Receiving Injuries

After taking damage, if your hit points are less than or equal to your total character level, make a Constitution saving throw with a DC equal to half the damage you took (maximum of 20). On a failed save, you suffer the effects of a random lingering injury as described on the Injuries table.

If the creature dealing the damage states that it is nonlethal, then the target creature does not have to roll on this table.

If an injury does not suit the attack that dealt it then reroll. For example, it's unlikely that a mace or arrow will sever a limb.

Additionally, when a creature is knocked to 0 hit points, it suffers 1 point of exhaustion.











Recovery

The effects of an injury are removed once you recover from it. You can only recover from an injury if you have 0 points of exhaustion, at which point you can begin to recover either magically or naturally. If you gain a point of exhaustion mid recovery, the recovery progress is halted where it was, until you begin to recover again. The time and circumstances it takes for each injury to recover naturally are listed in the Recovery column of the Injuries table. Multiple injuries can be recovered naturally in parallel without change.

Magical healing has its limits. Spells may knit together wounds and staunch bleeding, but weaker spells often lack the finesse to deal with more difficult and pervasive injuries. To recover magically, you must magically heal hit points equal to the damage that caused the injury. These hit points can be gained over any period of time, and hit points gained past your hit point maximum also count. If you have more than one injury, any hit points gained can only go towards recovering one injury at a time.