A character gains a lingering injury when they lose hit points equal to half their maximum hit points in a single turn.
Roll a d20 based on the damage type and consult a table below. If a character has resistance to the type of damage that causes an injury, they gain a +10 to the roll.
Magical healing (which includes spells like lesser restoration and greater restoration) can restore most lingering injuries, but the magic must be focused in order to do so. A 6th-level cure wounds spell would count as “six levels of magical healing,” but casting it would either cure the lingering injury OR restore 6d8 hit points, not both. After a lingering injury is “healed” in this way, the injury’s effects go away after the character takes a short or long rest.
| d20 | Injury |
|---|---|
| 1 | Blindness. Your eyes are destroyed. You are blinded. Six levels of magical healing can restore your eyes. |
| 2 | Melted Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Six levels of magical healing can restore your lost hand. |
| 3 | Melted Foot or Leg. Your speed on foot is halved, and you cannot use the Dash action. Six levels of magical healing can restore your damaged appendage. |
| 4 | Major Neuralgia. You are in constant pain from nerve damage. You have disadvantage on ability checks, attack rolls, and Constitution saving throws. Six levels of magical healing can cure your neuralgia, or if you spend three weeks resting, it resolves on its own. |
| 5–7 | Minor Neuralgia. You suffer from nerve damage pain. You have disadvantage on Constitution saving throws. Four levels of magical healing cures the neuralgia. If you spend one week doing nothing but resting, it resolves on its own. |
| 8–10 | Chemical Fume Inhalation. You gain a level of exhaustion which cannot be removed by normal means. You can only hold your breath for 10 seconds (2 rounds). Six levels of magical healing can heal your burned lungs. Otherwise, at the end of each long rest, make a DC 14 Constitution saving throw. After ten successes, the lungs recover on their own. |
| 11–13 | Blisters. You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Otherwise, someone can tend to the blisters and make a DC 11 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal. |
| 14–16 | Horrible Disfigurement. You have ugly, conspicuous acid burns. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Six levels of magical healing can remove the acid scars. |
| 17–20 | Acid Burn Scars. You have unsightly acid burns on your skin, but they don’t have any adverse effect. Four levels of magical healing can remove the acid scars. |
| d20 | Injury |
|---|---|
| 1 | Cranial Trauma. Roll on the Psychic table. |
| 2 | Broken Arm. You can no longer hold anything with two hands, and you can hold only a single object at a time. Six levels of magical healing can mend your arm. If your arm is splinted with a successful DC 13 Wisdom (Medicine) check, then it will heal naturally in a month. |
| 3 | Broken Leg. Your speed on foot is halved, and you cannot use the Dash action. Six levels of healing magic can mend your broken leg. If your leg is splinted with a successful DC 13 Wisdom (Medicine) check, then it will heal naturally in a month. |
| 4 | Broken Ribs. You have disadvantage on ability checks and Strength saving throws, and you can only hold your breath for 1 minute. Six levels of magical healing can heal your bruised ribs. Alternatively, if you spend three weeks doing nothing but resting, they will heal naturally. |
| 5–7 | Bruised Ribs. You have disadvantage on Strength checks and saving throws, and you can hold your breath half the normal amount of time. Six levels of healing magic can heal your bruised ribs. Alternatively, if you spend a week doing nothing but resting, they will heal naturally. |
| 8–10 | Major Concussion. You have disadvantage on Intelligence checks and saving throws, Wisdom checks, and Charisma checks, as well as Constitution saving throws to maintain concentration. Six levels of healing magic can heal your concussion. Alternatively, if you spend two weeks doing nothing but resting, it will heal naturally. |
| 11–13 | Minor Concussion. You have disadvantage on Intelligence checks and saving throws. Magical healing cures the concussion. Otherwise, it heals on its own in two weeks. |
| 14–16 | Severe Bruising. You suffer severe bruising over an extensive portion of your body. Anytime you suffer bludgeoning damage, you suffer an additional 1d4 damage. Magical healing cures the bruising. Otherwise, it heals on its own after a week. |
| 17–18 | Missing Teeth. 1d3 teeth were knocked out. Besides pain, a visible difference in your grin, and perhaps a slight lisp, you do not suffer any adverse effect. Three levels of magical healing restore your teeth. |
| 19–20 | Broken Nose. Your broken nose is painful but doesn't have any adverse effect. Magical healing mends your nose, or it will heal on its own (albeit crooked) after a week. |
| d20 | Injury |
|---|---|
| 1 | Corneal Frostbite. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Six levels of healing magic can restore your eye. If you have no eyes that remain undamaged after sustaining this injury, you're blinded. |
| 2 | Hypothermic Organ Damage. You have disadvantage on Strength, Dexterity, and Constitution ability checks and saving throws. Six levels of healing magic can heals the organ damage. |
| 3 | Gangrened Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Six levels of healing magic can restore your hand. |
| 4 | Gangrened Leg. Your speed on foot is halved, and you cannot use the Dash action. Six levels of healing magic can restore your leg. |
| 5–7 | Major Neuralgia. You are in constant pain from nerve damage. You have disadvantage on ability checks, attack rolls, and Constitution saving throws. Six levels of magical healing can heal your neuralgia, or if you spend three weeks resting, it resolves on its own. |
| 8–10 | Minor Neuralgia. You suffer from nerve damage pain. You have disadvantage on Constitution saving throws. Four levels of magical healing cures the neuralgia. If you spend one week doing nothing but resting, it resolves on its own. |
| 11–13 | Frostbitten Hand. You have disadvantage on Strength checks and on attack rolls with two-handed weapons. Magical healing cures the frostbite. Otherwise, your hand can be treated with a successful DC 14 Wisdom (Medicine) check, in which case it will heal naturally in two weeks. |
| 14–16 | Frostbitten Foot. Your speed on foot is reduced by 5 feet. Magical healing cures the frostbite. Otherwise, your foot can be treated with a successful DC 14 Wisdom (Medicine) check, in which case it will heal naturally in two weeks. |
| 17–20 | Anosmia. You automatically fail any Wisdom (Perception) checks related to smell or taste. Magical healing cures the anosmia. |
| d20 | Injury |
|---|---|
| 1 | Blindness. Your eyes are destroyed. You are blinded. Six levels of magical healing can restore your eyes. |
| 2 | Partial Blindness. Your eyes are damaged. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Six levels of magical healing can restore your eyes. If you already have partial blindness, you're blinded instead. |
| 3 | Third-Degree Burns. You have disadvantage on ability checks and Constitution saving throws, as well as vulnerability to fire and acid damage. Six levels of magical healing can cure the burns. Otherwise, someone can tend to the burns and make a DC 15 Wisdom (Medicine) check once every week. After four successes, the burns heal. If you already have Third-Degree Burns, you must succeed on a DC 15 Constitution saving throw or die. |
| 4 | Second-Degree Burns. You have disadvantage on Constitution saving throws, and whenever you take fire or acid damage, you take an additional 1d4 points of damage. Six levels’ worth of healing magic cures this damage. Otherwise, they will heal on their own in four weeks. If you already have Second-Degree Burns, you instead suffer Third-Degree Burns. |
| 5–7 | Neuralgia. You suffer from nerve damage pain. You have disadvantage on Constitution saving throws. Four levels of magical healing cures the neuralgia. If you spend one week doing nothing but resting, it resolves on its own. |
| 8–10 | First-Degree Burns. You have superficial but painful burns. Whenever you take fire or acid damage, you take an additional 1 point of damage. Magical healing cures the burns. Otherwise, they will heal on their own in two weeks. If you already have First-Degree Burns, you instead suffer Second-Degree Burns. |
| 11–13 | Blisters. You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Otherwise, someone can tend to the blisters and make a DC 11 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal. |
| 14–16 | Horrible Disfigurement. You have burns to the extent that the scars can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Six levels of magical healing can remove the burn scars. |
| 17–20 | Hair Loss. Your eyebrows, eyelashes, and a portion of your hair has been burned away, but will grow back over time. |
| d20 | Injury |
|---|---|
| 1 | Antimagic Aura. A 5-foot cube centered on you is affected as if by the antimagic field spell for 1d4 days. |
| 2–3 | Major Magical Disruption. A random magic item you are attuned to is cursed with a Major Detrimental Artifact Effect, and you cannot break your attunement to the magic item until a remove curse spell is cast on it. If you are not attuned to any magic items, the effect occurs with the next magic item you attune to within the next two weeks. |
| 3–5 | Unstable Body. Your body has become filled with unstable magical energy. Whenever you cast a spell, roll on the Scroll Mishap Table in the Dungeon Master’s Guide. If you are brought to 0 hit points from force or spell damage, you are reduced to dust as per the disintegrate spell. A dispel magic spell (DC 16) can cure this effect. Otherwise, it wears off after 1d6 weeks. |
| 6–8 | Brain Injury. Your brain has been addled by magic. You gain one form of long-term madness, as well as vulnerability to psychic damage. Six levels of magical healing can restore your full brain function. |
| 9–11 | Minor Magical Disruption. A random magic item you are attuned to is cursed with a Minor Detrimental Artifact Effect, and you cannot break your attunement to the magic item until a remove curse spell is cast on it. If you are not attuned to any magic items, the effect occurs with the next magic item you attune to within the next week. |
| 12–14 | Wild Magic Susceptibility. Your body chaotically warps magic around it. Whenever you cast a spell or a spell is cast on you, roll a d6. On a roll of 1, roll on the Wild Magic Surge Table in the Player’s Handbook. A dispel magic spell (DC 16) can cure this effect. Otherwise, it wears off after 1d6 weeks. |
| 15–17 | Arcane Indigestion. Your body rejects magical substances. Whenever you ingest a potion or another magical substance, you become poisoned for 1d4 hours. A dispel magic spell (DC 16) can cure this effect. Otherwise, it wears off after 1d6 weeks. |
| 18–19 | Elemental Discord. You gain resistance to a random damage type and vulnerability to another damage type. Determine this randomly by rolling 2d6 and rerolling doubles: 1 - acid, 2 - cold, 3 - fire, 4 - force, 5 - lightning, 6 - thunder. A dispel magic spell (DC 14) can cure this effect. Otherwise, it wears off after 1d6 days. |
| 20 | Arcane Dearth. If you have spell slots, you only regain 1 slot of each level after finishing a long rest. A dispel magic spell (DC 14) can cure this effect. Otherwise, it wears off after 1d6 days. |
| d20 | Injury |
|---|---|
| 1 | Brain Injury. You gain one form of long-term madness, as well as vulnerability to psychic damage. Six levels of magical healing can restore your brain function. |
| 2 | Temporary Blindness. You are blinded for a week. Each level of magical healing you receive reduces this duration by a day. |
| 3 | Explosive Grounding of the Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Six levels of magical healing can restore your hand. |
| 4 | Explosive Grounding of the Foot. Your speed on foot is halved, and you cannot Dash. Six levels of magical healing can restore your foot. |
| 5–7 | Kidney Failure. Whenever you take poison damage or are brought below half of your hit point maximum, you are poisoned until you finish a short or long rest. Six levels of magical healing can restore your kidney function. Otherwise, it goes away after a month of rest. |
| 8–10 | Arc Flash. Roll on the Fire table. |
| 11–13 | Cardiac Injury. You gain a level of exhaustion that cannot be removed. If you fail a saving throw against being frightened, you gain another level of exhaustion that can be removed normally. Six levels of magical healing can restore your heart. |
| 14–16 | Muscular Breakdown. You have disadvantage on Strength checks and saving throws. Six levels of magical healing can restore your muscles. Otherwise, the breakdown will resolve on its own after a month. |
| 17–20 | Muscle Spasms. You have disadvantage on Dexterity checks. Magical healing cures your muscle spasms. Otherwise, they will resolve on their own after two weeks. |
| d20 | Injury |
|---|---|
| 1 | Spiritual Injury. You have disadvantage on death saving throws, and your hit points restore at half their normal rate, including from healing magic. Six levels of magical healing can restore your spirit, but such spells must be cast by a cleric, druid, or paladin. Otherwise, if you spend two weeks in prayer at a temple, the spiritual injury goes away on its own. |
| 2 | Moral Corruption. Your alignment shifts one step toward neutral evil. A greater restoration or ceremony spell can revert your alignment back to normal. Otherwise, if you spend two weeks in prayer at a temple, your alignment will shift back to normal. |
| 3 | Major Organ Necrosis. You are in constant pain from organ damage. You have disadvantage on ability checks, attack rolls, and Constitution saving throws. Six levels of magical healing can heal your necrosis, or if you spend three weeks resting, it resolves on its own. |
| 4 | Minor Organ Necrosis. You suffer from internal pain. You have disadvantage on Constitution saving throws. Four levels of magical healing cures the necrosis. If you spend one week doing nothing but resting, it resolves on its own. |
| 5–7 | Festering Wound. Your hit point maximum is reduced by 2 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Otherwise, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. On a success, the wound heals after you take a long rest. |
| 8–10 | Withered Hand. You have disadvantage on Strength checks and on attack rolls with two-handed weapons. Magical healing cures the withering. Otherwise, your hand can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in two weeks. |
| 11–13 | Withered Foot. Your walking speed is reduced by 5 feet. Magical healing cures the withering. Otherwise, your foot can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in two weeks. |
| 14–16 | Necrotic Stench. You smell faintly like rotting flesh. You have disadvantage on Charisma checks. Spells such as lesser restoration and greater restoration remove the smell. |
| 17–20 | Discoloration. You have a grayish pallor and splotchy skin. Four levels of magical healing turns your appearance back to normal. |