Battlefield Injuries

Reference name: lingering-injuries ~ ID: 3370
Tags:
Roll Result
1 - 20 Bleeding: You are unable to use or regain hit dice until healed.
21 - 40 Broken Bone: Whenever you attempt an action in combat you must make a DC 15 Constitution saving throw. On a failed save you lose your action and can't use reactions until the start of your next turn.
41 - 60 Concussion. You have Disadvantage on Attack rolls and Concentration checks
61 - 80 Coughing Blood. Whenever you attempt an action in combat, you must make a DC 10 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn.
81 - 94 Limp. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone.
95 Damaged Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls.
96 Damaged Ear. You have disadvantage on Wisdom (Perception) checks that rely on hearing.
97 Gaping Wound. Your hit points are reduced by half until healed.
98 Open Wound. Your hit point maximum is reduced by 1d4 every 24 hours the wound persists. If your hit point maximum drops to 0, you die.
99 Limb Loss. (Arm or Hand) You can no longer hold anything with two hands, and you can hold only a single object at a time. (Foot or Leg) Your speed on foot is halved, You have disadvantage on Dexterity checks made to balance.
100 Torn Jugular. Your speed becomes 0, your hit point maximum is halved, and you have Disadvantage on Attack rolls, Saving throws and Ability checks.