Massive Damage

Certain effects and events can cause the characters to gain long lasting or permanent injuries, wounds.

Whenever a character takes massive damage from a single attack (equal or greater than half the maximum hit points), they must succeed a DC 15 Constitution check.
Failure results in a D20 roll on the following table:

(Alternatively you can roll on this table when taking damage from non-combat sources.)

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1. Horrible disfiguration: Your receive a horrible wound, possibly crippling you for life. Your hit point 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.
Make a DC 15 Constitution saving throw. A success means it’s not life threatening, but hurts like no other, and will be mostly gone after 12 weeks of bed rest and No Use while receiving medical attention.
Normal medical healing will not help or speed up this process.
Every day of magical healing will remove 1 week of required rest. Essentially the recovery time can be reduced from 84 days to 12 days.
Regenerate can heal you from this condition.

2. Maimed: You may lose one of your appendages (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 hit points are decreased by 5.
Make a DC 15 Constitution saving throw. A success means it has not come off, but hurts like no other, and will be usable again after 1 week of bed rest and NO USE while receiving medical attention.
Medical healing or simple spells will not help or speed up this process.
Regenerate can heal you from this condition.

3-4. 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.
Make a DC 15 Constitution saving throw. A success means it’s only scratched/temporary, but hurts like no other, and will be usable again after 1 week of NO USE.
Medical healing or simple spells will not help or speed up this process.
Regenerate can heal you from this condition.

5-6. 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.
You can heal naturally. Make a DC 15 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 injury is permanent.
Having medical assistance removes the disadvantage from the roll.
Help from a healer add +5 to your check.
Magical healing passes your check automatically each time.
Greater Restoration can heal you from this condition.

7-8. 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.
With a week of bed rest, you regain these points.
Magical healing will help you regain these points after 2 long rests.
Greater Restoration can heal you from this condition.

9-10. 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 15 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.
Help from a healer add +5 to your check.
Magical healing passes your check automatically each time.
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.
Help from a healer add +5 to your check.
Magical healing passes your check automatically each time.
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 10 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.
Help from a healer add +5 to your check.
Magical healing passes your check automatically each time.
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 can give you a disadvantage on Charisma (Persuasion) checks, and an advantage on Charisma (Intimidation) checks. Lesser Restoration can heal you from this condition.

19. Lucky: You survived the attack without having any permanent injuries or scars.

20. Adrenalin Rush: Gain one hit die + Con temporary hit points. After 10 Rounds you suffer from 1st, 2nd, and 3rd level exhaustion effects that remain until you take a short rest or receive Lesser Restoration.
Exhaustion:
1: Disadvantage on ability checks.
2: Speed halved.
3: Disadvantage on attack rolls and saving throws.


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Massive Damage

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