During their tenure as dungeon delvers and monster hunters, it is not uncommon for adventurers to retain serious and permanent – or at least long-lasting – injuries. Such injuries can be caused by any one of the following or something else entirely, at the GM’s discretion:
The difference between a normal injury and a lingering one is just that: a lingering
injury lingers and handicaps the victim in some way. If a character suffers a lingering
injury, that should impact their abilities somehow, such as disadvantage on certain
checks, a reduced walking speed, or some other detriment. A lingering injury can be
cured by certain healing spells or special potions, such as exceptional Potions of
Healing.
Given here is a list of sample lingering injuries and the negative effects they have. When a character suffers such an injury, the GM can use this table or come up with their own.
d20 | Injury | Effect | Cure |
---|---|---|---|
1 | Lost Eye | You have disadvantage on Perception checks to determine distance; losing both eyes results in you becoming permanently blinded. | A prosthetic eye or specialized arcane healing, such as the Restore the Body spell. |
2 | Burst Eardrum | You have disadvantage on hearing-based Perception checks; losing both eardrums results in you becoming permanently deafened. | Specialized arcane healing, such as the Restore the Body spell. |
3-9 | Broken/Severed Limb | Detailed here. A severed limb also causes the External Bleeding injury. | Also detailed here. |
10-13 | Internal Bleeding | Every time you attempt an action in combat that is not movement or speech, you must make a DR 14 Fortitude save to perform the action. | An amount of arcane healing >10% of your Maximum Health or a night's or day's rest. |
14-16 | External Bleeding | You lose 1 Health per second, applied at the end of each second of your turn. | Any amount of arcane healing, a successful DR 8 Medicine Kit check, or a successful DR 12 Medicine check to make a tourniquet with on-hand materials. |
17-20 | Infected Wound | Your maximum Health is temporarily reduced by 20% of its original Maximum (rounded down to the nearest half) every 24 hours (e.g. from 100 to 80 to 60, etc.). If your new Maximum Health reaches 50% of its original maximum, you become sickened. | A Potion of Cure Disease, an amount of arcane healing >25% of your original Maximum Health, or a successful DR 20 Medicine Kit check. |