Professional Documents
Culture Documents
A Modification of the
Lingering Injuries Variant Rule
By
Hojou Fotytu
Lingering Injuries
es
Roll 1d20
Adrenaline Rush 01-10 Temporary Injury
11-18 Permanent Disfiguration
19-20 Adrenaline Rush
Roll 1d20
Temporary Injuries
Cold
1. A thin layer of ice forms under one of your feet, causing you to slip and fall, breaking a rib. Whenever you attempt any
action in combat that requires movement of your torso, you must make a DC 10 Constitution saving throw. On a
failed save, lose your action and any reactions until the start of your next turn. You suffer for three days, or until you
are healed with greater restoration or equivalent.
2. You try to use your arms to protect yourself. One takes the full brunt of the attack and is blackened by frostburn.
Maimed arm. Ability checks requiring the use of your arms are at a disadvantage. You can hold only a single object.
Roll 1D2: 1=Left arm, 2=Right arm. You suffer for three days, or until you are healed with lesser restoration or
equivalent.
3. Swirling cold engulfs your legs, completely freezing your lower body. Maimed leg. Ability checks requiring the use of
your leg are at a disadvantage. Movement is halved. Roll 1d4: 1-2=Left leg, 3-4=Right Leg. You suffer for three days,
or until you are healed with lesser restoration or equivalent.
4. You fail to close your eyes in time, and one eyeball is nearly frozen. Loss of depth perception. Disadvantage on all
ability and perception checks that require vision. Disadvantage on ranged attacks. You suffer for two days, or until you
are healed with lesser restoration or equivalent.
5. You feel all the heat and energy drain from your body. Cartilage throughout your body is damaged. DEX-2. You suffer
for three days, or until you are healed with greater restoration or equivalent.
6. Ice penetrates deep into your chest, almost freezing your heart solid. Instantly fail one death save.
Permanent Disfiguration
Bludgeoning
1. You deftly parry the blow with your face. Blood gushes from your crushed nose. You have a horribly disfiguring scar
and a permanently misshapen nose. Permanent disadvantage on persuasion checks. Permanent advantage on
Intimidation. Magic such as the regenerate spell can remove the scar.
2. The last thing you hear is a loud pop, then an overwhelming ringing sound in one ear. Your ear is pulverized, and now
resembles a scrap of meat stuck to the side of your head. Roll 1d2 1=left, 2=right. Disadvantage on hearing-based
ability and perception checks. You are also horribly disfigured. Permanent disadvantage on persuasion checks.
Permanent advantage on Intimidation. Magic such as the regenerate spell can restore your ear.
3. You jerk your head back, but it’s just not far enough. You take a full blow to the face. Your eye is crushed. Loss of
depth perception. Disadvantage on all ability and perception checks that require vision. Disadvantage on ranged
attacks. If you have no eyes left after sustaining this injury, you're blinded. Magic such as the regenerate spell can
restore the lost eye.
4. As you step to dodge, you you are hit in the leg at exactly the wrong moment. Your leg snaps, bending in a way the
gods never intended. Permanent limp. Movement speed reduced by 10. You must make a DC 10 Dexterity saving
throw after using the Dash action, or fall prone. Magic such as the regenerate spell can cure your limp.
5. The blow looks weak but connects squarely between your shoulder blades, causing spinal damage. You lose two
points from one of your physical abilities. Roll 1d4. 1-2=Str, 3-4=Dex. Magic such as the regenerate spell can cure
your disability.
6. You take a hard blow to the temple, suffering significant brain damage. You lose two points from your one of your
mental abilities. Roll 1d4. 1-2=Int, 2-3= Wis. Magic such as the regenerate spell can cure your disability.
Fire & Lightning
1. You take an attack directly to the face. You have a horribly disfiguring burn scar, (your choice of location). Permanent
disadvantage persuasion checks. Permanent advantage on Intimidation. Magic such as the regenerate spell can
remove the scar.
2. There is a searing pain on your arm and then nothing. When you look, all that is left is a charred stump. Lose an a limb.
Roll 1d6. 1=Left hand, 2=Right hand, 3=Left forearm, 4=Right forearm, 5=Left arm, 6= Right arm. Ability checks
requiring the use of your arms are at a disadvantage. You can hold only a single object. Magic such as the regenerate
spell can restore the lost appendage.
3. There is a searing pain on your leg and then nothing. You spin and fall, ripping the burnt stump like cooked meat. Lose
an a limb. Roll 1d4. 1=Left foot, 2=Right foot, 3=Left leg, 4=Right Leg. Your speed on foot is 1/4 your normal speed.
If you use some type of cane or crutch, or a peg leg or other type of prosthesis, your speed is only reduce to 1/2 your
normal speed. You fall prone after using the Dash action. You have disadvantage on ability checks that require the use
of both legs. Magic such as the regenerate spell can restore the lost appendage.
4. You are struck full on in the face. One of your eyes boils and explodes. You have disadvantage on sight-based ability
and perception checks. Loss of depth perception. Disadvantage on ranged attacks. If you have no eyes left after
sustaining this injury, you're blinded. Magic such as the regenerate spell can restore the lost eye.
5. One of your legs is severely roasted at the knee. Permanent limp. Your movement speed reduced by 5. You must
make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magic such as the
regenerate spell can cure your limp.
6. The blast completely encompasses your head. For a moment, it feels like your brain is boiling. You lose two points
from your one of your mental abilities. Roll 1d4. 1-2=Int, 3-4=Wis. Magic such as the regenerate spell can cure your
disability.
Cold
1. The cold freezes the exposed skin on your face, which cracks and blackens, leaving you with a grotesque scar.
Permanent disadvantage on persuasion checks. Permanent advantage on Intimidation. Magic such as the regenerate
spell can remove the scar.
2. Your arm is encased in ice, then suddenly snaps off, falling to the floor and shattering into tiny pieces. Lose an a limb.
Roll 1d6. 1=Left hand, 2=Right hand, 3=Left forearm, 4=Right forearm, 5=Left arm, 6= Right arm. Ability checks
requiring the use of your arms are at a disadvantage. You can hold only a single object. Magic such as the regenerate
spell can restore the lost appendage.
3. There is a searing pain in your leg and then nothing. You turn to move but your your frozen leg snaps off in place,
frozen to the ground. Lose an a limb. Roll 1d4. 1=Left foot, 2=Right foot, 3=Left leg, 4=Right Leg. Your speed on
foot is 1/4 your normal speed. If you use some type of cane or crutch, or a peg leg or other type of prosthesis, your
speed is only reduce to 1/2 your normal speed. You fall prone after using the Dash action. You have disadvantage on
ability checks that require the use of both legs. Magic such as the regenerate spell can restore the lost appendage.
4. You are unable to shut your eyes in time, and one of them freezes solid. Lose an Eye. You have disadvantage on sight-
based ability and perception checks. Loss of depth perception. Disadvantage on ranged attacks. If you have no eyes
left after sustaining this injury, you're blinded. Magic such as the regenerate spell can restore the lost eye.
5. You turn away from the attack, and take it full force across the back. You lose two points from one of your physical
abilities. Roll a 1d4. 1-2=Str, 3-4=Dex. Magic such as the regenerate spell can cure your disability.
6. Hypothermia sets in. Your body begins to shut down and your brain is deprived of oxygen. Brain damage. You lose
two points from your one of your mental abilities. Roll 1d4. 1-2=Int, 3-4=Wis. Magic such as the regenerate spell can
cure your disability.