When a character is reduced to 0 hp, they immediately rolls a Lingering Injury on the appropriate table.
The table is chosen by what type of damage brought the character to 0 HP.
A lingering injury can be healed by different spells depending of the severity of the injury. Healing a minor injury can often be done without a specific spell.
The Restoration spell can be used for medium injuries.
The Greater Restoration spell can used for more dire injuries, and be used for every injury that can be cured by the Restoration spell.
The Regeneration spell can be used for the most extreme injury, and all that Greater Restoration and Restoration can heal.
The Divine Intervention and Wish spell can used to fully remove any and all negative effects from a character.
Specific injuries mentions other spells that can remove or leivate the specific injury, some injuries can also heal naturally.
| D20 roll | Result | Effect |
|---|---|---|
| 1 | Melted Brain | The acid burns though your eyes and into you brain. Roll a Dex Save DC 15. On a fail you immediately die. On a succes you gain the Blindness injury and stats with one failed death save. |
| 2 | Blindness | Your eyes are destroyed; you permanently gain the blinded condition. Only the Regenerate spell can regrow your eye. |
| 3 | Partial Blindness | You have disadvantage on Wisdom (Perception) checks that rely on sight and on all ranged attack rolls. Only the Regenerate spell can regrow your eyes. If you have already suffered a partial blindness you're permanently blinded. |
| 4 | Destroyed Hand | You can no longer hold anything with two hands, and you can hold only a single object at a time. The Greater Restoration spell, can heal the Destroyed Hand. |
| 5 | Destroyed Foot or Leg | Your speed is halved and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. The Greater Restoration spell, can heal the Destroyed Foot or Leg. |
| 6-8 | Major Neuralgia | You are in constant pain from nerve damage. Whenever you attempt an action (other than movement) in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your Action and can't take Reactions until the start of your next turn. This Injury can be healed by the Restoration spell. |
| 9-11 | Minor Neuralgia | Same as Major Neuralgia but DC is 10, instead of 15. |
| 12-14 | Horrible Disfigurement | You have acid burns to the extent that the wound can’t be easily concealed . You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. The Restoration spell can heal this injury. |
| 15-17 | Blisters | You have severe blisters. You take 1d4 Dexterity damage. This injury is considered healed, when all the ability damage have been healed. |
| 18-20 | Minor Disfigurement | You have acid burn scars, they don't have any adverse effect. The Regenerate spell removes the acid burn scars. |
| D20 roll | Result | Effect |
|---|---|---|
| 1 | Brain Crushed | Roll a Con Save DC 15. If you fail the roll your skull and brained is crushed and you immediately die. On a succes it is only partially bashed and you get the Brain Injury result and start with one failed Death Save. |
| 2 | Brain Injury | You have suffered a brain injury. You immediately take 1d6 Intelligence, Wisdom and Charisma damage. You have disadvantage on Intelligence, Wisdom and Charisma checks and saves aswell. The Regenation spell will restore the dead part of your brain. The ability damage from Brain Injury can't be healed as long as the injury remain. |
| 3 | Broken Leg | Your speed is halved and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. If your leg is splinted with a successful DC 15 Wisdom (Medicine) check, the Greater Restoration spell, mends the broken leg, or it will heal naturally in 8 weeks. If it is not splinted before it’s healed or allowed to heal, the effects remain until it is rebroken and splinted. |
| 4 | Broken Arm | You can no longer hold anything with two hands, and you can hold only a single object at a time. If your arm is splinted with a successful DC 15 Wisdom (Medicine) check, the Restoration spell, mends the broken arm, or it will heal naturally in 8 weeks. If it is not splinted before it’s healed or allowed to heal, the effects remain until it is rebroken and splinted. |
| 5 | Internal Injury | As Broken Ribs but the constitution saving throw is 15 instead of 10 and the damage is 2d6 instead of 1d6. |
| 6-8 | Broken Ribs | When you attempt an action (other than movement) in combat, you must make a DC 10 Constitution saving throw. On a failed save, you take 1d6 Poison damage. This Injury can be healed by the Restoration spell or by spending 10 days resting. |
| 9-11 | Major Concussion | You immediately take 2d4 Intelligence damage. This injury is considered healed, when all the ability damage have been healed. |
| 12-14 | Minor Concussion | You immediately take 1d4 Intelligence damage. If you already have a minor concussion, you suffer a major concussion. This injury is considered healed, when all the ability damage have been healed. |
| 15-17 | Severe Bruising | You suffer severe bruising over an extensive portion of your anatomy. Anytime you suffer bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. The bruising heals if you receive magical healing. Alternately, it heals on its own in 2 week. |
| 18-20 | Broken Nose | Your broken nose is painfull but doesn't have any adverse effect. Any magical healing mends your nose, although it may heal crooked if it is crooked when the healing is applied. |
| D20 roll | Result | Effect |
|---|---|---|
| 1 | Frozen Brain | Roll a Dex Save DC 15. If you fail the roll your brain is falsh frozen and your skull cracks and you immediately die. On a succes you get the Loose Nose result and start with one failed Death Save. |
| 2 | Loose Nose | Your nose is frozen off. You take 1d6 Charisma damage. This damage can't be healed as long as you miss a nose. The Regeneration spell can regrow your nose. |
| 3 | Systemic Damage | You take 1d6 stength, dexterity and constitution damage. This condition is considered healed, when the ability damage is healed. |
| 4 | Gangrene in the Fingers | You loose 1d6 fingers. You gain -1 on Perform, Sleight of Hands, and Attack Rolls with two-handed weapons for each missing finger. If you loose more than 4 fingers you can't use one hand. The The Greater Restoration spell can regrow your fingers. The Restoration spell, regrows a single finger. |
| 5 | Gangrene in Foot | Your speed is halved and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. The Greater Restoration spell, can heal the Dead Foot. If both your feet are destroyed you can't move without help. |
| 6-8 | Major Neuralgia | You are in constant pain from nerve damage. Whenever you attempt an action (other than movement) in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your Action and can't take Reactions until the start of your next turn. This Injury can be healed by the Restoration spell. |
| 9-11 | Frostbitten Foot | Your speed on foot is reduced by 5. ft. You must make a DC 10 Dex Save after making a Dash action or fall prone. The Restoration spell can heal the foot. |
| 12-14 | Frostbitten Hand | You have disadvantage on any action using your hand (roll a 50/50 to determin hand). The Restoration spell can heal this injury. |
| 15-17 | Minor Neuralgia | As Major Neuralgia but DC 10 instead of 15. It can be healed by the Restoration spell. |
| 18-20 | Anosmia | You lose your sense of smell and taste. You automattically fail ability checks that involve smell or taste. It can be healed by the Restoration spell. |
| D20 roll | Result | Effect |
|---|---|---|
| 1 | Burned to Ash | Roll a Constitution Save DC 15, on a fail you are burned to ash and is immediately dead. On a succes you gain the Fourth Degree Burn instead and start with one failed Death Save. |
| 2 | Fourth Degree Burns | Your strength score is reduced to 0. The ability can't be healed as long as this injury remains. This injury can be healed by the Regneration spell; alternatively your max strength increases by one each week, until injury healed, if under care a Wisdom Roll (medicine) DC 15 can double the healed amount each week. |
| 3 | Third Degree Burns | Take 1d8 Strength damage. You have disadvantage on all strength, dexterity and constitution checks.This condition can be healed with the Greater Restoration spell. |
| 4 | Horrific Burns | Your face is completely and horrificly burned. You have disadvantage on all Charima checks (except intimidation). This Injury can be healed by the Greater Restoration spell. |
| 5 | Covered in 2nd Degree Burns | Take 1d6 Strength damage then get Second Degree Burns injury instead. |
| 6-8 | Second Degree Burns | You have Disadvantage on all Strength, Dexterity and Constitution saves. Whenever you take fire or cold damage, you take an additional 3 damage. This condition can be healed by the Restoration spell; alternatively it will heal after 4 weeks. |
| 9-11 | Covered in 1st Degree Burns | Take 1d4 Strength damage. Then get The First Degree Burns injury instead. |
| 12-14 | First Degree Burns | You have superficial but painful burns. Whenever you take fire damage, you take an additional 1 point of damage. The Restoration spell cures the burns; alternately, they will heal on their own in 2 weeks. |
| 15-17 | Blisters | You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal. |
| 18-20 | Hair Burned | All hair on your body is burned off. All non-magical clothes are also lost. |
| D20 roll | Result | Effect |
|---|---|---|
| 1 | Explosive Head | Roll a Dex Save DC 15, on a failed save your head explodes and you die immediately. On a save you gain the Brain Injury instead and start with one failed Death Save. |
| 2 | Severe Brain Injury | You have suffered a brain injury. You immediately take 1d6 Intelligence, 1d6 Wisdom and 1d6 Charisma damage. You have disadvantage on Intelligence, Wisdom and Charisma checks and saves aswell. The Regenation spell will restore the dead part of your brain. The ability damage from Brain Injury can't be healed as long as the injury remain. |
| 3 | Muscle Damage | Take 1d6 Strength damage. This damage can't be healed as long as this injury persist. This injury can be cured by the Greater Restoration spell |
| 4 | Damaged Nervous-System | Whenever you take Lightning Damage you gain a Stunned Condition for 1 round. The Greater Restoration spell can cure this injury. |
| 5 | Cardiac Arrest | You gain a the Stunned Condition for one round. At the end of that round roll a Constitution Save DC 13, on a failed check you gain the stunned condtion for another turn. Keep rolling Con Saves until you suceed; if you fail 5 rounds in a row you die. This injury is considered healed, when you succeed on a Con Save. |
| 6-8 | Cardiac Damage | You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can't be removed by normal means. The Restoration spell can heal your cardiac damage. After the Injury is healed the Exhaustion can be removed by resting. |
| 9-11 | Skeletal Muscle Breakdown | You take 1d6 Strength Damage. Then you have disadvantage on all Strength Checks. This Injury can be healed by the Restoratoin spell. |
| 12-14 | Arc Flash | Roll on the Fire Injury Table |
| 15-16 | Muscle Spasm | You take 1d6 Strength Damage. This conditoin is considered healed when the ability damage is healed. |
| 17-20 | Slowed Reaction Speed | You have disadvantage on all rolls during a Reaction. This can be healed by the Restoration spell; alternatively it is healed after a Long Rest. |
| D20 roll | Result | Effect |
|---|---|---|
| 1 | Dark Corruption | The Necrotic energies completely overwhelm your body. Roll a DC 10 Wisdom Save. If you fail your character is turned into a twisted insane monster under the DM's control; attacking whatever is nearby. Only the Divine Intervention spell can undo this change. On a succes you gain the Necrotic Tranfiguration injury instead and starts with one failed Death Save. |
| 2 | Necrotic Transfiguration | Roll a D4 to determind a random limb (right arm, left arm, right leg, left leg) the flesh on the chosen limb turns to viscous sludge and sloughs off. Roll a DC 20 Wisdom Saving Throw on a succes the limb is still functional as a skeletal necrotic version. The limb counts as an Evil Undead. |
| 3 | Withering Organs | As your insides drown in Necrotic Energies you take 2d6 constitution damage and you have disadvantage on all Constitution Checks and Saves. This Ability Damage can't be healed while this injury remains. This injury can be healed by the Greater Restoration spell. |
| 4 | Black Sludge | Your insides are filled with black sludge. Whenever you attempt an action (other than movement) in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your Action and can't take Reactions until the start of your next turn. This Injury can be healed by the Greater Restoration spell. |
| 5 | Life Drain | You immediately gain exhaustion levels until you have 5 levels of exhaustion. This exhaustion can't be removed by normal means, but the Restoration spell can remove a single level. The Greater Restoration spell can remove two levels, while the Regeneration spell remove all the exhaustion. This injury is considered healed, when all the Exhaustion has been removed. |
| 6-8 | Marked by Shadows | The Necrotic enegies have permanently marked your body, in an obviuos way. All that sees the mark can see the corruption inside you. You gain disadvantage to all Charisma (persuation /deception) rolls against non-evil characters. This injury can only be removed by the Wish or Divine Intervention spell. |
| 9-11 | Devouring Wound | Whenever you take Piercing or Slashing damage your Maximum Hp is reduced by 1, as a unhealing dark wound spreads across your body. This wound grows larger and deeper. A Remove Curse spell can remove this wound. You regain all lost Maximum Hp when this injury is removed. |
| 12-14 | Dark Whispers | Shadowy maggots writhe in your brain. Whispering dark secrets and urge you to commit atrocities. You take 1d6 Wisdom damage and have Disadvantage on Wisdom (Perception) checks. Any time you receive Necrotic damage you take 1 Wisdom damage. The ability damage suffered from Dark Whispers, can't be healed as long as the injury remains. The Restoration spell can heal this injury. |
| 15-17 | Darkened Vision | A dark fluid leaves shadowy film across your eyes, causing all light to count as one degree less than normal. When in darkness you see shapes that moves around, giving you disadvantage one ranged attacks and wisdom (perception) checks. This Injury can be cured by the Restoration spell. |
| 18-20 | Malaise | You appear gaunt, pale and weakened. Gain 1 level of exhaustion. This injury is considered healed, when you have removed the exhaustion level. |
| D20 roll | Result | Effect |
|---|---|---|
| 1 | Decapitation | Roll a Dex Save DC 15. If you fail the roll your head is cut from your neck and you immediately die. On a succes it is only partially cut and you get the Throat Injury and start with one failed Death Save. |
| 2 | Throat Injury | You take 2d4 Constitution damage. When you attempt an action (other than movement) in combat, you must make a DC 15 Constitution saving throw. On a failed save, you take 1 constitution damage. The ability damage suffered from Throat Injury, can't be healed as long as the condition remain. This Injury can be healed by the Restoration spell or someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals and you are able to regain the lost constitution again. |
| 3 | Lose an Eye | You have disadvantage on Wisdom (Perception) checks that rely on sight and on all ranged attack rolls. Only the Regenerate spell can regrow your eye. If you have no eyes left after sustaining this injury, you're permanently blinded. |
| 4 | Groin Injury | Your speed on foot is halved, and you must use a cane or crutch to move. You cannot take the Dash action. You are also sterile. The Regenerate spell can heal the groin injury. A Restoration spell can heal is partially, so you can take the Dash action again, but still are sterile. |
| 5 | Cardiac Injury | You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can't be removed by normal means. The Restoration spell can heal your cardiac damage. After the Injury is healed the Exhaustion can be removed by resting. |
| 6-8 | Organ Damage | When you attempt an action (other than movement) in combat, you must make a DC 15 Constitution saving throw. On a failed save, you take 1 constitution damage. The ability damage suffered from Organ Damage, can't be healed as long as the condition remain. This Injury can be healed by the Restoration spell or someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals and you regain the lost constitution. |
| 9-11 | Pierced Stomach | Immediatly and whenever you complete a long rest, you must succeed at a Constitution saving throw DC 10 or gain the poisoned condition that lasts until your next long rest. Restoration removes this Injury while the Lesser Restoration spell can remove the symptoms for a day. |
| 12-14 | Horrible Scar | You are disfigured to the extent that the wound can’t be easily concealed . You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. The Restoration spell can removes the scar. |
| 15-17 | Festering Wound | You take 1d4 constitution damage. The wound is considered healed if the Ability Damage is healed. |
| 18-20 | Minor Scar | The scar doesn't have any adverse effect. Regneration can remove the scar |
| D20 roll | Result | Effect |
|---|---|---|
| 1 | Complete Organ Failure | All of your major organs are destroyed. Roll a DC 15 Con save, if you fail you immediately die. On a succes you get the Major Organ Failure injury instead and start with one failed Death Save. |
| 2 | Major Organ Failure | You have disadvantage on all Strength, Dexterity and Constitution saves and checks. This injury can be healed by the Regenerate spell; alternatively after 10 weeks of rest this condition can be healed. Any time you take any amount of Poison damage while having this injury, you take 1 Constitution damage in addition. |
| 3 | Necrotic Skin | You skin starts dying in great patches. After each Long/Half rest take a DC 13 Constitution Save. On a fail take 1 damage in Strength/Constitution/Charisma (you decide). This ability damage can't be healed aslong as this injury remains. The Greater Restoration spell can cure this injury. Each day in medical care, the carer can make a Wisdom (medicine) check DC 15. Afer 10 succesfull test, the injury is healed. |
| 4 | Major Liver Damage | When you attempt an action (other than movement) in combat, you must make a DC 15 Constitution saving throw. On a failed save, you take 2d6 Poison damage. This Injury can be healed by the Greater Restoration spell or by spending 30 days resting. |
| 5 | Cardiac Injury | You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can't be removed by normal means. The Restoration spell can heal your cardiac damage. After the Injury is healed the Exhaustion can be removed by resting. |
| 6-8 | Liver Damage | When you attempt an action (other than movement) in combat, you must make a DC 10 Constitution saving throw. On a failed save, you take 1d6 Poison damage. This Injury can be healed by the Restoration spell or by spending 10 days resting. |
| 9-11 | Sickness | When you complete a half/long rest you must succeed on a DC 10 Constitution Save or get the Poisoned condition that remains until your next long/half rest. The condition can be removed by magical means, but this injury can be healed by the Restoration spell. |
| 12-14 | Weakness | You take 1d6 Strength and 1d6 Dexterity damage, this injury is considered healed, when the ability damage is healed. |
| 15-17 | Vulnerability | You take 1d6 con damage, this injury is considered healed, when the ability damage is healed. |
| 18-20 | Minor Nausea | Once each day when you eat, you must succeed a Con Save DC 10 or vomit it all back up. This makes it impossible to complete a long rest, as you need food. After succeding the save 3 times, the Injury is considered healed; alternatively the Restoration spell can cure this injury. |
| D20 roll | Result | Effect |
|---|---|---|
| 1 | Complete Madness | You are lost in a comlete madness. Roll a DC 10 Wisdom Save. If you fail your character is turned into an insane character under the DM's control; attacking whatever is nearby. Only the Divine Intervention spell can undo this change. On a succesfull save gain the Shattermind injury instead. |
| 2 | Shattermind | Your Intelligence and Charisma is reduced to 1. You can recognize friends, but not use items in a meaningfull way. The ability damage can be healed by magic, but when you take a Long or Half rest you wake up reduced to 1 in both Charisma and Intelligence. Only the Wish or Divine Intervention spell can restore your mind. |
| 3 | Overload | You take 3d4 Intelligence damage, then roll 1D4: 1 - You can no longer speak or understand languages. 2 - You are completely blind. 3 - You can't feel, the GM tracks your HP from this point on. 4 - You loose control of your legs and can't move. This Injury can be removed with the Regeneration spell. The Ability damage can be healed as normal. |
| 4 | Mad Fear | You see another dark and twisted world instead of the real one. For 1d6 hours you are frightened by everyone and everything. At the start of everyone of your turns in combat you must succeed a DC 12 Intelligence Save to deduce what twisted horrors are friends and what are enemies. On a failed save you mistake friends and foe. You are immune to fear as nothing can scare you more than the insane world you see. This Injury can be healed by the Greater Restoration spell, while the Calm Emotions spell can remove the effect of Mad Fear for the duration of the spell. |
| 5 | Dark Despair | You loose all hope and will. All attack rolls against you are rolled with advantage and you gain a permanent level of Exhaustion. The Remove Curse or Restoration spell can heal this injury. |
| 6-8 | Synesthesia | Your brain is scrambled. In stressfull situations you must suceed a DC 8 Intelligence save or be distracted by the sound of colour or the taste of touching your weapon. The Greater Restoration spell can heal this injury; alternatively you adjust to the changes after 3d6 days, after wich you can remove this injury even thou the changes remains. |
| 9-11 | Parasitic Nightmare | Every time you complete a Long or Half rest you suffer the effect of the Phantasmal Killer spell. Wisdom Save DC 15, 4d10 psychic damage. If this damage reduce you to 0 hp, you are stuck in a coma until this injury is healed. This injury can be healed by using the Restoration spell on the target, when this is done the Nightmare creature emerges and must be dealt with. |
| 12-14 | Destabilize | Choose one of the following; Paranoia, mania, rage, depression, anxiety, ecstasy, anguish. You have been destabilized by the chosen affliction. This changes the way you play your character. This should make you act in inrational ways when relevant. This injury does not count as a injury, but its effects can only be removed by the Divine Intervention or Wish spell. |
| 15-17 | Phobia | You develop a phobia/aversion. When you are in the presence of the thing, all Intelligence, Wisdom and Charisma checks are made with disadvantage. If you want to interact with the thing you must suceed a DC 10 Wisdom save (fear). At the end of day where you were in the presence of your phobia you may attempt a DC 20 Wisdom save. On a succesfull save this injury is removed; alternatively this injury can be healed by the Greater Restoration spell. If you are immune to fear, you are immune from this injury. |
| 18-20 | Minor Neural Shift | You suffer minor and harmless but disturping hallucinations. The hallucinations stop after 1d4 weeks; alternative this injury can be removed by the Greater Restoration. |
| D20 roll | Result | Effect |
|---|---|---|
| 1 | Miraculous Compunction | Your guilt grows and your soul cries out for punishment. You must succeed a DC 13 charisma save, if you fail your soul is ripped from your body in sheer agonizing guilt. If you suceed on the save you gain the Penance Through Perpetual Agony injury instead, and starts with one failed Death Save. |
| 2 | Penance through Perpetual Agony | Take 3d4 ability damage to all of your abilities. This ability damage can only be removed by magical means. Everytime you complete a Long/Half rest, you make a DC 15 Charisma Save, on a fail you take 1 ability damage in all abilities. This Injury can removed by the Atonement spell. |
| 3 | Apodictic Vow | You must make a vow to uphold. If you fail your vow you make a DC 15 Wisdom Saving throw, on a failure you roll on this injury table. Examples of vows: Vow of Poverty, Aceticism, Blinding, Silence, Agony. |
| 4 | Chains of Repentance | Radiant Chains bind your body. You may only make a single Action each turn. You can attempt a DC 15 Wisdom Save to ignore this rule for half an hour, if you do, you suffer 2d8 Radiant damage. This Injury can be removed by the Atonement spell. The Freedom of Movement spell can make you ignore this injury for its duration. |
| 5 | Be Not Afraid | A blinding radiance fills your vision and your soul. You gain the Fear and Blindness condition for 2d6 rounds (after regaining consciousness). After this you always gain the Blinded condition, if you gain the Fear condition and vice versa. This injury can be removed by the Atonement spell. |
| 6-8 | Scarrification of Sin | You take 1d6 Charisma damage as the Gods burn you sin for all to see upon your flesh. All Charisma checks against devout or holy people are at a disadvantage. The Atonement or Regeneration spell can erase the scars. |
| 9-11 | Divine Countenance | A vision of the Divine burns into your mind. Every time you break a tenant of the god watching you take 3d10 Radiant damage. This injury can be healed by the Atonement or Remove Curse spell. |
| 12-14 | Hallowed Wound | Suffer 1d4+1 Strength and 1d4+1 Dexterity damage as your skin and flesh harden and cracks with radiant embers. This injury is considered healed, when the ability damage has been healed. |
| 15-17 | Feast of Abasement | Your sense of taste, sense of smell and of touch is burned from your body. You can find no eathly pleasures anymore. Each day make a DC 15 Wisdom Save, on a fail gain a level of Exhaustion, as you become depressed. This Injury can be healed by the Atonement or the Restoration spell. |
| 18-20 | Sacred Stigmata | The gods have judged you and the sacred patterns on your flesh shows it. You have advantage on all charisma checks against devout or holy people of the same faith as you. If you are Good Aligned, this injury do not count as one. The Atonement or Regneration spell can remove theese marks. |
| D20 roll | Result | Effect |
|---|---|---|
| 1 | Blown Asunder | You are litteraly blown apart. Make a DC 15 Strength Save, if failed you die immediately. If succesfull you gain the Broken Neck Injury instead and start with one failed Death Save. |
| 2 | Broken Neck | Crack! Your dexterity score is reduced to 0. The ability can't be healed as long as this injury remains. This injury can be healed by the Regneration spell; alternatively your max dexterity increases by one each week, until injury healed, if under care a Wisdom Roll (medicine) DC 15 can double the healed amount each week. |
| 3 | Deafness | Your eardrums have been damaged; you are completely deaf. You automatically fail all checks involving hearing and have disadvantage on all Charisma checks. A spell that can remove Deafness can heal this injury. |
| 4 | Brain Injury | You have suffered a brain injury. You immediately take 1d4 Intelligence, 1d4 Wisdom and 1d4 Charisma damage. The Greater Restoration spell will restore the dead part of your brain. The ability damage from Brain Injury can't be healed as long as the injury remain. |
| 5 | Internal Injury | When you attempt an action (other than movement) in combat, you must make a DC 15 Constitution saving throw. On a failed save, you take 2d6 Poison damage. This Injury can be healed by the Greater Restoration spell or by spending 10 days resting. |
| 6-8 | Partial Deafness | Your eardrums have been damaged. You have disadvantage on all checks involving hearing. A spell that can remove Deafness can heal this injury. |
| 9-11 | Major Concussion | You immediately take 2d4 Intelligence damage. This injury is considered healed, when all the ability damage have been healed. |
| 12-14 | Minor Concussion | You immediately take 1d4 Intelligence damage. If you already have a minor concussion, you suffer a major concussion. This injury is considered healed, when all the ability damage have been healed. |
| 15-17 | Headache | You have Disadvantage on Wisdom Checks and Saves. This injury can be healed by the Restoration spell; alternatively it is resolved after 1 week of pain. |
| 18-20 | Back Pain | Your back hurts. Like a lot. This Injury can be removed by the Restoration spell. |