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General Tabletop Discussion
*Dungeons & Dragons
Lingering Injuries
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<blockquote data-quote="bmcdaniel" data-source="post: 6488439" data-attributes="member: 1772"><p>I'm going to add the following to the Lingering Wounds table:</p><p></p><p><strong>Sapped Vitality</strong>. You always have at least 1 level of exhaustion that cannot be removed until spend ten days doing nothing but resting or you receive magical healing of 6th level or higher, such as heal and regenerate. </p><p></p><p><strong>Concussion</strong>. You are unconscious for 1d4 hours (even after receiving healing that would normally wake you). For 24 hours, you have disadvantage on attack rolls, ability checks, and saving throws, and cannot maintain concentration on any spells. Magical healing of 6th level or higher, such as heal and regenerate, removes this effect.</p><p></p><p><strong>Armor Destroyed</strong>. Your armor is destroyed. Until you can remove your armor (see page 146 of Player’s Handbook), you gain the restrained condition, except that your speed is halved not 0. You may be able to have your armor repaired.</p><p></p><p><strong>Handheld Equipment Destroyed</strong>. Whatever you were holding in your hands is destroyed (determine randomly if you are holding more than one item). You may be able to have the item repaired.</p><p></p><p><strong>Broken Jaw</strong>. Your jaw is broken so that it interferes with your speech. You have disadvantage on Charisma (Persuasion) checks. It takes you 10 days to learn to cope with the injury; during this time, any spells with a verbal component are 50% likely to be miscast (you spend slot but there is no effect), and your speech is slow and laborious. Magical healing of 6th level or higher, such as heal and regenerate, heals the injury completely.</p><p></p><p><strong>Psychological Trauma</strong>. You gain the flaw "I am afraid of [the situation or creature that almost killed me]." In similar situations, the DM may rule that you have the frightened condition. With the DM's permission, you can have an alternate flaw that represents your trauma (see Madness in the Dungeon Master's Guide). Calm emotions can suppress this trauma, while greater restoration or similar powerful magic can heal the trauma completely.</p></blockquote><p></p>
[QUOTE="bmcdaniel, post: 6488439, member: 1772"] I'm going to add the following to the Lingering Wounds table: [B]Sapped Vitality[/B]. You always have at least 1 level of exhaustion that cannot be removed until spend ten days doing nothing but resting or you receive magical healing of 6th level or higher, such as heal and regenerate. [B]Concussion[/B]. You are unconscious for 1d4 hours (even after receiving healing that would normally wake you). For 24 hours, you have disadvantage on attack rolls, ability checks, and saving throws, and cannot maintain concentration on any spells. Magical healing of 6th level or higher, such as heal and regenerate, removes this effect. [B]Armor Destroyed[/B]. Your armor is destroyed. Until you can remove your armor (see page 146 of Player’s Handbook), you gain the restrained condition, except that your speed is halved not 0. You may be able to have your armor repaired. [B]Handheld Equipment Destroyed[/B]. Whatever you were holding in your hands is destroyed (determine randomly if you are holding more than one item). You may be able to have the item repaired. [B]Broken Jaw[/B]. Your jaw is broken so that it interferes with your speech. You have disadvantage on Charisma (Persuasion) checks. It takes you 10 days to learn to cope with the injury; during this time, any spells with a verbal component are 50% likely to be miscast (you spend slot but there is no effect), and your speech is slow and laborious. Magical healing of 6th level or higher, such as heal and regenerate, heals the injury completely. [B]Psychological Trauma[/B]. You gain the flaw "I am afraid of [the situation or creature that almost killed me]." In similar situations, the DM may rule that you have the frightened condition. With the DM's permission, you can have an alternate flaw that represents your trauma (see Madness in the Dungeon Master's Guide). Calm emotions can suppress this trauma, while greater restoration or similar powerful magic can heal the trauma completely. [/QUOTE]
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