Battlefield Injuries

Reference name: lingering-injuries ~ ID: 3370
Roll Result
1 Torn Jugular. Your speed becomes 0, your hit point maximum is halved, and you have Disadvantage on Attack rolls, Saving throws and Ability checks.
2 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.
3 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.
4 Gaping Wound. Your hit points are reduced by half until healed.
5 Damaged Ear. You have disadvantage on Wisdom (Perception) checks that rely on hearing.
6 Damaged Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls.
7 - 20 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.
21 - 40 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.
41 - 60 Concussion. You have Disadvantage on Attack rolls and Concentration checks
61 - 80 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.
81 - 100 Bleeding: You are unable to use or regain hit dice until healed.