Injured is a condition caused by the character taking a grievous wound, debilitating the character until the injury can fully heal. The injured condition is caused by wounds: dangerous attacks that cause lasting damage to a character. Examples include a broken rib from a devastating blow, a deep, bloody gash from a trap, or extreme blood loss while the character is unconscious. A character gains a wound, and thus becomes injured, when:
- An enemy scores a critical hit against the character and deals damage
- An enemy deals damage equal to the character’s bloodied value in a single turn
- The character fails a death saving throw
A character can have multiple wounds at a time, but only one is needed to become injured and their effects do not stack. Unlike other conditions, a character that has a wound cannot simply make a saving throw to end its effects; a wound represents damage that is more serious than mere loss of hit points and cannot so easily removed. Once per extended rest, a character can make an Endurance check with a DC equal to 15 + one-half the character’s level. A player may substitute a Heal check made by another character for their Endurance check, but only one check may be made per extended rest. If it succeeds, the character can spend a healing surge to remove a wound. If the character has removed their last wound, the injured condition ends, but they do not regain any additional hit points from the extended rest. Otherwise, the character remains injured.
Injured
- You’re severely wounded.
- Healing surges only provide half their normal amount of healing.
- Taking an extended rest only refills your hit points to your bloodied value.