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D&D 5E I have the DMG!


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What sort of effects are in the wounds table?
There's stuff like losing an eye, a hand, a foot or a limb (you need regeneration to counter this effects).

Other effects include:

Limp: reduce speed, make a DC 10 dex save or fall when dashing, cured by magical healing.

Internal Injury: when attempting an action in combat make a DC 15 con save or lose the action and the next reaction. Cured by magical healing or 10 days of complete rest.

Broken Ribs: as above, but the save is DC 10.

Horrible Scar: disadvantage on persuasion checks. Advantage on intimidation. Requires healing magic of 6th level or above.

Festering Wound: reduce maximum HP by 1 every day. Cured by magical healing or 10 successful daily medicine checks.

Minor scar: No specific effect. Requires healing magic of 6th level or above.
 
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Well, tomorrow the DMG will be out at WPN stores and so people will be able to easily get information for themselves and I'll be back to be just a random poster, but this experience has been interesting... I guess that Andy Warhol was right about everybody getting their 15 minutes of fame... :lol:
 


There's stuff like losing an eye, a hand, a foot or a limb (you need regeneration to counter this effects. Other effects include:

Limp: reduce speed, make a DC 10 dex save or fall when dashing, cured by magical healing.

Internal Injury: when attempting an action in combat make a DC 15 con save or lose the action and the next reaction. Cured by magical healing or 10 days of complete rest.

Broken Ribs: as above, but the save is DC 10.

Horrible Scar: disadvantage on persuasion checks. Advantage on intimidation. Requires healing magic of 6th level or above.

Festering Wound: reduce maximum HP by 1 every day. Cured by magical healing or 10 successful daily medicine checks.

Minor scar: No specific effect. Requires healing magic of 6th level or above.

Thanks so much for your answers Nikosandros - and that table looks SUPERB. Just what I was hoping for, yyeeaahhh! Man it is so sad having to wait for DMG till 9 Dec over here in Australia. Sigh!
 

There's stuff like losing an eye, a hand, a foot or a limb (you need regeneration to counter this effects).

Other effects include:

Limp: reduce speed, make a DC 10 dex save or fall when dashing, cured by magical healing.

Internal Injury: when attempting an action in combat make a DC 15 con save or lose the action and the next reaction. Cured by magical healing or 10 days of complete rest.

Broken Ribs: as above, but the save is DC 10.

Horrible Scar: disadvantage on persuasion checks. Advantage on intimidation. Requires healing magic of 6th level or above.

Festering Wound: reduce maximum HP by 1 every day. Cured by magical healing or 10 successful daily medicine checks.

Minor scar: No specific effect. Requires healing magic of 6th level or above.

Looks like the Champion is going to be a lot more fun to play now.
 

Hi, are there rules for ability score modifiers due to PC'S age - middle, old, venerable. In AD&D Str, Dex and Con went down but Int and Wis increased but I believe later versions increased all stats.
 


Could you please tell us how the manuals and tomes that increase stats by +2 work in detail? do they stack what's their rarity, are there limits?
 


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