Massive Damage and Lingering Injuries

 



Massive Damage 

When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 Constitution saving throw or suffer a random effect determined by a roll on the System Shock table.

           System Shock

           d10           Effect

1                       The creature drops to 0 hit points.

2-3          The creature drops to 0 hit points but is stable.

4-5          The creature is stunned until the end of its next turn.

6-7          The creature can’t take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn.

8-9          The creature can’t take reactions until the end of its next turn.

10            The creature rolls on the Lingering Injury table.


Lingering Injury

On a Critical Hit, or reaching 0 HP, or from receiving Massive Damage, roll a d10, on a 10 you to have to roll on the Lingering Injury table.

 d20        Effect 

 1            Lose an Eye

 2            Loss or Crippled Leg/Foot

 3            Loss or Crippled Arm/Hand

 4, 5        Minor Wound

 6, 7        Broken Leg/Foot

 8, 9        Broken Arm/Hand

 10, 11    Winded

 12, 13    Bleeding Wound

 14, 15    Hemorrhaging Wound

 16, 17    Internal Injury

 18, 19    Concussion

 20          Wicked Scar

 

Lingering Injury Description


Bleeding Wound 

You lose 1 hit point per round, at the end of your turn, until the wound is treated. You or any creature within 5ft can use an action, making a Medicine check DC 12, to stop the bleeding.

 

Minor Wound 

You lose 1d4 hit points at the end of your turn, for 1d4 rounds. You or any creature within 5ft can use an action, making a Medicine check DC 12 to end this effect.

 

Internal Injury 

When you attempt an action (action, bonus action, or move action) during combat, you must make a Constitution save DC 15. On a failure, you lose your action and can't use reactions until the start of your next turn.   

 

Lose an Eye 

You have disadvantage on Perception checks, Ranged Attacks, and any check that relies on sight.

 

Loss or Crippled Leg/Foot 

Your speed on foot is halved, if using a cane or crutch to move or have a peg leg or other prosthesis. Without one of the above mentioned aids, any movement over 5ft requires a Dexterity check to keep your balance, failing this check means you fall prone. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance.

 

Loss or Crippled Arm/Hand 

You can no longer hold anything with two hands, and you can hold only a single object at a time.

 

Broken Leg /Foot 

Your speed on foot is halved using a crutch or cane, or 5 feet without. Any movement beyond that, such as taking the Dash action causes 1d6 damage. If splinted, Medicine check DC 10, it will heal in 8 weeks.

 

Broken Arm/Hand 

You can no longer safely hold anything with two hands, and you can hold only a single object at a time without harm. Using your broken arm/hand causes 1d6 damage per round of use. If splinted, Medicine check DC 10, it will heal in 8 weeks.

 

Hemorrhaging Wound 

You lose 3 hit points per round, at the end of your turn, until the wound is treated. You or any creature within 5ft can use an action, making a Medicine check DC 15, to stop the bleeding.

 

Winded 

You can either move or take your action, but not both, and any reactions are at Disadvantage. This resolves in 1d6 rounds.

 

Concussion 

You have Disadvantage on all Intelligence and Wisdom checks, as well as Concentration checks. This resolves in 1d6 weeks.

 

Wicked Scar 

This wound has no ill effect, but you know it’s going to leave a badass scar, hell you might even have Advantage on Intimidation checks, if the scar is visible, you badass sumbitch.