Mistwell
Crusty Old Meatwad
What was not mentioned in this thread is the Lingering Wounds system in the DMG.
I guess you roll on a lingering wounds chart when a character is reduced to 0 HP, takes a critical hit or fails a death save by 5 or more.
From the linering wounds chart:
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.
I guess you roll on a lingering wounds chart when a character is reduced to 0 HP, takes a critical hit or fails a death save by 5 or more.
From the linering wounds chart:
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.