Injuries

D&D 2024 rule: Injuries. Source: Dungeon Master's Guide (2014). rule type Optional Damage normally leaves no lingering effects. This option introduces the potential for long-term injuries. It's up to you to decide when to check for a lingering injury. A creature might sustain a lingering injury under the following circumstances: When it takes a critical hit When it drops to 0 hit points but isn't killed outright When it fails a death saving throw by 5 or more To determine the nature of the injury, roll on the Lingering Injuries table. This table assumes a typical humanoid physiology, but you can adapt the results for creatures with different body types. 1 Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded. 2 Lose an Arm or a Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage. 3 Lose a Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage. 4 Limp. Your speed on foot is reduced by 5 feet. You must make a 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp. 5-7 Internal Injury. Whenever you attempt an action in combat, you must make a 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting. 8-10 Broken Ribs. This has the same effect as Internal Injury above, except that the save...