Tuesday, August 25, 2015

Lingering Injuries

Here's my expanded and home brewed Lingering Injury rules.  The intention here is to provide injuries that are somewhat less severe than those in the DMG; injuries that a PC might suffer after a fall, botched exploration, etc.  I'll be using these in conjunction with a list of random wilderness travel hazards that I'm compiling.

Healing

Each Lingering Injury has a Severity DC (Severity).  Each Long Rest, a PC with a Lingering Injury rolls a Constitution Saving Throw.  If the result meets or exceeds the Severity, the injury is healed.  After each failed roll, reduce the Severity by 1 to model the effects of healing over time.  The PC should make this Saving Throw after any Medicine Checks or magical healing is performed.

Medicine Checks

During each Long Rest, a character can attempt a WIS(Medicine) Check on someone with a Lingering Injury.  Another character with Medicine proficiency can Help in this attempt.  These healers can attend to only one injured PC per Long Rest.  While there's a good chance that this ministrations will help, there is also a chance that they could make matters worse.

Medicine Check Result
0-5: Increase the Severity by 1d6.
6-9: No effect.
10-14: Decrease the Severity by 1.
15+: Decrease the Severity by 1d6.

Magical Healing

Every 10 points of magical healing applied to the injury reduces the Severity by 1.

Lingering Injuries (1d12)
  1. Fractured Leg - Severity 20 - Gain 1 level of Exhaustion.  Speed halved.  Cannot take Dash action.
  2. Fractured Arm - Severity 20 - Gain 1 level of Exhaustion.  Cannot hold anything with two hands, can hold only one object at a time.
  3. Internal Injury - Severity 15 - Action in combat = DC15 Constitution Saving Throw.  Failure = lose your action, and cannot take reactions until start of next turn.
  4. Broken Ribs - Severity 15 - Action in combat = DC10 Constitution Saving Throw.  Failure = lose your action, and cannot take reactions until start of next turn.
  5. Damaged Eyes - Severity 15 - Disadvantage on Wisdom(Perception) Checks that rely on sight, and on ranged attack rolls.
  6. Damaged Ears - Severity 15 - Disadvantage on Wisdom(Perception) Checks that rely on hearing.
  7. Fractured Hand - Severity 15 - Cannot hold anything with two hands, can hold only one object at a time.
  8. Festering Wound - Severity 10 - Gain 1 level of Exhaustion.  Lose 1d6 hp after each Long Rest.
  9. Twisted Knee - Severity 10 - Speed halved.  DC10 Dexterity Check after Dash action or fall prone.
  10. Sprained Ankle - Severity 10 - Speed reduced by 5.  DC10 Dexterity Check after Dash action or fall prone.
  11. Battered Face - Severity 5 - Disadvantage on Charisma(Persuasion) Checks.
  12. Open Wound - Severity 5 - Lose 1d6 hp after each Long Rest.

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