Lingering Injury - Necrotic
Lingering injuries sustained from necrotic damage
| Roll | Result |
|---|---|
| 1 | Malaise: You are afflicted with intense apathy and depression. You have disadvantage on Intelligence, Wisdom, and Charisma ability checks and Intelligence, Wisdom, and Charisma saving throws. Magic such as the heal or regenerate spell can resolve your spiritual injury, but such spells must be cast by a cleric, druid, or other class that uses divine magic. |
| 2 | Withered Hand. You lose a hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage. |
| 3 | Withered Foot. 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. Magic such as the regenerate spell can restore the lost appendage. |
| 4 | Major Organ Necrosis. Tissues that makes up your organs have died. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you must take necrotic damage or lose your action and can't use 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 | Minor Organ Necrosis. This has the same effect as Major Neuralgia above, except that the save DC is 10, the damage is only , and it only takes ten days to resolve on its own. |
| 8-10 | Necrotic Stench. You smell like rotting flesh. You have disadvantage on Charisma (Persuasion) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the smell. |
| 11-13 | Necrotizing Wound. Some necotic agent remains mixed with your injured flesh. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals. |
| 14-16 | Residual Rigor. Your muscles are cramped and depleted of energy. You have disadvantage on strength checks. Magical healing resolves the rigor. Alternately, it will resolve on its own in one week. |
| 17-20 | 0 Necrotic Discoloration. You get white and gray spots on your cheeks. Skin flakes from these spots contiually. Magical healing of 6th level or higher, such as heal and regenerate, removes the spots. |