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Lingering Injury - Force

Lingering injuries sustained from force 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

Ruptured Organ. One of your organs got squished and now you are bleeding, but on the inside. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you must take true damage or lose your action and reactions until the start of your next turn.Magical healing of 6th level or higher, such as heal and regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting it resolves on its own.

5-7

Broken Ribs. Your broken ribs are poking your organs. Whenever you attempt an action in combat, you must make a DC 10 Constitution saving throw. On a failed save, you must take piercing damage or lose your action and reactions until the start of your next turn.Magical healing of 6th level or higher, such as heal and regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting it resolves on its own.

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

Broken Nose. You have disadvantage on perception checks relyingon smell. Any magical healing mends your nose, although it may heal crooked if it is crooked when the healing is applied.