jodyjohnson
Adventurer
Now in RAW 5th edition it is pretty rare to lose a limb. Short of some dismembering of the dead, the only thing that can do that is 1 magic item (Sword of Sharpness) or I think maybe trolls have an optional table for that.
However, with the Lingering Injuries table, losing a hand, foot, arm or leg is pretty likely depending on how often you make the rolls.
You might not want to wait until you have a 13th level caster hanging around to get that appendage back in fighting condition (Bard, Cleric and Druid level 7 spell Regenerate).
So here are some options:
Cheap and affordable:
The classic hook hand and peg leg are certainly something that the village craftsmen might be able to whip up. Some wood, a little metal, and some leather strapping and you'll be back to stumbling around and spilling drinks with the best of them. This won't entirely remove any penalties but nothing says 'experienced adventurer' like missing limbs.
Primitive prosthetics can be pretty cheap but you might want to go to the big city to get a nice one, especially if your missing limb was severed above the joint. Pricing is anything between say 10gp and 100gp depending on quality. Glass eyes are also in this category - for cosmetic purposes only.
Thankfully we also have magic.
"Bring out your dead" - Available at 5th level for some casters
Don't just toss that severed limb. Keep it fresh with a Gentle Repose (ritual) -- optional if you don't mind a little funk in your reattached limb.
Cast Animate Dead on the limb and then Speak with Dead on the amputee (Don't worry magic knows what you're trying to do). The limb may try to hurt someone for a bit but eventually the reattachment will 'take' and there'll only be a scar at the joining. Each day, the target makes a Constitution save with DC 15 to finalize the reunion (and restore harmony). Repeat the spells each day as Animate Dead until it is permanent or you cut the vicious thing back off.
If the limb was lost or it was chewed up too much to reattach, just use someone or something else's limb. In this case the Constitution save is DC 20 and if the target fails by more than 15 they suffer the same effect as if they had died and been raised (see Raise Dead PHB, p270). No change in stats beyond a potential natural attack (1d6 normal or 1d4 Finesse, non-magical - see Alter Self).
A Greater Restoration will clean up that scar and make it good as new.
Limb Cost: Free. (Or free-ish for another's limb).
"Going Green" - Available at 5th level for some casters (7th if you add Grasping Vines
When one wants to be 'one with nature' sometimes a bad break in combat can get the ball rolling.
A lovingly fashioned wooden appendage plus some fresh vines make a perfectly serviceable new limb.
A Speak with Plants (see above) plus a Plant Growth is all it takes to replace a missing limb with an all natural alternative.
Each day, the target makes a Constitution save with DC 15 to finalize the union. Repeat the spells each day until it is permanent or the replacement limb withers and dies.
An Awaken spell cast on the limb will allow it to fight on if the owner falls in battle but treat it well or it may ditch them in their sleep. Personally, I wouldn't want a sentient appendage, but people can be strange.
Limb Cost: Free or 10gp to 100gp based on craftsmanship.
"Cyberpunk for the pre-modern world" Available at 9th level for some casters (Earlier if you add Animate Dummy or Animate Armor in your campaign)
If the druid wants to be 'one with nature', the cyber-adventurer wants to be better than nature.
A well crafted wooden, metal, or ceramic appendage makes a perfectly serviceable new limb.
An Animate Objects plus Rary's Telepathic Bond is all it takes to replace a missing limb with a non-natural alternative. If you think 9th is too long to wait, Animate Dummy or Animate Armor plus Detect Thoughts and Alter Self can get the same result.
Each day, the target makes a Constitution save with DC 15 to finalize the union. Repeat the spells each day until it is permanent or the replacement limb becomes inert.
Since this requires custom building a new limb one might want to augment it with a melee attack (1d6 normal or 1d4 Finesse, non-magical). In this case the Constitution save is DC 20 and if the target fails by more than 15 they suffer the same effect as if they had died and been raised (see Raise Dead PHB, p270). The material used may influence some future Lingering Injury rolls or spell effects on a case-by-case basis. (When that Jester Bard casts Heat Metal on your arm you better whack that guy into unconsciousness quick.)
Limb costs: 10-100gp for mostly Wooden, 20-200gp for mostly Ceramic, and 100-1000gp for Metal (steel). The discerning amputee could spend much more. In a pinch, using parts from a suit of Plate Armor will do the trick.
Animate Armor and Animate Dummy http://www.enworld.org/forum/showth...for-a-Necromancer-wannabe-without-the-corpses
However, with the Lingering Injuries table, losing a hand, foot, arm or leg is pretty likely depending on how often you make the rolls.
You might not want to wait until you have a 13th level caster hanging around to get that appendage back in fighting condition (Bard, Cleric and Druid level 7 spell Regenerate).
So here are some options:
Cheap and affordable:
The classic hook hand and peg leg are certainly something that the village craftsmen might be able to whip up. Some wood, a little metal, and some leather strapping and you'll be back to stumbling around and spilling drinks with the best of them. This won't entirely remove any penalties but nothing says 'experienced adventurer' like missing limbs.
Primitive prosthetics can be pretty cheap but you might want to go to the big city to get a nice one, especially if your missing limb was severed above the joint. Pricing is anything between say 10gp and 100gp depending on quality. Glass eyes are also in this category - for cosmetic purposes only.
Thankfully we also have magic.
"Bring out your dead" - Available at 5th level for some casters
Don't just toss that severed limb. Keep it fresh with a Gentle Repose (ritual) -- optional if you don't mind a little funk in your reattached limb.
Cast Animate Dead on the limb and then Speak with Dead on the amputee (Don't worry magic knows what you're trying to do). The limb may try to hurt someone for a bit but eventually the reattachment will 'take' and there'll only be a scar at the joining. Each day, the target makes a Constitution save with DC 15 to finalize the reunion (and restore harmony). Repeat the spells each day as Animate Dead until it is permanent or you cut the vicious thing back off.
If the limb was lost or it was chewed up too much to reattach, just use someone or something else's limb. In this case the Constitution save is DC 20 and if the target fails by more than 15 they suffer the same effect as if they had died and been raised (see Raise Dead PHB, p270). No change in stats beyond a potential natural attack (1d6 normal or 1d4 Finesse, non-magical - see Alter Self).
A Greater Restoration will clean up that scar and make it good as new.
Limb Cost: Free. (Or free-ish for another's limb).
"Going Green" - Available at 5th level for some casters (7th if you add Grasping Vines
When one wants to be 'one with nature' sometimes a bad break in combat can get the ball rolling.
A lovingly fashioned wooden appendage plus some fresh vines make a perfectly serviceable new limb.
A Speak with Plants (see above) plus a Plant Growth is all it takes to replace a missing limb with an all natural alternative.
Each day, the target makes a Constitution save with DC 15 to finalize the union. Repeat the spells each day until it is permanent or the replacement limb withers and dies.
An Awaken spell cast on the limb will allow it to fight on if the owner falls in battle but treat it well or it may ditch them in their sleep. Personally, I wouldn't want a sentient appendage, but people can be strange.
Limb Cost: Free or 10gp to 100gp based on craftsmanship.
"Cyberpunk for the pre-modern world" Available at 9th level for some casters (Earlier if you add Animate Dummy or Animate Armor in your campaign)
If the druid wants to be 'one with nature', the cyber-adventurer wants to be better than nature.
A well crafted wooden, metal, or ceramic appendage makes a perfectly serviceable new limb.
An Animate Objects plus Rary's Telepathic Bond is all it takes to replace a missing limb with a non-natural alternative. If you think 9th is too long to wait, Animate Dummy or Animate Armor plus Detect Thoughts and Alter Self can get the same result.
Each day, the target makes a Constitution save with DC 15 to finalize the union. Repeat the spells each day until it is permanent or the replacement limb becomes inert.
Since this requires custom building a new limb one might want to augment it with a melee attack (1d6 normal or 1d4 Finesse, non-magical). In this case the Constitution save is DC 20 and if the target fails by more than 15 they suffer the same effect as if they had died and been raised (see Raise Dead PHB, p270). The material used may influence some future Lingering Injury rolls or spell effects on a case-by-case basis. (When that Jester Bard casts Heat Metal on your arm you better whack that guy into unconsciousness quick.)
Limb costs: 10-100gp for mostly Wooden, 20-200gp for mostly Ceramic, and 100-1000gp for Metal (steel). The discerning amputee could spend much more. In a pinch, using parts from a suit of Plate Armor will do the trick.
Animate Armor and Animate Dummy http://www.enworld.org/forum/showth...for-a-Necromancer-wannabe-without-the-corpses
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