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Lingering Injury - Bludgeoning

Lingering injuries sustained from bludgeoning damage

by jacobmoore3242 years ago
RollResult
1

Brain Bleed. You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function.

2

Broken Leg. Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. If your leg is splinted with a successful DC 15 Wisdom (Medicine) check, then magical healing of 6th level or higher, such as heal and regenerate, mends the broken leg , or it will heal naturally in 8 weeks. If it is not splinted before it's healed or allowed to heal, the effects remain until it is rebroken and splinted.

3

Broken Arm. You can no longer hold anything with two hands, and you can hold only a single object at a time. If your arm is splinted with a successful DC 15 Wisdom (Medicine) check, then magical healing of 6th level or higher, such as heal and regenerate, mends the broken leg, or it will heal naturally in 8 weeks. If it is not splinted before it's healed or allowed to heal, the effects remain until it is rebroken and splinted.

4

Dislocated Shoulder: You can not use the arm. Magical healing, a long rest or DC 15 medicine check removes the effect. Afailure on this medicine check tears the ligament and results in a Broken Arm.

5-7

Sprained Ankle/Knee: Your speed on foot is halfed. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing or a long rest removes the effect.

8-10

Major Concussion. You have disadvantage on Intelligence checks, Wisdom checks, and Charisma checks, as well as Constitution saving throws to maintain concentration. Magical healing of 6th level or higher, such as heal and regenerate, cures the concussion. Alternately, it heals on its own in four weeks.

11-13

Minor Concussion. You have disadvantage on Intelligence checks. The concussion heals if you receive any magical healing; alternately it heals on its own in two weeks. If you already have a minor concussion, you suffer a major concussion.

14-16

Severe bruising. You suffer severe bruising over an extensive portion of your anatomy. You gain vulnerability to force and bludgeoning damage. The bruising heals if you receive magical healing. Alternately, it heals on its own in 2 week.

17-20

Black Eye. You have a penalty of -4 for skill checks and attack rolls relying on vision. Magical healing or a long rest removes the effect.