Battlefield Injuries
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. |