Injuries

Injuries are lingering affects that present additional challenges beyond the simple loss of hit points. They usually need treatment beyond resting or a Cure Wounds spell, and a few of them can leave you at a disadvantage without powerful magical healing. Part of the treatment of many of these injuries involve a Healer’s Kit. To use a Healer’s Kit, you must be proficient with it. If a DC or Wisdom (Medicine) check is not called for in the entry, then no roll is needed to use the healer’s kit for the stated purpose (such as blood loss). Also, whenever a table entry mentions that; an injury can be healed with magical healing of a certain spell level or higher, that means that the spell must heal hit points when cast upon the subject. Non-hit point recovery spells are specifically named if needed (like Minor Restoration).

Becoming Injured

You can gain injuries in two ways:

• A Critical hit. When you receive damage from a critical hit you must make a DC 10 Constitution Saving Throw or receive an injury from the General Injuries table. (You do not receive an additional injury if this also drops you to 0 hp.)

• Dropping to 0 hp. When your hit points are taken down to 0 you must make a DC 20 Constitution Saving Throw or receive an injury from the General Injuries table.

General Injuries

1D20 Injury 1 Severe Injury 2-3 Festering Wound 4-5 Broken Leg 6-7 Broken Arm 8-9 Broken Rib 10-11 Limp 12-13 Wounded Eye 14-15 Concussion 16-17 Lost Finger 18-19 Lost Teeth 20 Gnarly Scar

General Injuries