BookTenTiger
He / Him
This is what I would use for a Lingering Injury Table in my game, if I were using this house rule:
Lingering Injuries
Lingering Injuries
1 | Lose an Eye | You have disadvantage on Wisdom (Perception) checks that rely on sight. If you have already lost an eye, you are permanently blinded. |
2 | Lose an Arm or Hand | You can no longer hold anything with two hands, and you can only hold a single object at a time. |
3 | Lose a Foot or Leg | Your speed on foot in halved, and you must use a cane, crutch, or prosthetic leg. You fall prone after using the Dash action. You have disadvantage on ability checks made to balance. |
4 | Limp | Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity Saving Throw after using the Dash Action, or fall prone. |
5-7 | Internal Injury | Whenever you take an action and move in a round of combat, you must make a DC 15 Constitution Saving Throw or lose hit points equal to your Proficiency Bonus. |
8 - 10 | Broken Rib | Whenever you take an action and move in a round of combat, you must make a DC 10 Constitution Saving Throw or lose hit points equal to your Proficiency Bonus. |
11 - 13 | Horrible Scar | You are disfigured to the extent that the wound can’t be easily concealed. When interacting with creatures who can see you, you have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. |
14 - 16 | Festering Wound | Your Hit Point Maximum is reduced by a number equal to your Proficiency Bonus. |
17 - 19 | Minor Scar | The scar doesn’t have any adverse effects, but is a good excuse to tell a story. |
20 | Roll Twice | - |