Lingering Injuries 5e Dmg

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How things worked before now

  1. D&d 5e Lingering Injuries Dmg
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Our group uses the optional rule from the DMG that you take a lingering injury when you hit 0 HP. That means that HP is all fencing around and fun and games until somebody loses all of it, and a real “hit” is recorded at 0 HP.

Gritty Healing for Dungeons and Dragons 5e. October 10, 2017 December 21, 2017 C.W. If under 50% health, healing in this fashion generates a lingering Injury. (See DMG for more information on Lingering Injuries.). Lingering Injuries. When it fails a death saving throw by 5 or more. To determine the nature of the injury, determine the type of damage that triggered the injury and roll on the appropriate table below that corresponds to the damage type. If multiple types of damage caused the injury, use the type that dealt the majority of damage. A body hit may inflict some internal injury (see the DMG hit table for effects of broken ribs or internal bleeding). A head wound may cause incapacitation for some period of time. In these cases, the wound can be healed with 3 or more applications of cure wounds spells or potions (in any combination), or bed rest for 3 or more days while attended by a person with the medicine skill. DETERMINING AN INJURY A lingering Injury only occurs when a player character or important non-player character is dropped to 0 hit points and is considered unconscious. Should a character die outright from the blow, the injury may persist through death and revival depending on the type of injury picked up.

But a drawback is that we lose out on the trope of being damaged but awake.

With our rules, you feint the same second you get your leg chopped off.

The same goes for the pretties, they’re unhurt & happy & healthy until they go to 0.

Exceptions

Zombies have their own rules for this in the Monster Manual and there are also some traps and attacks that kill outright at 0 hp.

And of course when a pretty or other non-player-character dies the DM can choose to not roll death saves and instead have them die right away and that’s what I usually do to save time. There’s been some exceptions like Baba Lysaga from the CoS campaign or Imete and other friends of the hobos.

Rejected ideas

Lingering Injuries 5e Dmg

The DMG also gives the option that you might get lingering injuries on crits and when you roll 5 or lower on death saves. But that’d give way too many lingering injuries, wouldn’t it?

The new rule: Wound Threshold

The new rule separates the injuring hit from the hit that makes you faint. You take the injury when you hit your wound threshold.

If you do take a hit without fainting, you get 1 insp. You get it in time to use on the lingering injuries roll, but you don’t have to use it for that, you could also use it for other things such as striking back at your foe (adrenaline rush!) or creating drama.

Here is an example with a wound threshold of 3.

You take the lingering injury when you go from strictly over your wound threshold, to at or below your wound threshold.

The default wound threshold is 1. Going down to 1 HP exactly should be memorable enough that most people, even new/guest players or those who don’t like to engage with a bunch of rules, might take note of it.

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You can record any wound threshold, as long as it’s strictly lower than your max HP, at character creation or at level up. (When you level up you might lower or increase it as you wish.) (Setting it to 0 means that you always faint from any wound — just the way things worked before the wound threshold rule was introduced.) However, you need to keep track of it. It’s mandatory — when you go down to your wound threshold you have take the insp+wound, it’s not an optional deal.

Benefits of a high wound threshold

Lingering Injuries 5e Dmg
  • Higher chance of you getting insp and if you use it on the lingering injuries roll you’ll have a lower chance of arms & legs getting chopped off

  • Higher chance of enemy needing to spend 2 pieces of ammo to take you down

  • With a low wound threshold (such as zero), if you go down, get up again, go down, get up again — that’s a lot of lingering injuries. With a high wound threshold you’re not at risk of getting a new lingering injury until you’ve been healed to above your original wound threshold.

In the DMG, there are rules which you could use if you wish to implement sustained injuries and wounds for your players (pg. 272) and while I like the idea the random table presented there doesn't really fit my ideas about such wounds and injuries. This is a table and rule I made for my home groups, I hope you like it. Feel free to use this in your own games, and if you do, tell me how it went.

D&d 5e Lingering Injuries Dmg

Certain effects and events can cause the characters to gain long lasting or permanent injuries, wounds. Whenever a character hitpoints fall below 0, or the character takes massive damage from a single attack (equal or greater than half the maximum hitpoints) roll a d20 on the following table.
Alternatively you can roll on this table when taking damage from non-combat sources.
1. Horrible disfiguration: Your receive a horrible wound, crippling you for life. Your hitpoint maximum is reduced by half. Your speed is reduced to 5 feet per minute, you can only crawl slowly and painfully. You cannot hold any object heavier than 5 pounds. Maybe you are paralyzed down from the neck, or hip at your GM's discretion. If you do not receive medical attention within 1d6 hours, you die in agonizing pain. The 7th level spell Regenerate can heal you from this condition.
2-3. Maimed: You lose one of your appendages of the GM's choice. If it's a leg, you cannot walk without the help of another creature, a crutch or a peg leg, and your speed is halved. If it's an arm, you cannot use two handed weapons anymore, or hold anything in your both hands. Your maximum hitpoints are decreased by 5. The 7th level spell Regenerate can heal you from this condition.
4-5. Lose an eye: You lose one of your eyes. You gain disadvantage on Wisdom (perception) checks that rely on sight and ranged attack rolls. If you have no eyes left, you are blinded. The 7th level spell Regenerate can heal you from this condition.
6-7. Crippled: You take a serious physical injury, you keep all of your appendages, but something broke inside of you. You lose 2 points from one of your physical abilities. Roll a d6. On a 1-2 it's your Strength, on a 3-4 it's your Dexterity, on a 5-6 it's your Constitution. The 5th level spell Greater Restoration can heal you from this condition.
8-9. Impaired: You take a serious mental injury. You might have hit your head. You lose 2 points from one of your mental abilities. Roll a d6. On a 1-2 it's your Intelligence, on a 3-4 it's your Wisdom, on a 5-6 it's your Charisma. The 5th level spell Greater Restoration can heal you from this condition.
10. Crushed: Many of your bones break from the damage you took. You can barely move, and you gain disadvantage on all your rolls. Whenever you attempt an action in combat, roll a DC 15 Constitution saving throw. On a failed save you lose your action, and take 2 points of bleeding damage (the bleeding might be internal). Your speed is reduced to 5 feet. You can heal naturally. Make a DC 12 Constitution saving throw at the end of every week. If you gather 3 successes, you are healed. On a failure you lose one of your successes. If you have rolled 3 failures without having any success, you die from your injuries. Having medical assistance removes the disadvantage from the roll. The 5th level spell Greater Restoration can heal you from this condition.
11-12. Broken: A few of your bones break. If the bones are in your arms, you gain disadvantage on your attack rolls and on any physical actions that need your arms to be used. If the bones are in your legs, your speed is halved, and you gain a disadvantage on any physical actions that need your legs to be used. Furthermore, you automatically fall prone if you use the Dash action. You can heal naturally. Make a DC 10 Constitution saving throw at the end of every week. If you gather 3 successes, you are healed. On a failure you lose one of your successes. If you have rolled 3 failures without having any success, your bones healed in a wrong way, and your drawbacks become permanent. The 5th level spell Greater Restoration can heal you from this condition.
13-14. Cracked: A few of your bones crack from the attack. You can still use them but it causes you constant pain. You have disadvantage on any rolls if you use your cracked bones as well. You can heal naturally. Make a DC 8 Constitution saving throw at the end of every second day. If you gather 3 successes, you are healed. On a failure you lose one of your successes. If you have rolled 3 failures without having any success, your bones healed in a wrong way, and must be broken (see above) to be able to heal. The 2nd level spell Lesser Restoration can heal you from this condition.
15-18. Ugly scar: You managed to shrug off most of the attack, and you do not have any permanent injuries, but you have a nasty scar. This gives you a disadvantage on Charisma (Persuasion) checks, and an advantage on Charisma (Intimidation) checks. The 2nd level spell Lesser Restoration can heal you from this condition.
19-20. Lucky: You survived the attack without having any permanent injuries or scars.

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If you liked this but you think it's too soft, please check out the 2D6 Death and Dismemberment Chart of DOOM, by Samwise7RPG.