a) whether people use the Lingering Injury options;
b) what their reasoning behind choosing to use it or not to use it is;
c) people's take on whether things like internal injuries come up too often, and how they cope with the frequency;
d) and, how people read the stipulation about magical healing (whether any magical healing removes the injury, or whether it has to be a specific kind of (higher level) spell?
a) I'm considering using this death & dismemberment table for my next campaign (currently taking a break from GMing), but I'm still not sure if I want to inflict that kind of brutality on my friends. (tl;dr: roll on the chart when you get to 0 hp; results range from instant death to second wind)b) what their reasoning behind choosing to use it or not to use it is;
c) people's take on whether things like internal injuries come up too often, and how they cope with the frequency;
d) and, how people read the stipulation about magical healing (whether any magical healing removes the injury, or whether it has to be a specific kind of (higher level) spell?
b) I don't like how 5e handles death and dying. Getting down to 0 hp is barely an inconvenience as long as you have a party healer (and since there's no negative hp, sometimes it's even a better strategy to let your allies fall to 0, because your healing will be more efficient). I want combat to be a last resort with real consequences, rather than always being the obvious choice. I also want more turnover in characters, and I want it to be an actual challenge to get to the later levels. Basically I want it to feel more like a horror movie than an action movie.
- I’m going to also convert barrowmaze to 5e, and use these rules as well. Im also going to use the dmg lingering injury chart when you go to zero HP. So if you do live, you will not be likely to forget it. And i plan to use Vulture’s critical hit chart and failures in place of double dice damage for crits.
- Lingering Injuries and Wounds, Massive Damage; Variant optional rule D&D 5th Edition In the DMG, there are rules which you could use if you wish to implement sustained injuries and wounds for your players (pg. 272) and while I like the idea the random table presented there doesn't really fit my ideas about such wounds and injuries.
c) On the chart I'm talking about, half the results don't last beyond your next turn. The other half effectively remove you from the rest of the adventuring day and can't be healed with low-level magic. This is the main reason I'm hesitant, since I'm not interested in the player not getting to play anymore that session, and in some cases actually becoming a burden to the party for the rest of the adventure. At least if the character dies, the player makes a new character; what if the character is just incapacitated for the rest of the adventure? On the other hand, maybe that will strongly motivate players to avoid falling to 0 hp at all costs, which is what I'm going for.
Roll a d20 to decide your Lingering Injury. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you’re blinded. Lose an Arm or a Hand. Jul 02, 2015 The fifth edition Dungeons and Dragons Dungeon Master’s Guide provides a handy new optional rule for combat with consequences beyond draining hit points and hit dice. Lingering injuries make it so a player character can suffer a more debilitating injury (like losing a body part or internal organ damage) after suffering a critical hit, falling to 0 hit points, and/or failing a death saving throw.
d) The thing that drew me to this chart is how it handles this issue: more severe wounds can only be cured by higher level spells (and the spell can either cure the injury or restore hp, not both).
Lingering Injuries
“I used to be an adventurer like you, then I took an arrow in the knee.” - Town Guard, The Elder Scrolls V: Skyrim
Damage normally leaves no lingering effects. This option introduces the potential for long term injuries. More frequent injuries allows combat to have roleplaying consequences and creates a grittier, more realistic flavor, but can cripple characters' fighting ability.
Inflicting Injuries
It's up to you to decide when to check for a lingering injury. Keep in mind that player characters are subject to these effects far more frequently than monsters, so be careful when deciding how often you want to use this option.
A creature might sustain a lingering injury under the following circumstances:
- Rarely: When it fails a death saving throw by 5 or more
- Occasionally: When it drops to 0 hit points but isn't killed outright
- Frequently: When it takes a critical hit or rolls a natural 1 on a saving throw
Types of Injuries. To determine the nature of the injury, roll a d20 after damage and all other effects have been resolved. If the injury was from Bludgeoning, Slashing, or Piercing damage, reference those tables. If the injury was from a different damage type, reference the Magical Injuries table. A result of 1-10 is a Major Injury and 11-20 is a Minor Injury for that damage type.
Roleplaying Lingering Injuries. Instead of using the effect described on the tables, you can put the responsibility of representing a character's lingering injury in the hands of the player. Roll on the Lingering Injuries tables as usual, but instead of suffering the effect described for that result, that character gains a new flaw with the same name. It's up to the player to express the lingering injury during play, just like any other flaw, with the potential to gain inspiration when the injury affects the character in a meaningful way.
Major and Minor Injuries
Some lingering injuries are more debilitating than others. When determining the severity of an injury, you can apply Advantage or Disadvantage depending on the circumstances.
Roll with disadvantage when conditions are more likely to cause a major injury:
- The damage is of a type the target has vulnerability to.
- The injury is inflicted from a creature more than one size category larger than the target.
- The injury is inflicted from a creature with a CR or level higher than the target's.
- The amount of damage causing the injury is greater than or equal to half its hit point maximum.
Roll with advantage when conditions are more likely to cause a minor injury:
- The damage is of a type the target has resistance to.
- The injury is inflicted from a creature more than one size category smaller than the target.
- The injury is inflicted from a creature with a CR or level less than half the target's.
- The target has legendary actions.
Recovery
Unlike wounds, most lingering injuries can't be healed with normal rest. If no duration is noted in the injury, the effect persists until the afflicted creature recovers.
Minor injuries can be recovered from with magical healing such as cure wounds, or spending five days doing nothing but resting.
Major injuries can usually only be removed with magical healing of 6th level or higher, such as heal and regenerate. At your discretion, the effects can be reduced through long-term adaptation, prosthetics, or magical assistance such as mage hand.
If an effect calls for a saving throw, someone can use their action to perform First Aid and make a Wisdom (Medicine) check in place of your next saving throw.
Lingering Injuries 5e
Infection
If a creature sustains a major injury, magical healing or a healer's kit must be used to dress the wound within 24 hours. If not, it becomes a festering wound. In addition to the effects of the major injury, the creature suffers the effects of a Minor Necrotic Injury as described on the Magical Injuries table. https://xqkdixg.weebly.com/mac-os-x-sierra-dmg-download.html.
The infection heals if the creature receives magical healing, or from any effect that cures disease. Alternately, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After three successes, the infection heals.
Non-humanoids
This table assumes a typical humanoid physiology, but you can adapt the results for creatures with different body types. For example, an injury that affects the legs might affect the wings of a flying creature. If an injury would target a body part without an obvious analogue, roll again. If the reroll also fails, the creature does not sustain a lingering injury.
A creature can't suffer a lingering injury from a damage type it is immune to. Creature types without discernible anatomies are immune to certain types of lingering injuries; other immunities may apply at the DM's discretion (such as suffocation for creatures that don't need to breathe.)
5e Dmg Lingering Injuries In Women
Type | Immunity |
---|---|
Construct | All |
Elemental | Bludgeoning, Slashing, Piercing, Poison |
Ooze | All |
Plant | Piercing |
Undead | Piercing, Poison |
Inspired by /u/GrasseatingGiant's5e conversion of AD&D Critical Effects and the Injuries option in the Dungeon Master's Guide pg 272. https://xqkdixg.weebly.com/blog/fl-studio-1242-mac-download.
This document v. 0.3 by Peter 'Galemp' Oliver 03/13/2017.
Bludgeoning Injuries
![Pictures Pictures](https://www.dmsguild.com/images/8957/177221-thumb140.jpg)
d20 | Type | Injury |
---|---|---|
1 | Head, Major | Fractured Skull. You drop to 0 hit points. If you are already at 0 hit points, you fail one death saving throw. If you stabilize or regain hit points, you remain unconscious. |
2-5 | Arm, Major | Shattered Arm. You cannot use weapons or objects that require the use of two hands, and have disadvantage on Strength ability checks and saving throws. |
6-7 | Torso, Major | Crushed Chest. You begin suffocating and drop to 0 hit points. If you are already at 0 hit points, you fail one death saving throw. |
8 | Abdomen, Major | Internal Bleeding. At the start of each of your turns, you must make a DC 15 Constitution saving throw. On a failed save, your hit point maximum is reduced by 1. If your hit point maximum reaches 0, you die. The effect ends if someone tending to you succeeds on a DC 15 Wisdom (Medicine) check during a short or long rest. |
9-10 | Leg, Major | Shattered Leg. If you move more than 5 feet on your turn, you fall prone at the end of the movement. You have disadvantage on Dexterity ability checks and saving throws. |
11 | Head, Minor | Concussion. You are stunned until the end of your next turn. You have disadvantage on Wisdom and Intelligence ability checks. |
12-15 | Arm, Minor | Broken Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. |
16-17 | Torso, Minor | Broken Ribs. Whenever you attempt an action under great stress, such as in combat, you must make a DC 10 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. |
18 | Abdomen, Minor | Winded. You are stunned until the end of your next turn. |
19-20 | Leg, Minor | Broken Foot. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. |
5e Dmg Lingering Injuries Video
Slashing Injuries
d20 | Type | Injury |
---|---|---|
1 | Head, Major | Disfigurement. You are horribly scarred to the extent that the wound can't be easily concealed, such as losing a nose or ear. You have disadvantage on Wisdom (Perception) checks that rely on smell or hearing. You also have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. |
2-5 | Arm, Major | Lose an Arm or Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. |
6 | Torso, Major | Laceration Trauma. You have disadvantage on attack rolls, and attacks made against you have advantage. Whenever you attempt an action under great stress, such as in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. |
7-8 | Abdomen, Major | Disemboweled. You drop to 0 hit points. If you are already at 0 hit points, you fail one death saving throw. |
9-10 | Leg, Major | Lose a Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. |
11 | Head, Minor | Facial Injury. You have disadvantage on Wisdom (Perception) checks and Charisma (Persuasion) checks. |
12-15 | Arm, Minor | Lose a Finger. You drop anything that you are holding. You have disadvantage on Dexterity (Sleight of Hand) checks and checks to use tools. |
16 | Torso, Minor | Chest Scar. The scar doesn't have any adverse effect. |
17-18 | Abdomen, Minor | Open Wound. At the start of each of your turns, you must make a DC 10 Constitution saving throw. On a failed save, you take 1d4 slashing damage. On a successful save, the effect ends. |
19-20 | Leg, Minor | Limp. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. |
Piercing Injuries
d20 | Type | Injury |
---|---|---|
1 | Head, Major | Lose an Eye. You have disadvantage on ranged attack rolls and Wisdom (Perception) checks that rely on sight. If you have no eyes left after sustaining this injury, you are blinded. |
2-3 | Arm, Major | Shoulder Injury. You have disadvantage on attack rolls, and Strength ability checks and saving throws. |
4-5 | Torso, Major | Heart Pierced. You drop to 0 hit points. If you are already at 0 hit points, you fail one death saving throw. |
6-8 | Abdomen, Major | Gut Ruptured. You are poisoned. At the start of each of your turns, you must make a DC 15 Constitution saving throw. On a failed save, your hit point maximum is reduced by 1. If your hit point maximum reaches 0, you die. The effect ends if someone tending to you succeeds on a DC 15 Wisdom (Medicine) check during a short or long rest. |
9-10 | Leg, Major | Hip Injury. If you move more than 5 feet, make a DC 15 Constitution saving throw. On a failed save, you fall prone and are are paralyzed until the end of your next turn. You have disadvantage on Dexterity ability checks and saving throws. |
11 | Head, Minor | Broken Jaw. You can't speak or cast spells with verbal components. |
12-13 | Arm, Minor | Torn Muscle. You drop anything that you are holding. You have disadvantage on Strength ability checks and saving throws. |
14-15 | Torso, Minor | Punctured Lung. At the start of each of your turns, you must make a DC 10 Constitution saving throw. On a failed save, you begin suffocating. If you suffocate for a consecutive number of rounds greater than your Constitution modifier (minimum 1 round) you drop to 0 hit points. |
16-18 | Abdomen, Minor | Internal Injury. Whenever you attempt an action under great stress, such as in combat, you must make a DC 10 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. |
19-20 | Leg, Minor | Broken Kneecap. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. |
Magical Injuries
![5e Dmg Lingering Injuries 5e Dmg Lingering Injuries](/uploads/1/3/4/3/134383461/525498981.png)
5e Dmg Lingering Injuries In Adults
Type | Injury |
---|---|
Acid, Major | Equipment Melted. All nonmagical equipment worn or carried made of wood, leather, cloth, or other organic material, is destroyed. |
Acid, Minor | Corrosion. At the start of your turn, make a DC 10 Constitution saving throw. On a failed save, you take 1d4 acid damage. On a success, the effect ends. |
Cold, Major | Deep Freeze. You are petrified, and appear to be encased in ice. |
Cold, Minor | Frostbite. At the start of your turn, make a DC 10 Constitution saving throw. On a failed save, you take 1d6 cold damage. On a success, the effect ends. |
Fire, Major | Severe Burns. You have vulnerability to all damage. |
Fire, Minor | Skin Burns. You have vulnerability to fire damage. |
Force, Major | Major Disintegration. Roll on the Slashing Injuries table with disadvantage. That body part is mostly disintegrated instead of severed. |
Force, Minor | Minor Disintegration. Roll on the Slashing Injuries table with advantage. That body part is partially disintegrated instead of severed. |
Lightning, Major | Paralysis. You are paralyzed. |
Lightning, Minor | Shock. You can't take reactions until the end of your next turn. |
Necrotic, Major | Soul Rot. You are cursed and your hit point maximum is reduced by 1 every hour. If your hit point maximum reaches 0, you die and become a zombie under the DM's control. |
Necrotic, Minor | Festering Wound. Your hit point maximum is reduced by 1 every 24 hours. If your hit point maximum reaches 0, you die. |
Poison, Major | Death Stroke. You drop to 0 hit points. If you are already at 0 hit points, you fail one death saving throw. |
Poison, Minor | Poisoning. You are poisoned. At the start of your turn, make a DC 10 Constitution saving throw. On a success, the effect ends. |
Psychic, Major | Insanity. You suffer from Long Term Madness as described on DMG 260. |
Psychic, Minor | Confusion. You behave as if affected by the confusion spell. The saving throw DC is 10. |
Radiant, Major | Self-Immolation. At the start of your turn, make a DC 15 Charisma saving throw. On a failed save, you take 1d12 radiant damage. If you fail the save while at 0 hit points, you die and your body (but not gear) is reduced to ash. |
Radiant, Minor | Blindness. You are blinded. At the start of your turn, make a DC 10 Constitution saving throw. On a success, the effect ends. |
Thunder, Major | Blast. You fall prone and are pushed 30 feet from the origin of the damage. Roll on the Bludgeoning Injury table. |
Thunder, Minor | Deafness. You fall prone, and are deafened. |
5e Dmg Lingering Injuries Pictures
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