Critical Injuries
When you are reduced to 0 Hit Points, you sustain a critical injury that is determined by the damage type and a Constitution saving throw.
Massive Injuries
If you take damage which equals or exceeds your Hit Point maximum, you must make a Constitution saving throw and consult the following table. You have advantage if the damage is cold, piercing or psychic, or disadvantage if the damage is acid, bludgeoning, fire or force.
Saving Throw |
Result |
---|---|
1-2 | Dead: Your remains are unrecognisable without a successful DC 15 Wisdom (Insight) check, or magical means. Your body is so completely destroyed that you can only be returned to life with a True Resurrection or Wish spell. |
3-5 | Dead: Your remains are unrecognisable without a successful DC 10 Wisdom (Insight) check. Parts of your body can still be used for the Resurrection spell, but a successful DC 10 Intelligence (Investigation) check is needed to find one. |
6-8 | Dead: Your remains are torn asunder, and most of your organs spill out. Parts of your body can still be used for the Resurrection spell. Unless the injury was caused by acid, bludgeoning, fire or force damage, enough of your head remains to allow the use of the Speak with Dead spell. |
9-13 | Dead: You can be brought back to life with the Revivify or Raise Dead spell, but you gain 3 points of exhaustion. |
14-16 | Dying: You automatically fail 2 death saving throws, and gain 2 points of exhaustion. |
17+ | Dying: You automatically fail 1 death saving throw, and gain 1 point of exhaustion. |
Anosmia
You automatically fail ability checks that require smell or taste.
Cure: Any magical healing.
Blindness
You automatically fail ability checks that require sight. Attacks against you have advantage, and your attacks have disadvantage.
Cure: The Regenerate or Lesser Regenerate spells.
Partial Blindness
You have disadvantage on ranged attacks, and ability checks that require sight. If you already have partial blindness, you are completely Blinded instead.
Cure: Any magical healing.
Brain Injury
You have disadvantage on Intelligence, Wisdom, and Charisma ability checks and saving throws. Whenever you fail a saving throw against bludgeoning, force, or psychic damage, you are also Stunned until the end of your next turn.
Cure: The Regenerate or Lesser Regenerate spells.
Concussion
Major Concussion
You have disadvantage on Intelligence, Wisdom, and Charisma ability checks, and any Constitution saving throws made to maintain concentration.
Cure: The Heal, Regenerate or Lesser Regenerate spells, or four weeks of the relaxation downtime activity to heal naturally.
Minor Concussion
You have disadvantage on Intelligence ability checks. If you already have a minor concussion, you suffer a major concussion instead.
Cure: Any magical healing, or two weeks of the relaxation downtime activity to heal naturally.
Broken Nose
You have disadvantage on any ability check that requires smell.
Cure: Any magical healing, or three weeks to heal naturally. It may heal crooked if not straightened first.
Burns
Minor Burns
You lose some hair and have some small blisters and reddening.
Cure: Any magical healing, or one week to heal naturally.
First Degree Burns
Whenever you take fire damage, you take an additional 1d6 damage. If you already have first degree burns, you instead suffer second degree burns.
Cure: Any magical healing, or two weeks to heal naturally.
Second Degree Burns
Whenever you take fire damage, you take an additional 2d6 damage. You have disadvantage on Strength, Dexterity, and Constitution ability checks. If you already have second degree burns, you instead suffer third degree burns.
Cure: The Regenerate or Lesser Regenerate spells, or four weeks to heal naturally which leaves minor scarring.
Third Degree Burns
Whenever you take fire damage, you take an additional 3d6 damage. You have disadvantage on all ability checks and Constitution saving throws. If you fail a saving throw against fire damage, you suffer the Stunned condition until the end of your next turn. If you already have third degree burns, you instead suffer fourth degree burns.
Cure: The Regenerate or Lesser Regenerate spells, or someone can tend to the burns and make a DC 15 Wisdom (Medicine) check each week. After ten successes, the burns heal naturally, which leaves major scarring.
Fourth Degree Burns
Whenever you take fire damage, you take an additional 4d6 damage. You have disadvantage on all ability checks, and Strength, Dexterity, and Constitution saving throws. If you fail a saving throw against fire damage, you suffer the Stunned condition until the end of your next turn. If you already have fourth degree burns, you must succeed on a DC 15 Constitution saving throw or die.
Cure: The Regenerate or Lesser Regenerate spells.
Cardiac Injury
You gain one level of exhaustion which cannot be removed by normal means. Whenever you fail a saving throw against a fear effect, you gain another level of exhaustion, which can be removed normally.
Cure: The Regenerate or Lesser Regenerate spells.
Deafness
You automatically fail any ability check that requires hearing.
Cure: The Regenerate or Lesser Regenerate spells.
Partial Deafness
You have disadvantage on ability checks that require hearing. If you already have partial deafness, you are completely Deafened instead.
Cure: The Regenerate or Lesser Regenerate spells.
Ego Damage
You suffer damage to your sense of self. You have disadvantage on Charisma ability checks.
Cure: The Regenerate or Lesser Regenerate spells, or four weeks to heal naturally.
Festering Wound
Whenever you finish a long rest, your hit point maximum is reduced by 1 point. If your hit point maximum drops to 0, you die.
Cure: Any magical healing, or someone can tend to the wound and make a DC 10 Wisdom (Medicine) ability check each day. After ten successes, the wound heals naturally.
Groin Injury
Your speed is halved, and you must use a cane or crutch to move. You cannot take the Dash action. You are no longer able to bear children.
Cure: The Regenerate or Lesser Regenerate spells.
Headaches
Severe Headaches
You have disadvantage on Wisdom ability checks and saving throws. Whenever you fail a saving throw against bludgeoning, force, or psychic damage, you are Stunned until the end of your next turn.
Cure: The Regenerate or Lesser Regenerate spells.
Minor Headaches
You have disadvantage on Wisdom ability checks.
Cure: Any magical healing, or they disspate naturally in two weeks.
Infection
You have disadvantage on Strength checks.
Cure: Any magical healing, or two weeks to heal naturally.
Improper Volume
You can’t regulate your volume—YOU OFTEN SHOUT WHEN YOU INTEND TO WHISPER, and whisper when you intend to shout.
Cure: Any magical healing.
Internal Injury
Major Internal Injury
Whenever you attempt an action in combat, you must succeed on a DC 15 Constitution saving throw or you lose the action, and you can't use reactions until the start of your next turn.
Cure: The Heal or Regenerate spell, or four weeks of the relaxation downtime activity to heal naturally.
Minor Internal Injury
Whenever you attempt an action in combat, you must succeed on a DC 10 Constitution saving throw or you lose the action.
Cure: The Heal, Regenerate or Lesser Regenerate spells, or two weeks of the relaxation downtime activity to heal naturally.
Limbs
Arm / Hand
Injured
In order to grasp or manipulate an object with that hand, you must succeed on a DC 15 Dexterity check.
Cure: Any magical healing, or someone can make a successful DC 15 Wisdom (Medicine) check, and it will heal naturally in two weeks.
Broken
You can no longer hold anything with that hand, and can't use two-handed objects.
Cure: The Heal or Regenerate spells, or the break can be splinted with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in 8 weeks. If not splinted within a week, the injury remains until the bones are rebroken and splinted properly.
Severed
You can no longer hold anything with that hand, and can't use two-handed objects.
Cure: The Regenerate or Lesser Regenerate spells.
Leg / Foot
Injured
Your movement is reduced by 5 feet, and you must succeed on a DC 10 Dexterity saving throw after taking the Dash action or fall Prone.
Cure: Any magical healing, or someone can make a successful DC 15 Wisdom (Medicine) check, and it will heal naturally in two weeks.
Broken
Your movement speed is reduced by 10 feet, and you must use a cane or crutch to move. You automatically fall Prone after using the Dash action, and have disadvantage on Dexterity checks to balance.
Cure: The Heal, Regenerate or Lesser Regenerate spells, or the break can be splinted with a successful DC 15 Wisdom (Medicine) check, and it will heal naturally in eight weeks. If not splinted within a week, the injury remains until the bones are rebroken and splinted properly.
Severed
Your movement speed is halved and you must use a cane or crutch to move, unless you have a peg-leg or some other kind of prosthesis. You automatically fall Prone after using the Dash action. You have disadvantage on Dexterity checks made to balance.
Cure: The Regenerate or Lesser Regenerate spells.
Madness
Roll on the Indefinite, Long-term, or Short-term Madness Table.
Cure: The Calm Emotions spell can temporarily suppress the effects of madness. The Lesser Restoration spell can cure short-term or long-term madness. Depending on the cause, the Remove Curse or Dispel Evil spells might also prove effective. The Greater Restoration spell or more powerful magic is required cure indefinite madness.
Liver Damage
Major Liver Damage
Whenever you complete a long rest, you must succeed on a DC 15 Constitution saving throw or gain the Poisoned condition until you complete another long rest. While poisoned in this way, you take 2d4 poison damage whenever you suffer poison damage, drink alcohol or consume a drug.
Cure: The Regenerate or Lesser Regenerate spells.
Minor Liver Damage
Whenever you complete a long rest, you must succeed on a DC 10 Constitution saving throw or gain the Poisoned condition until you complete another long rest. While poisoned in this way, you take 1d4 poison damage whenever you suffer poison damage, drink alcohol or consume a drug.
Cure: The Regenerate or Lesser Regenerate spells.
Nausea
Major Nausea
You must succeed on a DC 15 Constitution saving throw before you can eat any food, and you have disadvantage on Constitution checks.
Cure: Any magical healing, or you recover naturally in four weeks.
Minor Nausea
You must succeed on a DC 10 Constitution saving throw before you can eat any food.
Cure: Any magical healing, or you recover naturally in one week.
Neuralgia
Major Neuralgia
Whenever you attempt an action in combat, you must succeed on a DC 15 Constitution saving throw, or you lose the action and can't use reactions until the start of your next turn.
Cure: The Heal, Regenerate or Lesser Regenerate spells, or three weeks of the relaxation downtime activity to heal naturally.
Minor Neuralgia
Whenever you attempt an action in combat, you must succeed on a DC 10 Constitution saving throw, or you lose the action.
Cure: The Heal, Regenerate or Lesser Regenerate spells, or one week of the relaxation downtime activity to heal naturally.
Muscle Damage
You have disadvantage on Strength ability checks and saving throws.
Cure: The Regenerate or Lesser Regenerate spells, or six weeks to heal naturally.
Muscle Spasms
You have disadvantage on Dexterity ability checks.
Cure: Any magical healing, or two weeks to heal naturally.
Necrotic Stench
You smell like rotting flesh and have disadvantage on Charisma (Persuasion) checks.
Cure: The Heal, Regenerate or Lesser Regenerate spells.
Neuroregressive Ataxia
You lose your ability to sense temperature, pain, vibration and touch. Your muscles feel weakened and you have difficulty holding items, and you have disadvantage on Strength and Dexterity ability checks and saving throws. You experience occasional loss of control over your limbs and make sudden and short subconscious actions—like unsheathing a weapon or writing words on a nearby piece of paper.
Cure: The Regenerate or Lesser Regenerate spells.
Neurodegenerative Disorder
Your hands are jittery and your coordination is impeded by frequent muscle spasms that make you grab or squeeze hard on whatever you are holding. You have disadvantage on Dexterity ability checks to manipulate items, and the DM may require Dexterity saving throws to avoid breaking any fragile items you handle.
Cure: The Regenerate or Lesser Regenerate spells.
Organ Damage
Major Organ Damage
Whenever you finish a long rest, you must succeed on a DC 15 Constitution saving throw or gain the Poisoned condition until you complete another long rest.
Cure: The Regenerate or Lesser Regenerate spells, or someone can make a DC 15 Wisdom (Medicine) check after each week of the relaxation downtime activity. After ten successes, the damage is cured.
Minor Organ Damage
Whenever you finish a long rest, you must succeed on a DC 10 Constitution saving throw or gain the Poisoned condition until you complete another long rest.
Cure: The Regenerate or Lesser Regenerate spells, or someone can make a DC 10 Wisdom (Medicine) check after each week of the relaxation downtime activity. After four successes, the damage is cured.
Phantom Pain
Part of your body feels numb and suffers from phantom pain, but doesn't have any adverse effects.
Cure: Any magical healing relieves the pain, although the sensation may linger until you finish a long rest.
Phobia
You have a debilitating fear of something relating to how you gained the injury. While confronted with the trigger of your phobia, you have disadvantage on all ability checks and saving throws.
Cure: The Regenerate or Lesser Regenerate spells.
Scarring
Major Scarring
You are disfigured to such an extent, that the injury can't be easily concealed. You have disadvantage on Charisma (Persuasion) ability checks and advantage on Charisma (Intimidation) ability checks.
Cure: The Heal, Regenerate or Lesser Regenerate spells.
Minor Scarring
You have visible scars, but they don’t have any adverse effect.
Cure: The Heal, Regenerate or Lesser Regenerate spells.
Severe Bruising
Whenever you take bludgeoning or force damage, you suffer one additional point of damage.
Cure: Any magical healing, or two weeks to heal naturally.
Sleep Disruption
You can only sleep if you have at least one level of exhaustion. While asleep, you suffer from terrifying nightmares and sleep paralysis. You have disadvantage on Wisdom ability checks and saving throws. If you fail a saving throw against bludgeoning, force, or psychic damage, you are also Stunned until the end of your next turn.
Cure: The Regenerate or Lesser Regenerate spells.
Spiritual Injury
You are afflicted by intense apathy and depression, which imposes disadvantage on all your Intelligence, Wisdom, and Charisma ability checks and saving throws.
Cure: The Heal, Regenerate or Lesser Regenerate spells, but it must be cast by a cleric or other divine magic user, as part of a healing ceremony.
Skin Tumours
Large Skin Tumours
You develop large, painful skin tumors, and have disadvantage on Charisma and Wisdom ability checks. If not cured within six months, you also develop systemic damage.
Cure: The Regenerate or Lesser Regenerate spells.
Small Skin Tumors
You develop small, painless skin tumors, and have disadvantage on Charisma ability checks. If not cured within one year, they develop into large skin tumors.
Cure: The Regenerate or Lesser Regenerate spells.
Systemic Damage
You have disadvantage on Strength, Dexterity, and Constitution ability checks and saving throws.
Cure: The Regenerate or Lesser Regenerate spells.
Throat Injury
You gain one level of exhaustion which cannot be removed by normal means, and have disadvantage on Constitution ability checks.
Cure: The Regenerate or Lesser Regenerate spells.
Vertigo
You have disadvantage on Dexterity ability checks.
Cure: The Regenerate or Lesser Regenerate spell, or eight weeks to resolve itself naturally.