I am planning on using a lingering injury system in my campaign exclusively on "boss fights".
When a player is reduced to 0 hit points, he must succeed a DC 10 constitution saving throw or suffer an injury. To determine the injury, a d20 will be rolled. The according element will be picked from the table.
The table is mainly homebrew with elements of different sources that i liked. If someone has time, a little feedback would be nice
1 grievous injury
Lose a arm/leg/eye
2 disfiguration
You are disfigured to the extent that the wound can’t be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
3 broken arm
You can not use the arm. Healed by healer
4 broken leg
Your movement is reduced to 5 feet. DC 10 after dash. Healed by healer
5 mental affliction
Your character gets a mental affliction (such as fear of darkness) . Healed by lesser restoration.
6 concussion
Your intelligence and wisdom is reduced by 2 for the duration of 3 days. Can be cured by lesser restoration.
7 dislocated shoulder
You can not use the arm. Magical healing, a long rest or DC 15 medicine check removes the effect.
8 blood loss
You have disadvantage on death saving throws for the duration of 3 days. Can be cured by lesser restoration.
9-10 festering wound
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.
11 black eye
You have a penalty of -4 for skill checks and attack rolls. Magical healing or a long rest removes the effect.
12-13 festering wound
You have disadvantage on ranged attacks, perception checks that use sight and -4 to your passive perception. The effect goes away when magically healed or by a long rest.
14-16 sprained ankle
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.
The only thing I kinda dislike is the general blanket of, adv on persuasion dis on intimidation for a disfigurement, Ya there should be social changes but i think that is a more person to person basis, a war scared orc probably won’t be to intimidated by a few scars and an inn keeper might show pity for it
Rollback Post to RevisionRollBack
Marvarax andSora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
I have come up with a Home brewed lingering Injury system - simple and not too harsh, but adds some threat. Would like any feed back on it.
LINGERING INJURIES
Damage normally leaves no lingering effects. To make the serious situation of being reduced to zero hit points have some consequences, and hopefully make players think more about the risk of combat us the following simple rules:
When reduced to zero hit points and not killed out right you need to make a Death Saving Throw (DC10) at the beginning of each of your turns.
If you are stabilised by another player or succeed in all saving throws, or are lucky enough to roll a natural 20 or are healed before your turn you do not suffer any lingering injuries
The number of any FAILED Death Saving throw you make before being stabilised or revived indicates which Lingering injury table to roll on.
When revived from zero hit points you suffer 1 Level of Exhaustion (standard rules, Long Rest to recover) if you have or have not had a lingering injury (i.e. always)
Table 1
One failed Death saving throw (d100)
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
Two failed Death saving throw (d100)
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
Obviously 3 failed death saving throws results in Death.
Instant Death – massive damage will still kill you instantly. When damage reduced you to 0 hit points, you die instantly if the remaining damage equals or exceeds your hit point maximum.
Taking damage while unconscious results in same results
If multiple effects are taken during the same adventuring period, apply as normal. If the same result is rolled, consider increasing effect to that on table 2.
Hypothetically, If I drop to 0 hit points, and I fail the save, and let's say I get dislocated shoulder. If I'm at 0 hp, and I'm brought back up, that's usually done via magical healing. which cures the shoulder. So do I never experience the dislocated shoulder at all? or does the injury bypass the first time I'm healed magically and the next time I get magical healing the shoulder is better?
(this isn't really a critique, it's a question on how you would rule it. I'm planning in using the Lingering Injury table from the DMG in my game, and I found myself confused by this possibility. The thing I'm going to do is have different lingering injuries as possibilities depending on the damage reduced the creature to 0)
You can't drown someone with Create Water. If your lungs are containers than your bones are objects. Any Siege monster that attacks you deals double damage because it’s attacking your bones.
Good point - I tried to keep it simple and not so problematic as to ruin the adventure for anyone - loosing an arm first combat would not make it a fun day for anyone. The way I run my campaign is when you go to 0 hit points, your next turn to roll death saving throws. If you make them all or are healed / stabilised before rolling no lingering injuries.
If you fail 1 roll and are revived with magic and a bruised rib then it would be cured. Maybe I need to add the Short Rest requirement to this, or specify a second magic healing effect to the one that revives the player.
Note that main draw (point 4) back is you will still suffer 1 x Level of Exhaustion each time you are knocked unconscious - which can start to be more of a problem.
I have come up with a Home brewed lingering Injury system - simple and not too harsh, but adds some threat. Would like any feed back on it.
LINGERING INJURIES
I really like this, and I intend to borrow your system with a few additions:
First, when a PC suffers a critical hit they can choose to receive an injury instead of increased damage. If their current HP are under half their maximum they would receive an injury from the second table, and otherwise they would receive one from the first one.
Second, in any case a character can choose a result instead of randomly rolling in the table. In this case, thay can't choose Minor Scar and, unless they are spellcasters with Concentration spells, neither can they choose Minor Concussion.
Third, since upgrading an injury is purely optional, I added a third table with major injuries. These include lost eye (upgradable from injuries on the head like concussions or scars), arm and leg from the DMG, Lasting Derangement (indefinite madness) and an Internal Injury that combines the one in the DMG and festering wound (and upgradable from either). You can even get lost eye twice, as described in the DMG.
If you're going to have loss of limbs and other body parts a thing, you might want to have a local artificer shop start trading in prosthetic limbs and Ersatz Eyes and the like.
In my world there are prostetics available, however not commonly available. It might be easy to find a wooden leg but a magic replacement for an eye... well its possible but you have to search a while.
Hi
I am planning on using a lingering injury system in my campaign exclusively on "boss fights".
When a player is reduced to 0 hit points, he must succeed a DC 10 constitution saving throw or suffer an injury. To determine the injury, a d20 will be rolled. The according element will be picked from the table.
The table is mainly homebrew with elements of different sources that i liked. If someone has time, a little feedback would be nice
1 grievous injury
Lose a arm/leg/eye
2 disfiguration
You are disfigured to the extent that the wound can’t be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
3 broken arm
You can not use the arm. Healed by healer
4 broken leg
Your movement is reduced to 5 feet. DC 10 after dash. Healed by healer
5 mental affliction
Your character gets a mental affliction (such as fear of darkness) . Healed by lesser restoration.
6 concussion
Your intelligence and wisdom is reduced by 2 for the duration of 3 days. Can be cured by lesser restoration.
7 dislocated shoulder
You can not use the arm. Magical healing, a long rest or DC 15 medicine check removes the effect.
8 blood loss
You have disadvantage on death saving throws for the duration of 3 days. Can be cured by lesser restoration.
9-10 festering wound
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.
11 black eye
You have a penalty of -4 for skill checks and attack rolls. Magical healing or a long rest removes the effect.
12-13 festering wound
You have disadvantage on ranged attacks, perception checks that use sight and -4 to your passive perception. The effect goes away when magically healed or by a long rest.
14-16 sprained ankle
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.
17-20 minor injury
no penalty
no comment really, but I'm curious if you considered the lingering injury info from the DMG?
Perpetually annoyed that Eldritch Knights can't use Eldritch Blast, Eldritch Smite, and Eldritch Sight.
The inflicted amount of damage does not change the outcome of the injury check. The effect will be determined by a straight d20 roll
I love this. I believe iron kingdoms has a similar system. If you still use this system and want more ideas I’d check it out
The only thing I kinda dislike is the general blanket of, adv on persuasion dis on intimidation for a disfigurement, Ya there should be social changes but i think that is a more person to person basis, a war scared orc probably won’t be to intimidated by a few scars and an inn keeper might show pity for it
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
I personally use this table all the time in my games. I've had some crazy stories from it, too.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
http://farlandworld.com/index.html
more lingering injuries for u
I have come up with a Home brewed lingering Injury system - simple and not too harsh, but adds some threat. Would like any feed back on it.
LINGERING INJURIES
Damage normally leaves no lingering effects. To make the serious situation of being reduced to zero hit points have some consequences, and hopefully make players think more about the risk of combat us the following simple rules:
Table 1
One failed Death saving throw (d100)
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
Two failed Death saving throw (d100)
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
Hypothetically, If I drop to 0 hit points, and I fail the save, and let's say I get dislocated shoulder. If I'm at 0 hp, and I'm brought back up, that's usually done via magical healing. which cures the shoulder. So do I never experience the dislocated shoulder at all? or does the injury bypass the first time I'm healed magically and the next time I get magical healing the shoulder is better?
(this isn't really a critique, it's a question on how you would rule it. I'm planning in using the Lingering Injury table from the DMG in my game, and I found myself confused by this possibility. The thing I'm going to do is have different lingering injuries as possibilities depending on the damage reduced the creature to 0)
You can't drown someone with Create Water. If your lungs are containers than your bones are objects. Any Siege monster that attacks you deals double damage because it’s attacking your bones.
Good point - I tried to keep it simple and not so problematic as to ruin the adventure for anyone - loosing an arm first combat would not make it a fun day for anyone. The way I run my campaign is when you go to 0 hit points, your next turn to roll death saving throws. If you make them all or are healed / stabilised before rolling no lingering injuries.
If you fail 1 roll and are revived with magic and a bruised rib then it would be cured. Maybe I need to add the Short Rest requirement to this, or specify a second magic healing effect to the one that revives the player.
Note that main draw (point 4) back is you will still suffer 1 x Level of Exhaustion each time you are knocked unconscious - which can start to be more of a problem.
I really like this, and I intend to borrow your system with a few additions:
First, when a PC suffers a critical hit they can choose to receive an injury instead of increased damage. If their current HP are under half their maximum they would receive an injury from the second table, and otherwise they would receive one from the first one.
Second, in any case a character can choose a result instead of randomly rolling in the table. In this case, thay can't choose Minor Scar and, unless they are spellcasters with Concentration spells, neither can they choose Minor Concussion.
Third, since upgrading an injury is purely optional, I added a third table with major injuries. These include lost eye (upgradable from injuries on the head like concussions or scars), arm and leg from the DMG, Lasting Derangement (indefinite madness) and an Internal Injury that combines the one in the DMG and festering wound (and upgradable from either). You can even get lost eye twice, as described in the DMG.
I love the table, but I would make a couple of points...
Emotional trauma can lead to PTSD responses, which can be role played, and which may deteriorate over time, and may not.
Concussion can take literally years to subside, and can include all sorts of effects such as loss of balance, loss of memory, vertigo, fatigue.
DMG has guide for Sanity points and Madness. I often use this for massive Physic damage, from Mind Flayers etc.
If you're going to have loss of limbs and other body parts a thing, you might want to have a local artificer shop start trading in prosthetic limbs and Ersatz Eyes and the like.
Haha cursed Prostetics! Awesome!
In my world there are prostetics available, however not commonly available. It might be easy to find a wooden leg but a magic replacement for an eye... well its possible but you have to search a while.
It's going to be hard to perform the somatic component for spell casting with a wooden arm :D
Magic replacements for eyes are Ersatz Eyes and they're listed as common magical items, so they shouldn't be that hard to find.