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Category d100 Injury Type

A Coma 1 Unconcious
Critical 2 Binded Eye
Critical 3 Lose Function of Nose
Critical 4 Deaf in one ear
Critical 5 Lose Function of Tongue
Critical 6 Lose an arm
Critical 7 Lose a leg
Critical 8 Lose a Hand
Critical 9 Lose a Foot
Severe Injury 10 Shattered Knee
Severe Injury 11 Broken Collarbone
Severe Injury 12 Broken Leg
Severe Injury 13 Broken Arm
Severe Injury 14 Shattered Leg
Severe Injury 15 Floating Sholder
Severe Injury 16 Severed Muscles
Severe Injury 17 Severed Tendons
Severe Injury 18 Broken Arm
Severe Injury 19 Broken Leg
Effect 20 Betrayed
Severe Injury 21 Punctured Lung
Severe Injury 22 Broken Rib
Severe Injury 23 Fractured Spine
Effect 24 Amateur Hour
Major Injury 25 Severe Concussion
Major Injury 26 Ruptured Jugular
Major Injury 27 Ruptured Liver
Major Injury 28 Busted Kneecap
Major Injury 29 Major Concussion
Major Injury 30 Overstretched Muscle
Major Injury 31 Overstretched Tendon
Major Injury 32 Fractured Hand
Major Injury 33 Fractured Foot
Major Injury 34 Ruptured Intestines
Injury 35 Mild Concussion
Injury 36 Minor Concussion
Injury 37 Broken Nose
Injury 38 Bleeding Gut
Injury 39 Bruised Kidney
Injury 40 Trapped Spinal Nerve
Injury 41 Bruised Liver
Injury 42 Blurred Vision
Injury 43 Deafness
Injury 44 Bruised Rib
Effect 45 Infected
Injury 46 Sprained Wrist
Injury 47 Sprained Ankle
Injury 48 Pulled Bicep
Injury 49 Pulled Thigh
Severe Mental Trauma 50 New Phobia
Severe Mental Trauma 51 Severe Depression
Severe Mental Trauma 52 Insomnia
Severe Mental Trauma 53 Nightmares
Severe Mental Trauma 54 Verdigo
Mental Trauma 55 Amnesia
Mental Trauma 56 Catatonic
Mental Trauma 57 Flee
Mental Trauma 58 Depression
Mental Trauma 59 Uncontrolled Tremble
Mental Trauma 60 Nervous Twitch
Mental Trauma 61 Freeze
Mental Trauma 62 Paranoia
Mental Trauma 63 Seek Cover
Mental Trauma 64 Berserk
Minor Injury 65 Pulled Thigh
Minor Injury 66 Limp
Minor Injury 67 Ringing in ears
Minor Injury 68 Bitten Tongue
Minor Injury 69 Crotch Hit
Minor Injury 70 Neck Strain
Minor Injury 71 Headache
Minor Injury 72 Dislocated Shoulder
Minor Injury 73 Dislocated Finger
Minor Injury 74 Blood in Eyes
Minor Injury 75 Black Eye
Minor Injury 76 Bruised Hip
Minor Injury 77 Broken Toe
Minor Injury 78 Fat Lip
Minor Injury 79 Groin Pull
Minor Injury 80 Hamstring Strain
Mental Trauma 81 Migrain
Mental Trauma 82 Seizure
Effect 83 Coward
Effect 84 Stressed
Effect 85 Attached
Effect 86 Indecisive
Effect 87 Unfocused
Minor Boom 88 Death Grip
Minor Boom 89 From the Grave
Minor Boom 90 Mortal Enemy
Minor Boom 91 Confident Comeback
Minor Boom 92 Dead-Eye
Effect 93 Sick
Memorable Scars 94 Impressive Scar on arm/leg
Memorable Scars 95 Impressive Scar on Head
Memorable Scars 96 Impressive Scar on Armor
Survivability 97 Unexpected KO -
Survivability 98 Unexpected KO
Survivability 99 Unexpected KO +
Resist Death 100 Adrenaline Rush

Category d100 Injury Type

Major Injury 1 Lose Body part

Major Injury 2 Lose Function of arm/leg


Major Injury 3 Broken Collarbone
Major Injury 5 Broken Rib

Severe Mental Trauma 7 Severe Concussion


Severe Mental Trauma 9 New Phobia
Severe Mental Trauma 11 Severe Depression
Severe Mental Trauma 13 Insomnia
Severe Mental Trauma 15 Nightmares
Severe Mental Trauma 17 Verdigo
Mental Trauma 19 Amnesia
Mental Trauma 21 Catatonic
Mental Trauma 23 Flee
Mental Trauma 25 Depression
Mental Trauma 27 Uncontrolled Tremble
Mental Trauma 29 Nervous Twitch
Mental Trauma 31 Freeze
Mental Trauma 33 Paranoia
Mental Trauma 35 Seek Cover
Mental Trauma 37 Berserk
Mental Trauma 39 Migrain
Mental Trauma 41 Seizure
Minor Injury 43 Pulled Thigh
Minor Injury 45 Ringing in ears
Minor Injury 47 Bitten Tongue
Minor Injury 49 Crotch Hit
Minor Injury 51 Neck Strain
Minor Injury 53 Headache
Minor Injury 55 Dislocated Shoulder
Minor Injury 57 Blood in Eyes
Minor Injury 59 Black Eye
Minor Injury 61 Bruised Hip
Minor Injury 63 Broken Toe
Minor Injury 65 Fat Lip
Minor Injury 67 Groin Pull
Minor Injury 69 Hamstring Strain
Effect 71 Coward
Effect 73 Stressed
Effect 75 Attached
Effect 77 Indecisive
Effect 79 Unfocused
Effect 81 Sick
Effect 83 Infected
Minor Boom 85 Death Grip
Minor Boom 87 From the Grave
Minor Boom 89 Mortal Enemy
Minor Boom 91 Confident Comeback
Memorable Scars 93 Impressive Scar on arm/leg
Memorable Scars 95 Impressive Scar on Armor
Survivability 97 Unexpected KO
Resist Death 99 Adrenaline Rush
Minor Boon
Description
Incapacitated til Healed
Disadvantage on Percetion checks involving sight and ranged attack rolls
Disadvantage on Charisma checks and perception checks involving smell
Disadvantage on Charisma Checks and perception checks involving hearing
Disadvantage on Charisma Checks, Cannot do Verbal components of Spells
Can Only use one arm to use an Item/weapon
Moving more that 10ft requires a DC15 acrobatics check or fall prone
Cannot use two handed melee weapons or bows
Walking speed is 15 ft. Fall prone after the dash action
Walking speed is halved. Must use crutch or cane to move. Cannot use the Dash Action. Cannot put weight on knee.
Disadvantage on Athletics and Acrobatics checks, and Stregth saving throws. Carry weight is halved.
Walking Speed is halved. Can have no weight on limb and cannot use to perform any action. Disadvantage on Dex sa
Can have no weight on limb and cannot use to perform any action
Walking speed 5ft. Can have no weight on limb, cannot use to perform any action, must use a cane to walk or healin
Unable to put any weight on shoulder and any attack rolls made with limb are done with disadvantage
Disadvantage on all strength based checks and attacks.
Disadvantage on all DEX based checks and attacks.
Can only use one are to use an item/weapon
Moving more than 5ft per round requires a DC15 acrobatics check or fall prone
You attack your allies for 3 turns, choosing who at random
Gain one level of exhaustion. Completing a long rest does not remove this status until 2d8 days have passed.
You must make a DC 15 CON save. ON a failure, you can take an action or a bonus action, but not both.
Walking speed is 0, they are unable to use muscles below the hip
All your stats drop to 12, if under 12, they stay the same.
Disadvantage on concentration checks. Maintaining a spell required a DC 10 concentration check at the end of each
Cannot Speak
Poisoned Status
Movement speed is halved. Jumping or using the Dash action requires a DC 15 Con save or fall prone.
Maintaining a spell required a concentration check at the end of each of your turns.
Disadvantage on all strength based checks and attacks.
Disadvantage on all DEX based checks and attacks.
Canot use two handed melee weapons or bows.
Movement Speed is halved. Jumping or using the Dash action requires a DC 15 Con save or fall prone.
Eating or drinking water does 1 HP damage
Maintaining a spell required a DC 10 concentration check at the end of each of your turns.
Disadvantage on all perception checks
Disadvantage on all perception checks involving smell
Whenever an attack is performed, make a DC 10 Con save. On a failure, fall unconcious
Whenever an attack is performed, make a DC 10 Con save. On a failure, fall unconcious
Paralysed status
Poisoned Status
You are Blinded
You are deafened
When you take a reaction, make a DC 12 CON save, On a failure, you waste your reaction.
1 Level of exhaustion, short rests only gain half hit die, and long rest do not heal you nor reset your hit die.
You must make a DC 10 CON save when casting a spell with a somatic component. On a fail, you fail to cast the spell
Movement speed is halved. When using the dash action, make a DC 15 acrobatics check. On a fail, you fall prone.
You have diadvantage on contested grapple checks.
You have disadvantage on all saving throes that resist being knocked prone. Being moved against your will impose s
You must make a DC 10 WIS check if encountering a similar foe in the future. On a failure, you are frightened.
Disadvantage on Wisdom Saving throws
You must make a DC 15 INT save before every long rest. On a fail, you gain one exhaustion at the end of the rest
You must make a DC 12 INT save before every long rest. On a fail, you gain one exhaustion at the end of the rest
Disadvantage on DEX checks and saves, and ranged attacks.
You will not remember anything that happened during combat once out of initiative
Your movement speed is zero and cannot take any actions or reactions other that a medicine check on yourself
You must make a DC 15 WIS save. On a fail, you are frightened of all enemies until you are in full cover.
Disadvantage on Wisdom Saving throws
Disadvantage on Dex skill checks
At the endo of your turn make a DC 12 STR save. On a fail, you drop an item in your hand
You must make a DC 15 WIS at the start of your turns. On a fail, your movement is 0.
You must make a DC 15 WIS at the start of your turns. Ona fail, you attack the nearest creature in range.
You must make a DC15 WIS save. On a fail, you must use all your movement and the dash action to move away from
You must make a DC12 WIS save. On a failure, you must attack the nearest creature in range.
Movement speed is reduced by 10ft.
Movement speed is reduced by 5ft.
Disadvantage on peception checks involving hearing.
Cannot speak
When concious, make a DC 15 CON save at the start of each turn. ON a failure, your movement speed reduced to 0.
When you take a reaction, make a DC 10 CON save. On a failure, you waste your reaction.
Disadvantage on all rolls
Incur -2 modifier to all attack rolls
incur -2 modifier to all attack rolls
You have disadvantage on all perception checks made with sight and range attack rolls
Disadvantage on Perception checks using sight and ranged attacks
Walking speed reduced by 10 ft
Disadvantage on Acrobatics check
Disadvantage on Performance Checks
Lifting capability is halved. Cannot Carry another creature, or carry more than 90lbs
Cannot use the Dash action
Disadvantage on Intelligence checks
You have one round where you make no death saving throw, when concious you take 1 point of exhaustion
You cannot attack an enemy, you can only help others, run, hide, buff, debuff, heal
Disadvantage on investigation, passive investigation -2
You attack/help the closest creature to your person. You cannot leave their side til helped or dead.
You attack a different creature each turn.
You cannot use concentration spells for more than one turn.
Make a grapple check contested with your attacker. On a success they are considered in difficult terrain for the first
If an enemy is next to you when you go unconcious, make an attack role. If successful the enemy takes 1d4 damage
Your life's goal is to destroy the creature that put you unconcious, you are under the "entralled" effect.
Your next attack has advantage
You have advantage on your next attack roll.
You have -1 to all ability checks and attack rolls.
Advantage on appropriate intimidation checks
Advantage on appropriate intimidation checks and persuasion checks.
Advantage on appropriate intimidation checks and persuasion checks.
You will be stabilized after one successful death save
You will be stabilized after two successful death saves
You are instantly stabilized
At the start of your turn. You regain health equal to 1 hit dice + CON modifier

Description
Roll d6 : 1-leg(Moving more that 10ft requires a DC15 acrobatics check or fall prone), 2-arm(Can Only use one arm t
hand(Cannot use two handed melee weapons or bows), 4-foot(Walking speed is 15 ft. Fall prone after the dash acti
Percetion checks involving sight and ranged attack rolls), 6-Deaf(Disadvantage on Charisma Checks and perception c
Arm- Can only use one are to use an item/weapon. Leg- Movement Speed is halved. Jumping or using the Dash actio
fall prone. Disadvantage on DEX saves to maintain balance.
Disadvantage on Athletics and Acrobatics checks, and Stregth saving throws. Carry weight is halved.
You must make a DC 15 CON save. ON a failure, you can take an action or a bonus action, but not both.
Disadvantage on Perception and investigation checks. Can only take Short Rests, Hit die reset once all short rests ha
exhaustion each day.
You must make a DC 10 WIS check if encountering a similar foe in the future. On a failure, you are frightened.
Disadvantage on Wisdom Saving throws
You must make a DC 15 INT save before every long rest. On a fail, you gain one exhaustion at the end of the rest
You must make a DC 12 INT save before every long rest. On a fail, you gain one exhaustion at the end of the rest
Disadvantage on DEX checks and saves, and ranged attacks.
You will not remember anything that happened during combat once out of initiative
Your movement speed is zero and cannot take any actions or reactions other that a medicine check on yourself
You must make a DC 15 WIS save. On a fail, you are frightened of all enemies until you are in full cover.
Disadvantage on Wisdom Saving throws
Disadvantage on Dex skill checks
At the endo of your turn make a DC 12 STR save. On a fail, you drop an item in your hand
You must make a DC 15 WIS at the start of your turns. On a fail, your movement is 0.
You must make a DC 15 WIS at the start of your turns. On a fail, you attack the nearest creature in range.
You must make a DC15 WIS save. On a fail, you must use all your movement and the dash action to move away from
You must make a DC12 WIS save. On a failure, you must attack the nearest creature in range.
Disadvantage on all rolls
You have one round where you make no death saving throw, when concious you take 1 point of exhaustion
Movement speed is reduced by 10ft.
Disadvantage on peception checks involving hearing.
Cannot speak
When concious, make a DC 15 CON save at the start of each turn. ON a failure, your movement speed reduced to 0.
When you take a reaction, make a DC 10 CON save. On a failure, you waste your reaction.
Disadvantage on intelligence checks
Incur -2 modifier to all attack rolls
You have disadvantage on all perception checks made with sight and range attack rolls
Disadvantage on Perception checks using sight and ranged attacks
Walking speed reduced by 10 ft
Disadvantage on Acrobatics checks
Disadvantage on Performance Checks
Lifting capability is halved. Cannot Carry another creature, or carry more than 90lbs
Cannot use the Dash action
You cannot attack an enemy, you can only help others, run, hide, buff, debuff, heal, battle control spells
Disadvantage on investigation checks, passive investigation -3
You attack/help the closest creature to your person. You cannot leave their side til helped or dead.
You attack a different creature each turn.
You cannot use concentration spells for more than one turn.
You have -1 to all ability checks and attack rolls.
Gain 1 Level of exhaustion, short rests only gain half hit die, and long rest do not heal you nor reset your hit die.
Make a grapple check contested with your attacker. On a success they are considered in difficult terrain for the first
If an enemy is next to you when you go unconcious, make an attack role. If successful the enemy takes 1d4 damage
Your life's goal is to destroy the creature that put you unconcious, you are under the "entralled" effect.
Your next attack has advantage
Advantage on appropriate intimidation checks
Advantage on appropriate intimidation checks and persuasion checks.
You will be stabilized after two successful death saves
At the start of your turn. You regain health equal to 1 hit dice + CON modifier
Lowes Level Cures Duration (if Untreated)
Regenerate Forever
Greater Restoration Forever
Greater Restoration Forever
Greater Restoration Forever
Greater Restoration Forever
Regenerate Forever
Regenerate Forever
Regenerate Forever
Regenerate Forever
5th level healing spell/ Greater Restoration 2d8 weeks
5th level healing spell/ Greater Restoration 2d8 weeks
5th level healing spell/ Greater Restoration 2d8 weeks
5th level healing spell/ Greater Restoration 2d8 weeks
5th level healing spell/ Greater Restoration 2d8 weeks
5th level healing spell/ Greater Restoration 2d8 weeks
5th level healing spell 2d8 weeks
5th level healing spell 2d8 weeks
4th level healing spell 2d8 weeks
4th level healing spell 2d8 weeks
Modify Memory 3 rounds
4th level healing spell 2d8 weeks
4th level healing spell 2d8 weeks
Lesser Restoration/4 levels of healing spells 2d8 weeks
Lesser Restoration/4 levels of healing spells 2d6 days
4th level healing spell 2d6 days
Lesser Restoration or 3rd level healing spell 2d6 days
Lesser Restoration or 3rd level healing spell 2d6 days
3rd level healing spell 2d6 days
3rd level healing spell 2d6 days
3rd level healing spell 2d6 days
3rd level healing spell 2d6 days
3rd level healing spell 2d6 days
3rd level healing spell 2d6 days
3rd level healing spell 2d6 days
3rd level healing spell 1d4 days
2nd level healing spell 1d4 days
2nd level healing spell 1d4 days
2nd level healing spell 1d4 days
2nd level healing spell 1d4 days
2nd level healing spell Long Rest
2nd level healing spell Long Rest
Lesser Restoration or 3rd level healing spell Long Rest
Lesser Restoration or 3rd level healing spell Long Rest
Lesser Restoration Long Rest
Lesser Restoration 2d6 days
Lesser Restoration Long Rest
Lesser Restoration Long Rest
Lesser Restoration Long Rest
Lesser Restoration Long Rest
Lesser Restoration Until Cured
Lesser Restoration Until Cured
DC 25 Medicine Check Until Cured
DC 20 Medicine Check Until Cured
DC 20 Medicine Check Until Cured
DC 20 Medicine Check Forever
None Until Short Rest
None Until Short Rest
None Until Short Rest
None Until Short Rest
None Until Short Rest
None Until Short Rest
None Until Short Rest
None 1 Round
None 1 Round
None 1 Minute
2nd level healing spell 1 Minute
2nd level healing spell 1 Minute
2nd level healing spell 1 Minute
2nd level healing spell 1 Minute
3rd level healing spell 1 Minute
DC 15 Medicine Check or healing 1 Minute
DC 10 Medicine check or healing Until Cured
DC 5 Medicine Check Until Cured
DC 5 Medicine Check Until Cured
3rd level healing spell 1d4 days
3rd level healing spell 2d6 days
3rd level healing spell 2d8 weeks
3rd level healing spell 1d4 days
3rd level healing spell 2d6 days
3rd level healing spell 2d6 days
3rd level healing spell Long Rest
None Long Rest
None 3 rounds
None Long Rest
None 1 Minute
Modify Memory 1 Minute
None 1 Minute
None Until Short/Long Rest
None Until Short/Long Rest
None Until Short/Long Rest
None Until Short/Long Rest
None Until Short/Long Rest
Lesser Restoration 1d4 days
None Forever
None Forever
Mending Spell Forever
None Until Stable
None Until Stable
None Instant
None Until your turn

Lowes Level Cures Duration (if Untreated)

Regenerate Forever

Greater Restoration Forever


5th level healing spell/ Greater Restoration 2d8 weeks
4th level healing spell 2d8 weeks

4th level healing spell 2d6 days


Lesser Restoration Forever
Lesser Restoration Forever
DC 25 Medicine Check Until Cured
DC 20 Medicine Check Until Cured
DC 20 Medicine Check Until Cured
None Forever
None Until Short Rest
None Until Short Rest
None Until Short Rest
None Until Short Rest
None Until Short Rest
None Until Short Rest
None Until Short Rest
None 1 Round
None 1 Round
3rd level healing spell Long Rest
None Long Rest
None 1 Minute
2nd level healing spell 1 Minute
2nd level healing spell 1 Minute
2nd level healing spell 1 Minute
3rd level healing spell 1 Minute
DC 15 Medicine Check or healing 1 Minute
DC 10 Medicine check or healing Until Cured
DC 5 Medicine Check Until Cured
3rd level healing spell 1d4 days
3rd level healing spell 2d6 days
3rd level healing spell 2d8 weeks
3rd level healing spell 1d4 days
3rd level healing spell 2d6 days
3rd level healing spell 2d6 days
None 3 rounds
None Long Rest
None 1 Minute
Modify Memory 1 Minute
None 1 Minute
Lesser Restoration 1d4 days
Lesser Restoration 2d6 days
None Until Short/Long Rest
None Until Short/Long Rest
None Until Short/Long Rest
None Until Short/Long Rest
None Forever
Mending Spell Forever
None Until Stable
None Until your turn
Additional Notes

Shields and Crossbows allowed

Lesser restoration cures "paralyzed" condition


On a fail you do not use a spell slot

Dex Save. DC at DM's discretion


One Medice check per day
One Medice check per day
One Medice check per day
One Medice check per day
One Medice check per day

If no creatures in sight, no effect

On a success, this effect ends


On a success, this effect ends
If no creatures in sight, no effect
On a success, this effect ends
On a success, this effect ends

On a success, this effect ends

Alternatively, cured via prestidigation


You will naturally regain conciousness in 1d4 hours
You're back in the fight, but prone.

Additional Notes

Shields and Crossbows allowed

One Medice check per day


One Medice check per day
One Medice check per day

If no creatures in sight, no effect


On a success, this effect ends
On a success, this effect ends
If no creatures in sight, no effect
On a success, this effect ends
On a success, this effect ends

On a success, this effect ends

Alternatively, cured via prestidigation

You're back in the fight, but prone.

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