downgraded to a lesser injury (eg. severe burn becomes moderate/minor burn) when healed naturally.

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                    • I isodimensional@aussie.zone

                      I wrote a blog post about how Lingering Injuries in the DMG kind of sucks, and proposed better rules:


                      In the Dungeon Master's Guide (2014), there is a section in chapter 9 under the section titled “Lingering Injuries” that applied when a character took a critical hit, dropped to zero hitpoints, or fails a death saving throw by 5 or more. In one of the campaigns I ran, our playgroup wanted a slightly harsher ruleset, but we found the lingering injuries as written to not be particularly fun. We found it to be too frequent; player characters would often end up with many lingering injuries ‒ too severe; player characters would end up with debilitating injuries and it wouldn't be fun to play then ‒ and not applicable to the kind of damage received; how could a character lose an arm after breathing a toxic gas?

                      So, I present reworked rules for lingering injuries that are more fun and make more sense.

                      Circumstances for sustaining a Lingering Injury

                      • When a character is dropped to 0 hit points by a critical hit
                      • When a character is stabilized or healed after failing two death saving throws
                      • When a character is revived after dying

                      We found these conditions to be sufficiently uncommon such that lingering injuries were rare. When a character sustains a lingering injury, roll on one of the following tables applicable to the kind of damage sustained. The tables are arranged such that injuries get worse the lower you roll. Players may use their inspiration, if they have any, to reduce the chances of receiving a severe injury.

                      Physical Damage

                      This table can be rolled on when physical damage such as Bludgeoning, Piercing, Slashing, or Force causes a lingering injury.

                      d20 Injury
                      1 Lose an appendage.
                      2 Break an appendage.
                      3-4 Limp.
                      5-6 Internal Injury
                      7-9 Broken Rib
                      10-12 Horrible Scar
                      13-15 Festering Wound
                      16-20 Minor Scar

                      Lose an appendage

                      Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a cane or a 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 made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

                      Break an appendage

                      Roll on the appendages table. You suffer the same negative effects as losing an appendage, except the injury heals if you receive magical healing such as the Greater Restoration spell or spend two tendays doing nothing but resting.

                      Limp

                      Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action or fall prone. The limp heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

                      Internal Injury

                      Whenever you attempt an action in combat or in other sufficiently high intensity circumstances at the DMs discretion, you must make a DC 15 Constitution saving throw. On a failure, you lose your actions and are unable to make reactions until the start of your next turn. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

                      Broken Rib

                      This has the same effect as an internal injury, except the Constitution saving throw DC is 10 instead of 15.

                      Horrible Scar

                      You are disfigured to the extent that the wound cannot easily be concealed. You have disadvantage on Charisma (Persuasion) checks, and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as Heal and Regenerate, removes the scar.

                      Festering Wound

                      Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the wound persists. If your hit point maximum is reduced to 0 this way, you die. The wound heals if you receive magical healing such as Lesser Restoration. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

                      Minor Scar

                      A minor scar has no adverse effect beyond cosmetic. Magical healing of 6th level or greater, such as Heal and Regenerate removes the scar.

                      Heat Damage

                      This table can be rolled on when heat damage such as Fire, Radiant, or Lightning causes a lingering injury.

                      d20 Injury
                      1 Lose an appendage.
                      2-3 Severe Burns.
                      4-6 Moderate Burns
                      7-9 Minor Burns
                      10-12 Temporary Blindness
                      13-15 Dehydration
                      16-20 Singed Hair

                      Lose an appendage

                      Your burns are so severe that you lose an appendage. Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a can or a 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 made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

                      Severe Burns

                      You suffer severe burns across your entire body. Your hit point maximum is reduced by 1d4 and again by 1d4 every hour while the burns persist. If your hit point maximum is reduced to 0 this way, you die. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 15 Wisdom (Medicine) check once every hour, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

                      Moderate Burns

                      You suffer moderate burns across a significant part of your body. Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the burns persist. If your hit point maximum is reduced to 0 this way, you die. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

                      Minor Burns

                      You suffer minor burns to some of your body. While the burns persist, you have vulnerability to fire, lightning, and radiant damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. The burns heal completely after a tenday.

                      Temporary Blindness

                      The heat damage you received has caused temporary blindness. Until healed, you suffer the blinded condition. Magical healing such as Lesser Restoration heals the blindness. The blindness heals completely after a tenday.

                      Dehydration

                      The heat damage has caused you to become dehydrated. Make a DC 10 Constitution saving throw. On a failure, you suffer a level of exhaustion. Repeat this saving throw each day at dawn until you succeed. You have advantage on subsequent saving throws if you are able to consume a full days worth of water in the 24 hours preceding the saving throw.

                      Singed Hair

                      The heat has caused your hair (if you have any) to become singed. Roll a d20. On a 10 or greater only some of your hair has been singed. On a 9 or lower all of your hair has been singed off.

                      Cold and Necrotic Damage

                      This table can be rolled on when cold or necrotic damage causes a lingering injury.

                      d20 Injury
                      1 Lose an appendage.
                      2-3 Severe Frostbite or Necrosis.
                      4-6 Moderate Frostbite or Necrosis
                      7-9 Minor Frostbite or Necrosis
                      10-15 Numbness
                      15-20 Blue Lips

                      Lose an appendage

                      Your frostbite/necrosis is so severe that you lose an appendage. Roll on the appendages table. You lose the corresponding appendage. If you have already lost that appendage, then nothing occurs. If you lose an arm you cannot hold anything with two hands and can only hold a single object at a time. If you lose a leg, your speed on foot is halved, and you must use a can or a 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 made to balance. In both cases, magic such as the Regenerate spell can restore the lost appendage. At the DMs discretion, players may be able to lessen the negative effects over time of losing an appendage as their player character learns to adapt to their altered form.

                      Severe Frostbite or Necrosis

                      You suffer frostbite/necrosis across your entire body. Your hit point maximum is reduced by 1d4 and again by 1d4 every hour while the injury persists. If your hit point maximum is reduced to 0 this way, you die. While the injury persists, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the injury. Alternatively, somebody tending to the wound can make a DC 15 Wisdom (Medicine) check once every hour, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

                      Moderate Frostbite or Necrosis

                      You suffer moderate frostbite/necrosis across a significant part of your body. Your hit point maximum is reduced by 1d4 and again by 1d4 every day at dawn while the injury persists. If your hit point maximum is reduced to 0 this way, you die. While the injury persists, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the burns. Alternatively, somebody tending to the wound can make a DC 10 Wisdom (Medicine) check once every 24 hours, negating the hit point reduction on a success, and completely healing the wound after three successes. Once the wound is healed in either way, the reduction to your hit point maximum is undone.

                      Minor Frostbite or Necrosis

                      You suffer minor frostbite/necrosis to some of your body. While the burns persist, you have vulnerability to cold and necrotic damage. Magical healing of 6th level or greater, such as Heal and Regenerate heals the injury. The injury heals completely after a tenday.

                      Numbness

                      The cold or necrotic damage has caused numbness. You have disadvantage on sleight of hand checks and on initiative rolls for the next hour. Magical healing such as Lesser Restoration removes this effect.

                      Blue Lips

                      The lack of blood circulation causes your lips to turn blue for the next hour.

                      Thunder Damage

                      This table can be rolled on when thunder damage causes a lingering injury.

                      d20 Injury
                      1 Deafness.
                      2-3 Internal Injury.
                      4-6 Concussion
                      7-9 Temporary Deafness
                      10-15 Ringing Headache
                      15-20 Disoriented

                      Deafness

                      The extreme sound has caused you to go permanently deaf. Unless healed, you permanently gain the deafened condition. Magical healing such as Greater Restoration can cure this injury.

                      Internal Injury

                      The shockwave caused by the thunder damage has caused an internal injury. Whenever you attempt an action in combat or in other sufficiently high intensity circumstances at the DMs discretion, you must make a DC 15 Constitution saving throw. On a failure, you lose your actions and are unable to make reactions until the start of your next turn. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

                      Concussion

                      The shockwave has caused a concussion. While concussed, you have disadvantage on all Intelligence ability checks, attack rolls, and saving throws. The concussion heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

                      Temporary Deafness

                      The thunder damage has caused temporary deafness. For the next 1d4 hours you gain the deafened condition. You lose this condition if you receive magical healing such as the Lesser Restoration spell.

                      Ringing Headache

                      For the next 1d4 hours you have disadvantage on Wisdom (Perception) checks made relying on sound. This injury is cured with magical healing such as the Lesser Restoration spell.

                      Disoriented

                      The thunder damage has caused disorientation. For the next 10 minutes you have disadvantage on all ability checks to locate your way or read maps.

                      Acid Damage

                      This table can be rolled on when acid damage causes a lingering injury.

                      d20 Injury
                      1 Blinded.
                      2-3 Corroded Arms.
                      4-6 Corroded Legs
                      7-9 Corroded Armour
                      10-15 Disfiguring Burns
                      15-20 Smelly

                      Blinded

                      The acid damage has corroded your eyes. Unless healed, you permanently gain the blinded condition. You lose this condition if you receive magical healing such as the Greater Restoration spell.

                      Corroded Arms

                      Your arms have been badly damaged by the corroding effects of the acid damage. Until healed, you have disadvantage on ability checks and attack rolls relying on the use of your arms, including spells cast that have somatic components, and attack rolls made with weapons such as swords or bows. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

                      Corroded Legs

                      Your legs have been badly damaged by the corroding effects of the acid damage. Until healed, your speed is reduced by 5 feet, and after taking the dash action you must succeed on a DC 10 Dexterity saving throw or fall prone. The injury heals if you receive magical healing such as the Lesser Restoration spell, or if you spend a tenday doing nothing but resting.

                      Corroded Armour

                      If wearing armour while you took the acid damage it has been corroded. The benefit you receive to your armour class by wearing this armour is reduced by 1. The armour may be repaired at a blacksmith for 50% of its original purchase value.

                      Disfiguring Burns

                      Your face has been disfigured by the corrosion of the acid. You have disadvantage on Charisma (Persuasion) checks, and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as Heal and Regenerate, removes the disfiguration.

                      Smelly

                      The powerful scent of acid remains on your body for 1d4 hours. Any creating attempting to detect you relying on scent has advantage on any ability checks made to do so.

                      Psychic Damage

                      This table can be rolled on when Psychic damage causes a lingering injury.

                      d20 Injury
                      1 Long Term Madness.
                      2-3 Recurring Nightmares.
                      4-6 Mental Lethargy
                      7-9 Visual Hallucinations
                      1-2 Short Term Madness
                      10-15 Paranoia
                      15-20 Headache
                      1-2 Mirthfulness

                      Madness

                      Roll for a Long Term Madness effect in the Dungeons Masters Guide in chapter 8.

                      Recurring Nightmares

                      Whenever you take a long rest roll a d20. On a 10 or above, you suffer no ill effects. On a 9 or below, you suffer a nightmare relating to the cause of your lingering injury and do not benefit from the effects of the long rest. As part of your restlessness, you gain a level of exhaustion when you wake. The recurring nightmares are cured by magical healing such as the Greater Restoration spell, or by succeeding on your check three times.

                      Mental Lethargy

                      For the next 1d4 days, you have disadvantage on Constitution saving throws made to maintain concentration on spells. This injury is cured by magical healing such as the Lesser Restoration spell.

                      Visual Hallucinations**

                      For the next 1d4 days, you have disadvantage on Wisdom (Perception) checks made using your sight, as intrusive hallucinations make it difficult to concentrate. This injury is cured by magical healing such as the Lesser Restoration spell.

                      Short Term Madness

                      Roll for a Short Term Madness effect in the Dungeons Masters Guide in chapter 8.

                      Paranoia

                      For the next 1d4 days, you have disadvantage on Wisdom (Insight) checks thanks to a mistrust caused by the psychic damage. This injury is cured by magical healing such as the Lesser Restoration spell.

                      Headache

                      For the next 1d4 hours you have disadvantage on Wisdom (Perception) checks made relying on sound. This injury is cured with magical healing such as the Lesser Restoration spell.

                      Mirthfulness

                      For the next 1d4 hours you find everything funnier than it ought to be. You often burst into peals of uncontrollable laughter. You have disadvantage on stealth checks made within earshot of enemies. This injury is cured with magical healing such as the Lesser Restoration spell.

                      Appendix

                      Appendage Table

                      Roll on this table to determine the appendage affected by a lingering injury. If the affected character has other appendages, such as a tail or wings, you may modify the table to include those.

                      d20 Appendage
                      1-5 Right Hand
                      6-10 Left Hand
                      11-15 Right Foot
                      16-20 Left Foot
                      Link Preview Image
                      Extradimensional | Better Lingering Injuries in D&D 5e

                      The lingering injuries table in the DMG is too boring and too punishing. Here's a better one.

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                      (extradimension.al)

                      F This user is from outside of this forum
                      F This user is from outside of this forum
                      fearfulsalad@ttrpg.network
                      wrote on last edited by
                      #10

                      I haven't read all of this (short attention span), but the thing that caught my eye was Horrible Scar. I really like the combination of Disadvantage on some cha cheks, balanced with Advantage in others.

                      I think the reality of detrimental and debilitating lingering injuries disagrees with the power fantasy of TTRPGs for some players, myself included, so I am unlikrly to want to subscribe to a system that is mostly "unfun." However, if the mechanical aspects of these temporary or permanent effects include some upsides, I as a player will be more likely to consent to the implementation of such a system.

                      No one wants the reality of a lingering injury, e.g. blindness, yet Daredevil makes us yearn for the superhuman echolocation that he exhibits. Something like "You permanently have the blinded condition, but your other senses are heightened. You have advantage on perception checks made to smell or hear. You also have blindsight to a rafius of 5ft. For every year that you have this condition, your blindsight increases by 5ft, up to a maximum of 30ft. You temporarily lose this sense for 1d4 rounds after taking thunder damage." As a DM, I would immediately add a Ghost encounter to my todo list, because someone afflicted in this way getting aged up would be a boon!

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                      • J jjjalljs@ttrpg.network

                        I do find it puzzling when people homebrew and tinker and modify D&D 5e to fix all the things they don't like, but they don't want to just change to another system. It's mostly harmless, at least.

                        I This user is from outside of this forum
                        I This user is from outside of this forum
                        isodimensional@aussie.zone
                        wrote on last edited by
                        #11

                        The hurdle I see to that is not necessarily changing system myself, but convincing my playgroup to change too. It's hard enough scheduling the group, let alone getting them to learn a new system!

                        J 1 Reply Last reply
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                        • I isodimensional@aussie.zone

                          The hurdle I see to that is not necessarily changing system myself, but convincing my playgroup to change too. It's hard enough scheduling the group, let alone getting them to learn a new system!

                          J This user is from outside of this forum
                          J This user is from outside of this forum
                          jjjalljs@ttrpg.network
                          wrote on last edited by
                          #12

                          yeah, it really depends on the group. Some people love learning new stuff. Some people are like absolutely phobic of it.

                          Though I have a half-serious hypothesis: Some players are so bad at rules, the kind of player that asks every week "what do I roll to attack again?", that you could just change the system without telling them and they wouldn't notice and do any worse.

                          Though that's less true for systems that require creative player buy-in like Fate. D&D in the "I move and attack" mode can be phoned in easier, I think.

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