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Roll D20 6-20 see table 1, 1-5 see table 2 

Table 1

01-10

Lasting Wound – Your Hit Point maximum is reduced by an amount equal to half your level rounded up. This amount increases by same amount every 24 hours. Reducing to zero HP maximum results in death.

Cure: Lesser restoration or similar effect that cures disease, or Wound can be cleaned and dressed with bandages and a DC13 Medicine check, on a success effect ends after 24 hours

 

11-20

Bruised Rib – When you attempt to take a Reaction in combat you must make a DC12 Constitution saving throw. On a failed save you lose your Reaction and cannot take another reaction until your next turn.

Cure: Magical healing or 24 hours without being reduced to zero hit points again.

 

21-30

Dislocated Shoulder – you have Disadvantage using a weapon or skill that requires two hands or making attack rolls using the dislocated arm (determined by DM or randomly). If you wield a shield with the injured arm decrease your AC by 1.

Cure: Magical healing ends effect. Alternatively, some can use an Action to set your shoulder, requiring a successful DC10 Medicine check to end the effect.

 

31-40

Limp – Your speed on foot is reduced by 5 feet. You must make a DC10 Dexterity saving throw after using the Dash action. On a fail you fall Prone.

Cure: Magical Healing and a short rest, or one week resting from hard activities.

 

41-80

Minor Scar – you receive a noticeable scar that does not have any adverse effects.

Cure: Healing Magic of 6 level or higher, such as Heal and Regenerate, removes the scar.

 

81-90

Mild Concussion – You cannot concentrate on spells or similar effects for more than one minute at a time. Additionally, you have Disadvantage on Concentration saving throws.

Cure: Magical healing and a short rest ends conditions, as does the passing of 24 hours without being reduced to zero hit points again.

 

91-100

Emotional Trauma – You suffer mental strain. Roll on the Short-Term Madness table (DMG p.259), applying the effect.

Cure: The madness is removed as per standard DMG rules on p.260

 

 Table 2

 

01-10

Festering Wound – Your Hit Point maximum is reduced by an amount equal to your level.

This amount increases by same amount every 24 hours. Reducing to zero HP maximum results in death.

Cure: Greater Restoration or similar effect end the effects. Lesser restoration or similar effect that cures disease and a Short Rest end he effect, or Wound can be cleaned and dressed with bandages and a DC17 Medicine check once per day, after Three successful checks, effect ends after 24 hours

 

11-20

Broken Rib – At the start of your turn in combat make a DC15 Constitution saving throw. On a failed save you can only take an Action or Bonus action on this turn, not both.

Cure: Magical Healing and a short rest or Rest for 6 (less half constitution modify) weeks

 

21-30

Broken Arm – You can no longer hold anything with two hands, and you can only hold a single object at a time.

Cure: Magical Healing of 3 level or higher and a Short rest. Alternatively, some can spend one-minute set and splint the broken bone with a DC15 Medicine check. On a success treat injury as Dislocated Shoulder injury until it heals. It heals naturally with Rest for 6 (less half constitution modify) weeks.

 

31-40

Torn Ligament - Your speed on foot is reduced by 10 feet. You must make a DC15 Dexterity saving throw after using the Dash action. On a fail you fall Prone.

Cure: Magical Healing of 3 level or higher and a short rest, or Rest for 6 (less your constitution modifier, minimum 1) weeks resting from hard activities.

 

41-80

Horrible Scar – you are permanently disfigured to the extent it would be hard to conceal the injury. You have Disadvantage on Persuasion checks, and Advantage on Intimidation checks.

Cure: Healing Magic of 6 level or higher, such as Heal and Regenerate, removes the scar.

 

81-90

Severe concussion – you suffer Mild Concussion effects as per table 1. Additionally, if you suffer Bludgeoning damage you must make a DC15 Constitution saving throw on your next turn. On a failed save you are Stunned until the beginning of the following turn.

Cure: Magical Healing of 3 level or higher and a short rest, or, three days have passed without being reduced to zero hit points again.

 

91-100

Phycological Damage - You suffer mental strain. Roll on the Long-Term Madness table (DMG p.260), applying the effect.

Cure: The madness is removed as per standard DMG rules on p.260

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