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Lingering Injury - Poison

Lingering injuries sustained from poison damage

by jacobmoore3242 years ago
RollResult
1

Systemic Damage. You have disadvantage on Strength, Dexterity, and Constitution ability checks and Strength, Dexterity, and Constitution saving throws. Magic such as the regenerate spell cures this damage.

2

Major Liver Damage. When you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain the poisoned condition until you complete a long rest. Additionally, whenever you take poison damage, you take an additional 3 () poison damage. Anytime you drink alcohol or take another drug, you take 3 () poison damage. Magic such as the regenerate spell can cure your liver failure.

3

Cardiac Injury. You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Magic such as the regenerate spell can heal your cardiac damage.

4

Major Kidney Failure. When you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain the poisoned condition until you complete a long rest. Magic such as the regenerate spell can cure your kidney failure. Alternatively, someone can tend to the kidney failure and make a DC 15 Wisdom (Medicine) check once every day. After ten successes, the kidney failure is resolved.

5-7

Minor Kidney Failure. This has the same effect as Major Kidney Failure above, except that the save DC is 10 and only five Wisdom (Medicine) check successes are needed to resolve the Kidney Failure.

8-10

Minor Liver Damage. When you complete a long rest, you must succeed at a Constitution saving throw DC 10 or gain the poisoned condition until you complete a long rest. Additionally, whenever you take poison damage, you take an additional 2 () poison damage. Anytime you drink alcohol or take another drug, you take 2 () poison damage. Magic such as the regenerate spell can cure your liver failure.

11-13

Vertigo. You have disadvantage on Dexterity checks, and gain an aversion to heights. Magic such as the regenerate spell can cure your vertigo. Alternatively, it will resolve on its own in 8 weeks.

14-16

Nausea. You have disadvantage on Constitution checks. Anytime you ingest a potion or other consumable magic item, you must succeed on a DC10 Consitution saving throw. On a failure, you vomit up the consumed item, negating its effects, and gain the poisoned condition for an hour. Magical healing cures your nausea. Alternatively, it will resolve on its own in 4 weeks.

17-20

Migraine. You have disadvantage on Intelligence ability checks and saving throws. Magical healing, a long rest, or a DC12 usage of a healer's kit ends the migraine.