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Not for resale. Permission granted to print or photocopy this document for personal use only .

LINGERING INJURIES 1

You must receive magical healing to remove adverse effect. This injury doesn't have other checks. 4 Blinded. you lose your action and can't use reactions until the start of your next turn. you finish five long rests or receive magical healing to suffer from splitting headaches. You can't take reactions until the d4 Injury end of your next turn. The condition is removed if you receive your eyesight. You can't take reactions until the end of 2 Hypothermia. You are drowsy. The burns don't have other adverse effects. the unconscious condition ends 1 Blisters. Disadvantage on Initiative rolls. or if you spend one day doing nothing but resting. Your speed on foot is halved and you must use a cane or crutch to move. You make a ACID LINGERING INJURY Constitution saving throw at the end of each of your turn (this replaces the death saving throws). concentration. BLUDGEONING LINGERING INJURIES d4 Injury 1 Limp. Alternatively. You are disfigured to the 1 Frostnip. disadvantage on Intelligence ability checks and someone can tend to the wounds and make a DC Constitution saving throws to maintain your 15 Wisdom (Medicine) check once every 24 hours. Your eyes have been damaged. and Irritation. It heals if you receive magical healing the burn scars. Numbness. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting. Your skin pales or turns red and You have disadvantage on Charisma (Persuasion) feels extremely cold. You have reduce this level of exhaustion. You can't take reactions until the end of extent that the acid burn can't be easily concealed. You gain one level of exhaustion. For the next ten days. confused. LINGERING INJURIES 2 . 2 Blackened Skin. and can gain the Blinded condition. the injury is healed. Not for resale. your next turn. As your skin warms. magical healing or if you are moved to a warm area and spend 2d4 hours doing nothing but resting. heals this injury. you feel checks and advantage on Charisma (Intimidation) pain and tingling. 2 Broken leg. On a failed save. Permission granted to print or photocopy this document for personal use only . On a failed save. You gain the Stunned level or higher. Magical healing of 6th level or higher. You fall prone after using the Dash action. 3 Broken Ribs. After two successes. such as heal and regenerate. If you fail the save. The injury heals after 5 days or if you receive  magical healing. Your speed on foot is reduced by 5 feet. The injury heals after ten weeks or if you receive magical healing. Your body temperature falls your next turn. COLD LINGERING INJURY 3 Major Burn (Face). You  must make a DC 10 Dexterity saving throw after  using the Dash action. You dramatically. restores condition. such as heal and regenerate. You must make a DC 10 Constitution saving throw. 4 Concussion. Whenever you attempt an action in combat. You must and you become stable. Magical healing of 6th speak only falteringly. The injury heals if you receive magical healing or if you spend five days doing nothing but resting. On a d4 Injury successful save. you must make a DC 10 Constitution saving throw. you fall prone. You can't take reactions until the end of your next turn. you are reduced to 0 hit points and you fall unconscious. You have disadvantage  on Dexterity checks and saving throws.

After 24 hours of rewarming. can heal this injury and reduce both numbness. You must make a DC 10 Constitution d4 Injury saving throw. You gain two levels of turns black and hard. or waxy and white. After 24 hours of rewarming. You experience regenerate. and you can hold numbness. losing all sensation of warmth. Fresh bruise appears reddish. On a failed save. or injury and reduce this level of exhaustion. or level of exhaustion. Only magical healing of 6th level or higher. can heal this injury and reduce both levels of exhaustion. and you must use a cane or crutch to move. The injury heals after 5 days or if you receive magical healing. FIRE LINGERING INJURY 2 Concussion. The force damage pushes you and advantage on Charisma (Intimidation) checks. you must make a DC 10 Constitution Constitution saving throw at the end of each of your saving throw. You experience higher. 3 Severe Frostbite (Arms and Hands). You can no longer hold exhaustion is reduced. You make a in combat. and you can hold only a single object at a time. nothing but resting. You You must receive magical healing to remove the suffer severe shortness of breath. You and you become stable. such as heal and regenerate. the unconscious condition ends have difficulty focusing because of the pain. Only magical healing of 6th level or Not for resale. You also successful save. losing all sensation of cold. You experience hold anything with two hands. the injury is healed. discomfort in the affected area. 10 feet away from where you are standing. You gain two levels of exhaustion. For the next ten days. along with chest burn scars. On a failed save. then turns blue and dark purple in a few hours. Your speed on foot is halved. the skin charred. losing all sensation of cold. pain and wheezing or coughing. You can't take reactions until can't use reactions until the start of your next turn. This injury doesn't have other adverse effect. you have disadvantage on Intelligence checks and suffer from splitting headaches. you must make a DC 10 Constitution saving successes. such as heal and regenerate. LINGERING INJURIES 3 . Whenever you attempt an action in (Medicine) check once every 24 hours. Your speed on foot is halved. or waxy and white. or only a single object at a time. Only magical this injury and reduce this level of exhaustion. You must finish five long rests discomfort in the affected area. You can no longer 4 Severe Burns (Legs and Feet). losing all sensation of warmth. You you spend ten days doing nothing but resting. You are stunned 3 Severe Burns (Arms and Hands). After five combat. You gain one level of discomfort in the affected area. to the wounds and make a DC 15 Wisdom 3 Broken Ribs. The injury heals if you receive Constitution saving throws to maintain your magical healing or if you spend ten days doing concentration. Your skin looks exhaustion. On a reactions until the start of your next turn. such as heal and 4 Severe Frostbite (Legs and Feet) . Whenever you attempt an action hit points and you fall unconscious. pain. anything with two hands. FORCE LINGERING INJURY d4 Injury 1 Bruise. you can't use turn (this replaces the death saving throws). discomfort in the affected area. you lose your action and 2 Severe Burns (Face). you are reduced to 0 1 Sores and Blisters. or levels of exhaustion. the end of your next turn. Alternatively. the skin turns black and hard and tissue starts dying. You are disfigured to the The injury heals if you receive magical healing or if extent that the burn can't be easily concealed. have disadvantage on Charisma (Persuasion) checks 4 Shortness of Breath. You can't take reactions until the end of your next turn. can heal must use a cane or crutch to move. You have Constitution saving throws to maintain your disadvantage on Intelligence ability checks and concentration. someone can tend such as heal and regenerate. such as heal and regenerate. throw. You also gain one numbness. healing of 6th level or higher. Permission granted to print or photocopy this document for personal use only . Joints and muscles become stiff. Your skin looks or receive magical healing before this level of charred. pain. Magical healing of 6th level or higher. heals this injury. Only magical healing of 6th exhaustion. pain. You experience until the end of your next turn. pain. can heal this numbness. On a failed save. and you level or higher. You gain one level of exhaustion.

1 Flash burns. This 24 hours. such as heal and regenerate. You must receive magical healing of exhaustion. you are reduced to 0 scythe— appears within 10 feet of you and attacks hit points and you fall unconscious. Your hit point maximum is reduced by 1 every 24 hours the wound persists. On a of exhaustion and resume your turn where you left successful save. and confusion. Whenever you attempt an action in rolls. On a failed save. The injury 3 Rot. For the next ten days. You have heal and regenerate. such as heal and regenerate. injury. maximum to 0. you die. you fight it with the equivalent of gain one level of exhaustion and have disadvantage half your hit points maximum. you lose your action and anything". Not for resale. the unconscious condition ends off with your current hit points. You gain the extradimensional dimension outside space and Paralyzed condition for 2d20 minutes or until your time. you must make a DC 15 Constitution saving believe I can make a difference to anyone or throw. You must receive a remove which causes burns from the flames. A large surface area of your body make a DC 15 Wisdom (Medicine) check once every is covered with flash burns of partial thickness. The lightning ignites your clothing. your hit points exhaustion. maximum decreases by 1d4 for every 24 hours that 2 Fire burns. 3 Paralysis. You can't take reactions until the end Alternatively. saving throw. whereupon you gain one level turn (this replaces the death saving throws). someone can tend to the maximum is reduced by one-third for the next ten wounds and make a DC 15 Wisdom (Medicine) days. and you become stable. If you survive the on Constitution saving throws to maintain your avatar. You are cursed with rot. higher. a character can attempt The injury heals if you receive magical healing or if to overcome the despair with a DC 15 Wisdom you spend ten days doing nothing but resting. The d4 Injury wound heals if you receive magical healing. You avatar appears. such as heal and regenerate. You make a you until you drop to 0 hit points (and start dying) or Constitution saving throw at the end of each of your until it is destroyed. You must receive magical healing of 6th level check once every 24 hours. You must finish five long rests or 4A Life Drain. PIERCING LINGERING INJURY d4 Injury NECROTIC LINGERING INJURY 1 Minor Scar. After finishing a long rest. you If you are already down to 0 hit points when the suffer from dizziness. LINGERING INJURIES 4 . You must make a DC 10 Constitution skeleton clad in tattered black robe and carrying a saving throw. the or higher. If LIGHTNING LINGERING INJURY your hit point maximum drops to 0. injury doesn't have other adverse effect. removes the scar. After two successes. to heal this level of exhaustion is reduced. An avatar of death (statistics reproduced at receive magical healing. you die. Alternatively. . or "Life doesn't make sense anymore." can't use reactions until the start of your next turn. 6th level or higher. nausea. disadvantage on Charisma checks and Initiative 2 Internal Injury. 2 Festering Wound. On a failed save. You can't take reactions until the end of elapse. the end of this document)—a ghostly humanoid 4 System Shock. You are affected with despair. the wound heals. The lightning damage pushes you 10 feet 4B Avatar of Death (variant 4). to You must receive magical healing of 6th level or heal this injury and reduce this level of exhaustion. You must make a DC 15 Constitution receive magical healing to reduce this level of saving throw. you become stable and you gain one level of concentration. On a failed save. someone can tend to the wound and of your next turn. Permission granted to print or photocopy this document for personal use only . You find yourself in an away from where you are standing. to heal this injury and reduce this level of exhaustion. If the curse reduces your hit points your next turn. The scar doesn't have any adverse d4 Injury effect. such as 1 Apathy. Your hit points heals after 5 days or if you receive magical healing. You gain one of the following flaws: "I don't combat. level of exhaustion. Magical healing of 6th level or higher. You gain one curse spell or similar magic to end this rot. After ten successes.

You make a Constitution saving throw at the end of each of your d4 Injury turn (this replaces the death saving throws). You make a DC 10 Wisdom pressure. You must successful save. you die. a 6th level or higher. On a successful save." After finishing a long rest. you are reduced to 0 POISON LINGERING INJURY hit points and you fall unconscious. You also become afflicted with Poisoned and Incapacitated for an hour. the wound heals. You gain the Blinded condition for injury. You character can attempt to overcome this exaltation must finish five long rests or receive magical healing of with a DC 10 Wisdom saving throw. to heal this injury. you become afflicted 24 hours. 4 Mind Blast. and a restoration spell or more powerful magic is required lesser restoration spell or similar magic (e. to heal this injury Wisdom checks. you can roll a d4 and skin and into your bloodstream. soaking through the add the number rolled to the attack roll or saving tissue and destroying the underlying bone. while a lesser restoration spell as heal and regenerate. A greater from poison spell neutralizes the conditions. you gain the Poisoned Condition. On a failed save. You must finish 2 Exaltation. five long rests or receive magical healing of 6th level or You have disadvantage on Charisma checks and higher. such effects of this madness. spell or similar magic. someone can tend to the wound and 3 Long-Term Madness. Otherwise. 1d4 hours. whenever you make an 3 Painless Time Bomb. while a lesser restoration spell can heal the psychic injury. Permission granted to print or photocopy this document for personal use only . 4 Hemorrhage. On a failed save. You make a DC 10 Constitution saving throw. The toxin attacks your nerves and causes punish the sinners. Not for resale. such as heal and regenerate. LINGERING INJURIES 5 . 259). 24 hours throw. 2 Cyanide. you are reduced to 0 hit points and you start dying. You gain one level of exhaustion that can't be removed until the disease is cured by a lesser restoration spell or PSYCHIC LINGERING INJURY similar magic. On a failed save. You gain the Stunned condition for 1d4 check once every 24 hours. After ten successes. paladin's lay on hands or a potion of vitality) heals the injury. RADIANT LINGERING INJURY You must finish five long rests or benefit from a d4 Injury lesser restoration spell or similar magic to heal this 1 Blinding Power. or "I must judge and 4 Paralysis. The toxin seeps through your attack roll or a saving throw. Bleeding does not stop with direct 2 Short-Term Madness.g. the minutes or until you benefit from a lesser restoration fever is gone. a debilitating pain. If you become stable. you become afflicted 1d4 every 24 hours the wound persists. to heal this injury. greater restoration spell or more powerful magic is required to heal this radiant injury. such as heal and regenerate. 260). You also gain one of the following and reduce these levels of exhaustion. a to rid yourself of this indefinite madness. 3 Shaking Chills. later. with a long-term madness for 1d10 x 10 hours (DMG p. If your hit with a short-term madness for 1d10 minutes (DMG point maximum drops to 0. After five successes. flailing and drooling in an attempt to stave off death (and the death saving throws). you gain two levels of exhaustion. On a failed save. 260). you gain the Incapacitated condition for 1d4 rounds. You must p. Your hit point maximum is reduced by saving throw. can heal the psychic injury. A calm emotions spell can suppress the receive magical healing of 6th level or higher. On a 1 Torpor. During that time. Fever and disorientation symptoms manifest 1d4 hours after injury. You are affected with religious delirium. You make a DC 15 Wisdom make a DC 15 Wisdom (Medicine) check once every saving throw. You must make a DC 15 Constitution saving throw. A calm emotions spell can suppress the effects of this madness. Alternatively. You gain the Paralyzed condition. flaws: "I am the Chosen One". The poisonous effect lingers. A protection an indefinite madness (DMG p. Alternatively. someone can tend to d4 Injury your fever and make a DC 15 Wisdom (Medicine) 1 Dazed. the unconscious condition ends and make a DC 15 Constitution saving throw or become you become stable.

You find yourself in an Lose an Eye (5-6). You can’t take reactions and you extradimensional dimension outside space and have disadvantage on attack rolls and ability checks time. a greater restoration spell or more saving throw. of your next turn. Not for resale. On a failed save. such vitality) heals the injury. 2 Hearing Loss. Whether Lose a Foot or Leg (3-4). exhaustion and resume your turn where you left off A regenerate spell can restore lost appendages or with your current hit points. disadvantage on Dexterity checks made to balance. 3 Contrition. THUNDER LINGERING INJURY Variant radiant injury (25%) : roll on the Fire Lingering Injury table. You make a DC 15 Wisdom saving throw. Magical healing of 6th level or higher. a such as heal or regenerate. Your alignment then shifts to good (if disadvantage on Charisma (Persuasion) checks and neutral or evil). you become Stunned for 1 minute. you lose your action powerful magic is required to negate this effect. You have disadvantage on any ability checks that requires hearing. Your speed on foot is halved. You have a loud ringing sound in your ears. combat. to heal this injury and reduce this level of exhaustion. or lawful (if chaotic or good) for the advantage on Charisma (Intimidation) checks. you fight it with the equivalent of half your hit points maximum. You are disfigured to the extent A lesser restoration spell or similar magic can remove that the burn can't be easily concealed. LINGERING INJURIES 6 . If you survive the angel. You fall such as heal and regenerate. You must make a DC 20 turn. whereupon you gain one level of blinded. 4 Lose an Arm or Hand (1-2). An angel of death (statistics at the end of this until the end of your next turn. You have document)—a ghostly angel carrying a scimitar— disadvantage of Wisdom (Perception) checks that appears within 10 feet of you and attacks you until rely on sight and on ranged attack rolls. Whenever you attempt an action in conversion with a DC 15 Wisdom saving throw. You gain the Stunned condition for 1 minute or until you benefit from a lesser restoration spell or similar magic. You next ten days. such as heal and regenerate. You gain the following SLASHING LINGERING INJURY flaw: "I misunderstand what people say and respond d4 Injury inappropriately". On a failed save. You have injury and reduce this level of exhaustion. a lost eye. Permission granted to print or photocopy this document for personal use only . you are or if you spend ten days doing nothing but resting. You have the condition. A lesser restoration spell or similar 1 Minor Scar.g. to remove the scar. You gain the following flaw: "I must must receive magical healing of 6th level or higher. level of exhaustion from your brush with death." After finishing a long rest. make amends. 4B Angel of Death (variant 4). and can't use reactions until the start of your next 4A Angel of Death. a paladin's lay on hands or a potion of effect. condition ends and you become stable. The injury heals if you receive magical healing Constitution saving throw. The scar doesn't have any adverse magic (e. If you are already down to 0 hit points when the angel appears. to heal this radiant prone after using the Dash action. On a successful save. You are stunned until the you succeed your saving throw or not. You and you must use a cane or crutch to move unless must receive magical healing of 6th level or higher. You must receive magical healing of 6th level or higher. You can no longer hold each of your turn (this replaces the death saving anything with two hands. You can't take reactions until the end On a failed save. removes the scar. 2 Horrible Scar. If you have you drop to 0 hit points (and start dying) or until it is no eyes left after sustaining this injury. you have a peg leg or other prosthesis. as heal and regenerate. you become stable and you gain one level of exhaustion. reduced to 0 hit points and you fall unconscious. and you can hold only a throws). you gain one end of your next turn. d4 Injury 1 Tinnitus. You are stunned until You make a Constitution saving throw at the end of (d6) the end of your next turn. character can attempt to overcome this spiritual 3 Internal Injury. you're destroyed. you must make a DC 15 Constitution Otherwise. You have trouble hearing above background noise and following a conversation is difficult. the unconscious single object at a time.

Whenever you attempt an action in combat. and loss of balance. or you can spend two weeks doing nothing but resting. 4 Phonophobia. Furthermore. You gain the following flaw: "I avoid stressful and social situations that might involve noise." You have disadvantage on Initiative rolls and ability checks in a noisy environment. 3 Deafened. The thunderous damage leaves you with feelings of dizziness. A greater restoration spell or more powerful magic can heal this injury. you must make a DC 10 Constitution saving throw. Level Effect 1 Disadvantage on ability checks 2 Speed halved 3 Disadvantage on attack rolls and saving throws 4 Hit point maximum halved 5 Speed reduced to 0 6 Death Not for resale. you gain the Deafened condition. you gain the Incapacitated condition until the start of your next turn. and normal conversation.g. LINGERING INJURIES 7 . On a failed save. including shutting doors. the ringing of sword against sword. nausea. You can’t take reactions and you have disadvantage on attack rolls and ability checks until the end of your next turn. On a failed save. you become startled by low sound levels. cooking. A lesser restoration spell or similar magic (e. running water. Permission granted to print or photocopy this document for personal use only . a paladin's lay on hands or a potion of vitality) heals the injury. You make a DC 10 Constitution saving throw.