The blow shatters the bones in one of your arms (roll random), damaging the nerves. The nose has to be set or become misaligned. The hit will leave a large scar on a random body part 1: head 2: left arm, 3: right arm, 4: body, 5: left leg, 6: right leg Until at least 10 points of magical healing has been received the limb is useless.Ī major vein is hit and you are bleeding heavily.
#Injury table in the dmg 5e professional#
You have to have the item repaired by a professional before it is usable again. The blow damages either a non-magical weapon or shield held, armour worn or backpack. You receive a limp on either left or right leg. The blow destroys a tendon in one of the legs, and you cannot walk without support until you have fully restored your hit points. The leg is useless until 10 points of magical healing is administered, and you are in incredible pain until it is done, screaming as loud as you can unless succeeding in a DC wisdom save. Until the rest has been completed you receive disadvantage on all saving throws, and cannot gain benefits from short rests.Ī kneecap is hit, shattering it.
#Injury table in the dmg 5e full#
After stabilizing you will need 3 days of full rest. You are hit on the head and receive a concussion. Your kidney is bruised, and you subsequently frequently piss blood, and have to go several times per night to piss. You receive disadvantage on stabilization rolls. You will not awake for 2d6 days unless a greater restoration is cast.Ī rib is broken and causes internal bleeding. If he fails the adventurer or creature rolls on the mortal wound table. The player rolls a Constitution Save DC 8 + damage exceeding 0. Whenever a creature drops below 0 hit points, and thus receives a potentially mortal wound, there is a risk that the being will suffer some kind of permanent injury, or a more long lasting injury that requires special care or treatment. The rule and physical table looks as follows: Mortal Wounds: I have both a table for physical and energy attacks.
My conclusion is that from my limited experience it seems to be working. Both failed one saving throw, and the paladin lost 3 teeth and the monk bled badly. It is not that uncommon at low levels, so I introduced a Constitution save to mitigate the risk somewhat among the front-line types.ĭuring the second session, the paladin dropped twice and the monk once. During the first session, when I hadn’t introduced it yet, the Paladin dropped to 0 hit points three times (!). I’ve already tested it in my 1st and 2nd level group playing Temple of Elemental Evil. – Draining additional attention and resources during combat – Giving characters marks of leading a rough and dangerous life – Having a consequence of dropping to 0 hit points for the individual (it is dangerous!) Therefore I made a simple Mortal Wounds system, which is a merger between a regular critical hit table and the Lingering Injuries presented as an option in the Dungeon Masters Guide. I agree with him, and I do think that the consequences of falling in battle in D&D can seem a bit trivial. I received the comment from one of my players that he in D&D would miss the worn and battered look of PCs after years of adventuring that is the natural outcome in a game like Warhammer Fantasy Roleplay.