5e Dmg Lingering Injuries
- In ZACS 5e, creature sustains lingering injuries under the following circumstances. Injuries are determined using the Lingering Injuries chart on page 272 of the DMG: When it takes a critical hit. When it drops to 0 hit points but isn’t killed outright. When it fails a death saving throw by 5 or more.
- The Harder They Fall: Revising Falling Damage for 5e. So I was thinking about falling damage recently, and specifically about how little danger falling represents to characters of a certain level, no matter how high the drop. The rules given on p.183 of the Player’s Handbook simply state that a character 1d6 bludgeoning damage for every 10.
- Lingering Injury: 1: Brain Injury. You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn.
5e Dmg Lingering Injuries In Adults 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.
From D&D Wiki
Lingering Injury[edit]
Roll a d20 when a player hits 0 Hp or is effected by the massive damage effects.Effects can be healed by spending a week of low level healing spells or a level 6 or greater healing spell.
1: lose a leg- Your speed is halved and you need crutch/prosthetic to move, disadvantage on checks to balance, and follow prone after dashing. 1d6 hemorrhaging and remain prone until fixed.
2: Lose an arm- You suffer 1d6 hemorrhaging damage until fixed.
3: Lose an eye- You have disadvantage on Perception checks that rely on sight and ranged attacks
4-5: Internal Injury- Make a DC 15 Con save or lose your action and reaction
6-7: Fractured ribs- Make a DC 11 Con save or lose your action
Lingering Injuries 5e Dmg Page
8-10: Broken arm- You have disadvantage on attack rolls that require two hands and strength checks/saves
11-13: Limp- You lose 10ft and after dashing make a DC 11 Dex save or fall prone.
14-16: Horrible Scar- You take 1d4 hemorrhaging for 1d4+2 rounds.
17-20: Minor Scar- You take 1 hemorrhaging for 1d4+2 rounds. Nat 20 you only take 1 point of damage.
Hemorrhaging[edit]
Blood loss, can be healed by 15 points of healing or if it’s an external injury 15 points of Fire/Acid/Cold damage
Infection[edit]
If not fixed by a level 6 healing spell or higher every day for a week the victim must make a Con save or their wound becomes infected. Lost appendage DC 14, horrible scar DC 10. An infected player becomes poisoned and takes 2d4 poison damage and their HP max drops by 1 every hour. This can be cured by a lesser restoration or a DC 15 Medicine check to amputate. Once cured the player must proceed with the Con save for the remaining week.
Massive Damage:[edit]
If damage taken =1/2 HP max. Or Nat 1 on a save, DC 16 con save. If they fail the save they can roll d100 and consult the table.
100-95: Major Injury- Roll a lingering injury with disadvantage
5e Dmg Lingering Injuries Chart
94-81: Lingering injury- Roll a lingering injury
80-67: Knock out- Unconscious for 1d4+1 rounds. Creature can spend their action to have try and wake them.
66-54: System Shock- You become stunned. DC 16 Con Save
5e Dmg Lingering Injuries 5e
53-40: Concussion- Blind or Deafened. DC 16 Con Save.
39-26: Strained leg- Lose 20ft of speed. Medicine DC 10, 13, 16: 15, 10, 5ft then cured at the end of the round after 5ft
25-13: Dislocated Shoulder- Disadvantage on attack/checks involving injured arm. DC 16 Str. Check
12-1:Terror- You become paralyzed for one round. The following round you are frightened of the opponent and may make a DC 16 Wis. Save
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