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Custom Rules are modified or new rules added to the game which are not part of the core D&D 5e ruleset. Below you can find all the custom rules Owen uses in his D&D games, both on and off stream in the Lost Archives.
If you could please give the Lost Archives and Owen a shoutout when you use this content in public spaces (such as livestreams, videos and podcasts, etc.) that would be greatly appreciated!
Session 0 - Reworked
The aim of this style of Session 0 is to maintain an element of roleplay during the character creation and story setup. It also gives players a chance to build their characters and backstory together in an organic way while still allowing for character optimisation as part of a party.
This is conducted in the style of a job interview, with an NPC recruiting the characters to a guild, faction or company based on their skillsets and proficiencies. The below sections can be completed in any order however it is recommended to stick to the rough outline below. It is important to allow for players to go back and change their minds about some of the answers as well based on the responses of the other players.
Character Names and Identity
The characters are all welcomed into the interview room by the interviewer who starts by explaining the interview style and process (in this case the order you intend to ask questions). The interviewer NPC also uses this chance to introduce the guild/group the player characters are joining and provide some background to the adventure. This is also a good place to discuss homebrew rules and table expectations. Once the introduction is complete it is time for each of the players to introduce their character by name and provide a brief description of their appearance, species, age, preferred pronouns, etc. It is also a good opportunity for players to briefly share their traits and abilities.
Character Class and Stats
The interviewer now questions each of the characters about their chosen class; in character this can be through questions regarding past training, work or natural abilities. Once the characters have all shared their chosen class as a group they can now assign stats, using the preferred method (ie point buy/roll/standard array). You can also use this as an opportunity to have the players choose their class at this point; going around the group and working together to build the party by having the players elect certain strengths and weaknesses their characters have to help find the most appropriate class.
Character Backgrounds
The interviewer now asks the characters about any specific skillsets they are proficient in (ie. stealth, deception, etc.) as a way of helping to prompt a specific background. Each member of the group can openly discuss their proficiencies and also elaborate a little on how they might have gained such skills. This can help to build some backstory elements which the DM can now start to tie together with the other characters (if a shared backstory or elements of shared backstory is desired).
Character Backstory
This is where all the above sections can now come together - the interviewer can start to ask follow-up questions based on the answers characters have given above and weave together the information to help the players build backstories for their characters. How detailed this goes is up to the DM and the players!
Improved Critical Hits
This homebrew rule is inspired by Chris Perkin's modified version of critical hits. When a critical hit is made you calculate the damage as follows: roll all damage die as if a normal attack has occurred then add the total rolled damage to the maximum damage the dice could have rolled. This is done before bonuses, proficiencies and other modifiers are added to the damage. The reason we use this rule is to ensure critical hits always feel spectacular and hit hard - but this rule applies to all creatures/monsters/NPC's as well!
For example; Mira scores a critical hit with firebolt, she rolls 1d10 and gets a 4. This is then added to the maximum she could have rolled which on a d10 which is 10, taking her critical hit damage with dice to 14 (4+10=14). Now she adds her spellcasting modifier of +5 to get the total critical damage of 19 (14+5=19).
Ability Based Tool Checks
This homebrew rule allows the players to choose which ability they wish to use when rolling tool checks; either with or without proficiency. When a player wants to use a tool they describe how they use it to the DM, stating which ability they are aiming to use and justifying how that ability helps with the use of the tool. The DM then decides if this justification makes sense and if so the player then rolls a skill check for the tool based on the ability they wish to use. If the justification doesn't make sense the DM can make suggestions on which ability would make the most sense given the player description.
For example; Lockie encounters a locked door and pulls out his lockpicking set to pick the lock and open the door. Lockie then states he wants to use his Intelligence for this roll and describes how he will be focusing on analysing the lock structure, comparing it to his notes on lock designs and forms, to be able to unlock the door. DM Owen agrees that this justification for using Intelligence as the ability roll makes sense and so Lockie makes a d20 roll and adds his Intelligence modifier to the roll.
Epic Battles
At times your campaign might host battles between vast forces, hundreds if not thousands of NPC's engaged in a conflict alongside and against your party. For these Epic Battles the 5e and 2024 rules of initiative and running normal stat blocks can be cumbersome and impractical to rely on, slowing the fight down and losing the energy of the conflict. These homebrew rules below are designed to help keep the pace of a fight and add to the impact of an epic fight. It also aims to incentivise your player characters in recruiting allies and assistance for these conflicts as well as reward tactical thinking.
Epic Battles have three classifications of unit types who all engage in the conflict in different ways; Heroes, Heroic Allies and Standard Units. Each of these types of units participate in the Epic Battle in different ways, some more active and under player control than others.
Heroes
Heroes are special units in the conflict who focus their attention on powerful enemy units while the remainder of the combatants engage in the nearby fight. Player characters are always classed as Heroes in Epic Battles and may be joined by one or two additional allied NPC's depending on the conflict. For the enemy side Heroes are the most powerful enemy units; possibly commanders of the opposing side or specially trained warriors. Heroes on both sides of a conflict roll Initiative as normal in an encounter and if a battle map is used will be given space to fight by the other combatants. All Heroes gain an additional special action they can take at any time during their turn in initiative which is to spend a Heroic Point and activate the ability of a Heroic Ally. Every Hero starts an Epic Battle with 1 Heroic Point and earns additional points by defeating enemy Heroes, rolling a critical success or spending their normal action to Inspire Troops.
Heroic Allies
Heroic Allies are special NPC's the players might have recruited during their travels or highly trained soldiers participating in the Epic Battle. Heroic Allies don't participate in the initiative, instead they have special abilities that can be activated on Heroes' turns using a Heroic Point. Each Heroic Ally should have up to two abilities and they can be used only once per round of combat, regardless of how many abilities they have. The abilities are determined by the DM and may offer players a bonus to hit, a bonus to damage, a bonus to the Battle Check of the Standard Troops, or block the use of an enemy Heroic Ally. Examples of two different Heroic Allies and their abilities are listed below:
Heroic Ally Examples
| Ability 1 | Breaking Shot - Luther unleashes a string of well-aimed shots against the enemy, weakening their defences. Choose up to three enemy Heroes and lower their Armour Class by 2 until the end of your next turn. |
| Ability 2 | Critical Aim - Luther analyses the enemy and reveals a weak point. Choose one enemy; all attacks against the target roll an additional 2d8 piercing damage until the end of your next turn. |
| Ability 1 | Death's Vigor - the Death Shepherd channels necromantic energy into a target at the moment of death and temporarily revives it. Once activated this special ability stays banked until an Allied Hero is reduced to 0 hit points; it instead regains health equal to half its hit dice rounded down and gains vulnerability to radiant damage. When it is next reduced to 0 hit points it's body is destroyed and it cannot be revived. |
| Ability 2 | Hunger of the Dead - the Death Shepherd invokes a ravenous hunger amongst its allied troops, driving them to a frenzy. For the next Battle Check the allied Standard Troops gain a +2 bonus. |
Standard Units
Standard Units don't roll initiative, instead their action occurs at the end of each initiative round. The only action available to Standard Units is to fight, which they will continue to do until their Combat Power is reduced to 0 or all enemy Heroes are defeated. Combat Power is like Armour Class, Health and Damage all rolled into one and is determined by the total strength of the army fighting. This number is allocated by the DM at the start of the battle and the value for both sides is shared with players. For example a small army of human bandits numbering less than 25 individuals may have Combat Power of 1, whereas a large and well trained elven army numbering in the hundreds may have a Combat Power of 10 (the ideal scale should range between 1 and 20 to keep things balanced).
Battle Checks
The damage dealt by Standard Units is calculated through a contested Battle Check which is done by the DM and a representative of the party. These rolls are done on behalf of the allied and enemy army; each side rolls a D6 and adds the bonus granted by the total Combat Power (CP) of the Standard Units engaged in the fight as well as additional bonuses to the roll determined by certain actions taken by the players during that initiative. The players can also add bonuses to the Battle Check by defeating an enemy Hero (+2 bonus), using the ability of a Heroic Ally (which may grant a bonus) and rolling a critical success during their turn (+1 bonus). The total Battle Check is then compared and the difference is then subtracted from the combat power of the losing side to represent the losses sustained by that side of the conflict.
Example Epic Battle
For example; An Epic Battle is taking place between a large army of humans allied to the player characters and an even larger army of elves. The elven side numbers approx. 800 warriors and they are well equipped and trained, leading to a Combat Power of 22. The human side only numbers approx. 500 warriors and lack proper training and equipment, leading to a combat power of 18. In the first round of combat the players are unable to defeat an enemy hero but use an ability of their heroic allies which grants a +2 bonus and one player rolls a critical success during their initiative turn. At the end of the initiative the DM and one of the players both roll their Battle Check, the DM rolling a 3 for the elven forces and the player rolling a 5 for the human forces. Each side then takes their Combat Power and adds the dice result as well as any bonuses; for the elves this is 22 CP +3 from the dice for a total Battle Check of 25, for the humans this is 18 CP +5 from the dice, +2 from the Heroic Ally ability and +1 for the critical success for a total Battle Check of 26. As the difference between these values is 1, the elven Combat Power is reduced from 22 CP to 21 CP.
Sanity and Madness
The homebrew rules below outline a way to introduce the concepts of fear, sanity and madness into a game. To be compatible with D&D Beyond this score is actually utilised as a custom skill and is calculated using the following;
- max Sanity skill score = 10 + [Wisdom/Intelligence Modifier]* + [Constitution Modifier]
- The player must choose which modifier they would like to use here
When a character has their Constitution and Intelligence/Wisdom modifier increased this also increases their Sanity score. Over the course of a campaign a characters Sanity will fluctuate wildly, decreased by exposure to horror and restored by resting and relaxing. A characters Sanity however can never be raised above their Max Sanity score as calculated above, and if the Sanity score drops to 0 the character is lost to insanity and becomes a creature controlled by the DM, at least until their Sanity is restored.
A character with a high Sanity is level-headed even in the face of insane circumstances, while a character with low Sanity is unsteady, breaking easily when confronted by eldritch horrors that are beyond normal reason.
Sanity Check
You might call for a Sanity check when a character faces something horrific, eldritch or particularly confronting, such as:
- Coming face to face with a deep fear or phobia
- Taking half their max health in a single attack
- Committing an act or action that goes against their morality or alignment
- Seeing a creature from the Far Realm or other alien realms for the first time
- Making direct contact with the mind of an alien creature
- Being subjected to spells that affect mental stability, such as the insanity option of the symbol spell
- Passing through a demiplane built on alien physics
- Resisting an effect conferred by an attack or spell that deals psychic damage
When a player is called to make a sanity check the results are determined as follows;
- Roll is equal to or higher than the DC: the creature is able to resist the effect
- Roll is under the DC by >5: the creature reduces their sanity score by 1
- Roll is under the DC by >10: the creature reduces their sanity score by 2
Madness
Losing too much Sanity can result in serious adverse effects on a creatures mind. When the Sanity score first drops to 10, 9 and 8 the creature begins to feel the effects of madness; roll on the short term madness table, this effect can be ended early with calm emotions. When the Sanity score first drops to 7, 6 and 5 the creature feels the madness deepening; roll on the long term madness table, this effect can be ended early with lesser restoration. Every time the Sanity score drops to 4 or lower the creature suffers a complete mental break; roll on the indefinite madness table, this effect can only be ended with greater restoration. When the madness is ended, either using spells or by the duration completing, the Sanity score is not increased or changed as well.
Recovering Sanity
A creature can restore their lost Sanity through a number of methods, however as mentioned above their Sanity score can never be raised above their Max Sanity Score. Taking a short rest in a place of safety and comfort can restore 1 point of Sanity, while taking a long rest in such an environment can restore 3 points. There are other times a character might restore some of their lost Sanity, such as;
- Saving an NPC or player character from a perilous situation
- Overcoming a source of fear
- Learning some lore which sheds light on a scary or dangerous foe
- Receiving some encouragement or guidance from an NPC or player character
Sanity and Alignment
An optional part of this variant ruleset actually replaces traditional alignment and instead uses the Sanity score to help guide character actions and decisions. A lower sanity score will be tied to making more chaotic and thoughtless choices whereas a higher sanity score will help guide more thoughtful and considered decisions.
As a rough guide the following outline can be used;
- Sanity Score >10 will result in increasingly more considered and thoughtful actions being taken
- Sanity Score <10 will result in increasingly more chaotic and thoughtless actions being taken
This is just a guide and it's going to be up to the players to also choose what baseline behaviour their character will take when balanced (ie. Sanity score is equal to 10).
Madness Tables
Short Term Madness
| d100 | Effect (lasts 1d10 minutes) |
| 01–20 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. |
| 21–30 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. |
| 31–40 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. |
| 41–50 | The character begins babbling and is incapable of normal speech or spellcasting. |
| 51–60 | The character must use his or her action each round to attack the nearest creature. |
| 61–70 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
| 71–75 | The character does whatever anyone tells him or her to do that isn’t obviously self-destructive. |
| 76–80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
| 81–90 | The character is stunned. |
| 91–100 | The character falls unconscious. |
Long Term Madness
| d100 | Effect (lasts 1d10 × 10 hours) |
| 01–10 | The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins. |
| 11–20 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
| 21–30 | The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma checks. |
| 31–40 | The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the antipathy/sympathy spell. |
| 41–45 | The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its effects. |
| 46-55 | The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. |
| 56-65 | The character is can no longer understand spoken or written words. |
| 66–75 | The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that involve Strength or Dexterity. |
| 76–85 | The character suffers from partial amnesia. The character knows who he or she is and retains racial traits and class features, but doesn’t recognize other people or remember anything that happened before the madness took effect. |
| 86-90 | Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. |
| 91–95 | The character loses the ability to speak. |
| 96–100 | The character falls unconscious. No amount of jostling or damage can wake the character. |
Indefinite Madness
| d100 | Effect (lasts until cured) |
| 01–05 | The character becomes convinced that something terrifying lurks in the dark. They have disadvantage on attack rolls and ability checks when in darkness. |
| 06–10 | The character develops an intense fear of fire. They have disadvantage on attack rolls and ability checks when they can see an open flame within 20 feet of them. |
| 11–15 | The character feels vulnerable when alone. They suffer disadvantage on ability checks and attack rolls when they cannot see a friendly creature within 30 feet of them. |
| 16–25 | The character develops a persistent fear of the trigger of their madness. When first entering line of sight of this trigger the character must succeed on a DC 14 Wisdom save or be frightened of the trigger. This roll can be repeated at the end of each of their subsequent turns and once they have succeed are immune to the effects for 24hrs. |
| 26-30 | The character becomes highly distrustful of others. They have disadvantage on Insight checks, and always assume that people are lying if they fail |
| 31-40 | The character is convinced that powerful enemies are hunting them and they are sure they’re being watched at all times. They have disadvantage on Perception checks. |
| 41-45 | The character is compelled to bend the truth, exaggerate, or outright lie to make themselves seem interesting to other people. |
| 46-50 | The character feels the can only truly trust one person. Roll to determine who this is from people present. |
| 51-55 | The character develops a persistent fear of the trigger of their madness. When first entering line of sight of this trigger the character must succeed on a DC 14 Wisdom save or be frightened of the trigger. This roll can be repeated at the end of each of their subsequent turns and once they have succeed are immune to the effects for 24hrs. |
| 56-65 | The character suffers from terrible nightmares. During a long rest, they must make a DC12 Wisdom save. On a failure, they do not gain the benefits of a long rest. |
| 66-75 | The character suffers hallucinations of something terrifying lurking just on the edge of their senses which distract them constantly. They have a -1 to AC as they fail to defend against real threats. |
| 76-85 | The character becomes single minded in achieving a goal. Everything else comes second to this. If they successfully achieve their goal before this madness is cured, it is replaced by another goal. |
| 86-94 | The character forgets their connection to someone they can see. Roll to decide who this. |
| 95-99 | The character hallucinates whispering voices which constantly distract them. They have disadvantage when rolling Initiative. |
| 100 | The character believes they are in a game, controlled by some unknown entity and that everything that makes them the person they are is just a collection of numbers and a few sentences on a character sheet. |
Addiction and Withdrawal
Many substances and effects in the world can be addictive to those exposed to them. The below homebrew ruleset was created for our Curse of Strahd campaign for the consumption of Dream Pastries however this can be applied to any addictive substance. Whenever a character consumes or is exposed to a substance or effect which is addictive they must make a Constitution saving throw. The DC required can be affected by a number of factors outlined below:
Con Save DC = 10 + (level of addiction x2) + (addictiveness of substance)
For the addictiveness of the substance I used a 4 point system where a level 1 is minor (eg. Silkroot or alcohol), level 2 is moderate (eg. Kammarth or tobacco), level 3 is high (eg. Dreammist or Ziran) and level 4 is extreme (eg. Traveller's Dust). Each level increases the DC difficulty by 1 point. On a successful save the character resists the addictiveness of the substance or effect and suffers no further ill effects. On a failed save the character increases their level of addiction by 1 level and suffers the penalty of their current and any earlier levels.
Levels of Addiction
| Level | Effects |
| 1 | The character craves the substance that triggered the addiction. If they fail to consume or expose themselves to the substance or effect every 48hrs they suffer withdrawal. While in withdrawal the character has disadvantage on ability checks and suffers 1d6 psychic damage every additional 24hrs they go without the source of their addiction. |
| 2 | The cravings increase markedly; the character shows subtle signs of addition which may include physical signs including muscle twitching, shaking and mental signs like intermittent confusion. Withdrawal now occurs every 24hrs without exposure to the substance or effect. While in withdrawal the character gains half the usual hit points from potions, spells and hit dice. In addition the psychic damage now occurs every 12hrs without exposure and increases to 2d6. |
| 3 | The cravings are now extreme; the character shows obvious signs of addiction which may include physical signs like nausea and vomiting, mental signs like paranoia and agitation. Withdrawal occurs every 12hrs without exposure to the substance or effect. While in withdrawal the character has disadvantage on attack rolls and saving throws. In addition the psychic damage now occurs every 6hrs without exposure and increases to 4d6. |
If a character with existing level of addictions is successful in their Constitution save they immediately reduce their level of addictiveness by one level. Characters can also reduce their addiction level by avoiding the effect or substance and suffering through withdrawal. The time it takes to reduce the addiction level by waiting through the withdrawal takes a number of days equal to the addiction level multiplied by 3. Symptoms of withdrawal can be alleviated in part with magic such as lesser restoration - however this does not reduce the addiction level, it merely removes the symptoms until the next long rest.
Damage Based Lasting Injuries
This rule and the table below are modified and expanded versions of an amazing resource created by Farland World. This homebrew rule makes combat more tense and the consequences of being knocked down more severe - without making the game unplayable/frustrating for those who have sustained injuries. The changes Owen made to this are aimed to balance the injuries to ensure player fun remains at it's core and also increase the opportunities for roleplay and engagement with the world and the game.
Upon falling to 0 hit points a creature must succeed on a Constitution saving throw where the DC is equal to the total damage received on the single blow which reduced the hit points to 0. If this roll succeeds proceed with death saving throws as normal; the creature sustains no lasting injury. If this roll is failed the creature must roll a d20 to determine the lasting injury received based on the type of damage sustained by the final blow.
For example; Jinn is reduced to 0 hit points by a melee attack which dealt 16 bludgeoning damage; Jinn must now roll a Constitution saving throw of 16 or greater to avoid taking an injury. In this example Jinn only rolls a 12 and now must roll a d20 to determine the type of injury he takes. Jinn roll a 15 so the DM goes to the bludgeoning damage table and informs Jinn he has sustained the Major Bruising injury.
Acid
| d20 | Lasting Injury |
| 1 | Blindness. The acid destroys your eyes completely; you gain the blinded condition. Powerful magic is required to restore your eyes (eg. regenerate spell) |
| 2 | Partial Blindness. The acid damages your corneas impairing vision; you have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight and have disadvantage when making ranged attacks. Moderately powerful magic is required to heal the damage to your eyes (eg. greater restoration spell). |
| 3 | Damaged Limb - Hand. The acid melts through the skin and muscles on your hand making it impossible to use normally; you can no longer hold anything with two hands and you can hold only a single object at a time. Moderately powerful magic is required to heal the damage to your hand (eg. greater restoration spell). |
| 4 | Damaged Limb - Foot. The acid melts through the skin and muscles on your foot making it impossible to use normally; your movement speed on foot is halved and you have disadvantage on Dexterity (Acrobatics) checks. Moderately powerful magic is required to heal the damage to your foot (eg. greater restoration spell). |
| 5-7 | Extensive Acid Burns. The acid has damaged nerve endings across your skin resulting in significant ongoing pain. Whenever you attempt an action in combat you must make a DC 13 Constitution saving throw or lose your action and you can't use reactions until the start of your next turn. The injury will self-resolve after four weeks or moderately powerful magic can be used to quickly heal the damage to your body (eg. lesser restoration spell). |
| 8-10 | Localised Acid Burns. The acid has damaged nerve endings across your skin resulting in moderate ongoing pain. 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. The injury will self-resolve after three weeks or moderately powerful magic can be used to quickly heal the damage to your body (eg. lesser restoration spell). |
| 11-13 | Burn Scars. The acid burns across your skin have resulted in significant areas of skin burned away, resulting in disadvantage on Charisma (Persuasion) checks but advantage on Charisma (Intimidation) checks. The injury will self-resolve after two weeks or healing magic can be used to quickly heal the damaged areas (eg. cure wounds spell). |
| 14-16 | Blisters. The acid burns across your skin have resulted in significant areas of blisters, resulting in disadvantage on Dexterity (Acrobatics) checks. The injury will self-resolve after one week or healing magic can be used to quickly heal the damaged areas (eg. cure wounds spell). |
| 17-20 | Shallow Acid Burns. The acid has damaged nerve endings across your skin resulting in minor and manageable temporary pain. This results in no significant impairment but looks painful. |
Bludgeoning or Force
| d20 | Lasting Injury |
| 1 | Major Traumatic Brain Injury. The blunt force trauma to your head has resulted in a major traumatic brain injury, resulting in disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws. Powerful magic is required to restore your brain function (eg. regenerate spell) |
| 2 | Ruptured Organ. The concussive force has ruptured an organ resulting in significant ongoing pain. Whenever you attempt an action in combat, you must make a DC 14 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Moderately powerful magic is required to heal the damage to your organ (eg. greater restoration spell). |
| 3 | Broken Bones - Radius and Ulna. Damage to your arm bones has resulted in a significant fracture of the radius and ulna, preventing use of the damaged arm. You can no longer hold anything with two hands and you can hold only a single object at a time. Moderately powerful magic is required to heal the damage to your hand (eg. greater restoration spell). |
| 4 | Broken Bones - Femur. Damage to your leg bones has resulted in a significant fracture of the femur, halving your movement speed on foot and giving you disadvantage on Dexterity (Acrobatics) checks. Moderately powerful magic is required to heal the damage to your leg (eg. greater restoration spell). |
| 5-7 | Broken Ribs. The concussive force has fractured some ribs resulting in moderate ongoing pain. Whenever you attempt an action in combat, you must succeed on a DC 13 Constitution saving throw or lose your action and can't use reactions until the start of your next turn. The injury will self-resolve after four weeks or moderately powerful magic can be used to quickly heal the damage to your brain (eg. lesser restoration spell). |
| 8-10 | Minor Traumatic Brain Injury. The concussive force received has resulted in a minor traumatic brain injury, resulting in disadvantage on Intelligence, Wisdom, and Charisma checks and Constitution (Concentration) checks. The injury will self-resolve after three weeks or moderately powerful magic can be used to quickly heal the damage to your brain (eg. lesser restoration spell). |
| 11-13 | Concussion. The blunt force trauma to your head has resulted in a concussion, resulting in disadvantage on Intelligence checks and Concentration (Constitution) checks. The injury will self-resolve after two weeks or healing magic can be used to quickly heal the damage to your brain (eg. cure wounds spell). |
| 14-16 | Major Bruising. The blunt force trauma to your body has resulted in major bruising across your chest and abdomen. Any additional bludgeoning and force damage received results in an additional 1d4 damage. The injury will self-resolve after one week or healing magic can be used to quickly heal the damage to your brain (eg. cure wounds spell). |
| 17-20 | Minor Bruising. The blunt force trauma to your body has resulted in minor bruising on a section of your body. This results in no significant impairment but looks painful. |
Cold
| d20 | Lasting Injury |
| 1 | Extreme Hypothermia. The exposure to intense cold has lowered your body temperature to dangerous levels; permanently interfering with your homeostatic functions. You can take either an Action or Bonus Action on combat (not both), your movement speed is halved and you cannot take the Dash action. Powerful magic is required to restore your homeostatic functions (eg. regenerate spell) |
| 2 | Extensive Frostbite. The exposure to intense cold has resulted in major damage to your arms and legs. You have disadvantage on Strength, Dexterity, and Constitution ability checks and saving throws. Moderately powerful magic is required to heal the damage to your limbs (eg. greater restoration spell). |
| 3 | Localised Frostbite - Hand. The cold has damaged skin and muscles on your hand making it impossible to use normally; you can no longer hold anything with two hands and you can hold only a single object at a time. Moderately powerful magic is required to heal the damage to your hand (eg. greater restoration spell). |
| 4 | Localised Frostbite - Foot. The cold has damaged the skin and muscles on your foot making it impossible to use normally; your walking speed is halved and you have disadvantage on Dexterity (Acrobatics) checks. Moderately powerful magic is required to heal the damage to your foot (eg. greater restoration spell). |
| 5-7 | Minor Hypothermia. The exposure to intense cold has lowered your body temperature to dangerous levels; interfering with your homeostatic functions. Whenever you attempt an action in combat, you must succeed on a DC 13 Constitution saving throw or lose your action and can't use reactions until the start of your next turn. The injury will self-resolve after four weeks or moderately powerful magic can be used to quickly heal the damage to your foot (eg. lesser restoration spell). |
| 8-10 | Localised Frostbite - Toe. The cold damage has resulted in the loss of a toe. Your movement speed is reduced by 5 feet and when taking the Dash action you must first succeed on a DC 10 Dexterity saving throw or fall prone. The injury will self-resolve after three weeks or moderately powerful magic can be used to quickly heal the damage to your foot (eg. lesser restoration spell). |
| 11-13 | Major Cold Burns. The cold damage across your skin has resulted in significant areas of skin burned away, resulting in disadvantage on Charisma (Persuasion) checks but advantage on Charisma (Intimidation) checks. The injury will self-resolve after one week or healing magic can be used to quickly heal the damaged areas (eg. cure wounds spell). |
| 14-16 | Minor Cold Burns. The cold damage across your skin has resulted in significant areas of blisters, resulting in disadvantage on Dexterity (Acrobatics) checks. The injury will self-resolve after one week or healing magic can be used to quickly heal the damaged areas (eg. cure wounds spell). |
| 17-20 | Chills. Exposure to cold has dropped your body temperature rapidly causing uncontrollable shivers. This injury has no further effects and self-resolves after a few hours |
Fire
| d20 | Lasting Injury |
| 1 | Extreme Hyperthermia. The exposure to intense heat has raised your body temperature to dangerous levels; permanently interfering with your homeostatic functions. You can take either an Action or Bonus Action on combat (not both), your movement speed is halved and you cannot take the Dash action. Powerful magic is required to restore your homeostatic functions (eg. regenerate spell) |
| 2 | Hyperthermia. The exposure to intense heat has raised your body temperature to dangerous levels; permanently interfering with your homeostatic functions. You have disadvantage on Strength, Dexterity, and Constitution ability checks and saving throws. Any fire damage you take also deals an additional d10 damage. Moderately powerful magic is required to heal the damage to your skin (eg. greater restoration spell). |
| 3 | Fourth Degree Burns. The exposure to fire has caused significant damage to your skin across a large area of your body.
You have disadvantage on Strength, Dexterity, and Constitution ability checks. Any fire damage you take also deals an additional d6 damage. Moderately powerful magic is required to heal the damage to your skin (eg. greater restoration spell). |
| 4 | Third Degree Burns. The heat has damaged nerve endings across your skin resulting in significant ongoing pain. Whenever you attempt an action in combat, you must make a DC 13 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Moderately powerful magic is required to heal the damage to your skin (eg. greater restoration spell). |
| 5-7 | Second Degree Burns. The damage to your skin has been mostly contained to your lower extremities, however the painful burns restrict movement. Your walking speed is halved and you have disadvantage on Dexterity (Acrobatics) checks. The injury will self-resolve after four weeks or moderately powerful magic can be used to quickly heal the damage to your body (eg. lesser restoration spell). |
| 8-10 | First Degree Burns. The heat has damaged nerve endings across your skin resulting in moderate ongoing pain. 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. The injury will self-resolve after three weeks or moderately powerful magic can be used to quickly heal the damage to your body (eg. lesser restoration spell). |
| 11-13 | Burn Scars. The burns across your skin have resulted in significant areas of skin burned away, resulting in disadvantage on Charisma (Persuasion) checks but advantage on Charisma (Intimidation) checks. The injury will self-resolve after two weeks or healing magic can be used to quickly heal the damaged areas (eg. cure wounds spell). |
| 14-16 | Blisters. The fire burns across your skin have resulted in significant areas of blisters, resulting in disadvantage on Dexterity (Acrobatics) checks. The injury will self-resolve after one week or healing magic can be used to quickly heal the damaged areas (eg. cure wounds spell). |
| 17-20 | Heat Exposure. The fire has burned away hair resulting in loss of sections of hair on your head, face and body. This results in no significant impairment but does make you look ridiculous. |
Lightning
| d20 | Lasting Injury |
| 1 | Intracranial Haemorrhage. The intense energy arcing through your body has ruptured a number of blood vessels inside your brain and brainstem. You have disadvantage on Intelligence, Wisdom, and Charisma ability checks and saving throws. Powerful magic is required to heal the damage (eg. regenerate spell). |
| 2 | Paralysis. The intense energy arcing through your body has disrupted your sympathetic nervous system. Whenever you take an action in combat you must first succeed on a DC 14 Constitution saving throw or be paralysed until the start of your next turn. Moderately powerful magic is required to heal the damage to your nerves (eg. greater restoration spell). |
| 3 | Nerve Damage - Hand. The lightning has damaged the nerves in your hand making it impossible to use normally; you can no longer hold anything with two hands and you can hold only a single object at a time. Moderately powerful magic is required to heal the damage to your hand (eg. greater restoration spell). |
| 4 | Nerve Damage - Foot. The lightning has damaged the nerves in your foot making it impossible to use normally; your walking speed is halved and you have disadvantage on Dexterity (Acrobatics) checks. Moderately powerful magic is required to heal the damage to your foot (eg. greater restoration spell). |
| 5-7 | Corneal Burns. The lightning has damaged the corneal tissue of your eyes impairing vision. Your vision is now 30 feet in bright light and 15 feet in dim light, you lose all other types of vision based on sight (eg. darkvision, true sight, etc). In addition the blurry nature of your vision makes it hard to discern friend from foe; when engaged in combat and more than one creature is within melee distance of you (friend or foe) you must first succeed on a DC 12 Perception (Wisdom) check to be able to attack the intended target. If failed the target is chosen randomly by dice roll. The injury will self-resolve after four weeks or moderately powerful magic can be used to quickly heal the damage to your eyes (eg. lesser restoration spell). |
| 8-10 | Cardiac Injury - Arrythmia. The lightning has damaged the myocardial cells inducing an arrhythmic heartbeat. You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. The injury will self-resolve after three weeks or moderately powerful magic can be used to quickly heal the damage to your hearty (eg. lesser restoration spell). |
| 11-13 | Muscle Weakness. The damage to your nerves prevents full activation of skeletal muscles. You have disadvantage on Strength ability checks and saving throws. The injury will self-resolve after two weeks or healing magic can be used to quickly heal the damaged areas (eg. cure wounds spell). |
| 14-16 | Muscle Spasms. The damage to your nerves has resulted in random muscle spasms. You have disadvantage on Dexterity (Acrobatics) checks. The injury will self-resolve after one week or healing magic can be used to quickly heal the damaged areas (eg. cure wounds spell). |
| 17-20 | Minor Burns. The lightning damage has burned a line across your body or face, creating an intense looking scar. This results in now significant impairment. |
Necrotic
| d20 | Lasting Injury |
| 1 | Severed Soul. The necrotic energy burning through your body has partially severed your soul's connection to it. Your skin takes on a deathly grey pallor and wounds no longer heal naturally at the same rate. You gain half the hit points from healing magic, rolling hit dice during a short rest or when taking a long rest. Powerful magic is required to heal the damage (eg. regenerate spell) |
| 2 | Withered Limb - Hand. The necrotic energy has drained the life from your hand making it impossible to use normally; you can no longer hold anything with two hands and you can hold only a single object at a time. Moderately powerful magic is required to heal the damage to your hand (eg. greater restoration spell). |
| 3 | Withered Limb - Foot. The necrotic energy has drained the life from your foot making it impossible to use normally. Your walking speed is halved and you have disadvantage on Dexterity (Acrobatics) checks. Moderately powerful magic is required to heal the damage to your foot (eg. greater restoration spell). |
| 4 | Major Organ Necrosis. The necrotic energy has damaged internal organs resulting in extreme ongoing pain. Whenever you attempt an action in combat, you must make a DC 13 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Moderately powerful magic is required to heal the damage to your organs (eg. greater restoration spell). |
| 5-7 | Minor Organ Necrosis. The necrotic energy has damaged internal organs resulting in significant ongoing pain. 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. The injury will self-resolve after four weeks or moderately powerful magic can be used to quickly heal the damage to your organs (eg. lesser restoration spell). |
| 8-10 | Necrotic Wounds. The necrotic damage to your body has caused wounds to fester. Any time you receive damage you take an additional d4 of necrotic damage. The injury will self-resolve after three weeks or moderately powerful magic can be used to quickly heal the damage to your organs (eg. lesser restoration spell). |
| 11-13 | Deathly Appearance. The necrotic energy still persists inside you, causing your skin to appear withered and your eyes to appear cloudy and corpse like. You have disadvantage on Charisma (Persuasion) checks but advantage on Charisma (Intimidation) checks. The injury will self-resolve after two weeks or healing magic can be used to quickly heal the damaged areas (eg. cure wounds spell). |
| 14-16 | Drained. The necrotic energy has drained you of life and vitality, pushing you into a depressive mood. You gain no bonus to initiative during combat and do not benefit from features such as bardic inspiration, heroism, inspiring leader feat which rely on energising or inspiring you. The injury will self-resolve after one week or healing magic can be used to quickly restore you (eg. cure wounds spell). |
| 17-20 | Skin Discoloration. Patches of grey skin resembling that of a corpse appear on your body. This results in no significant impairment but appears unsightly. |
Piercing
| d20 | Lasting Injury |
| 1 | Punctured Eye. The attack has pierced your eye and dealt massive damage to the ocular tissue. You have disadvantage on Wisdom (Perception) and Investigation (Intelligence) checks that rely on sight, disadvantage on ranged attack. If this injury leaves you with no functioning eyes you gain the blinded condition. Powerful magic is required to restore your eye (eg. regenerate spell) |
| 2 | Punctured Lung. The attack has punctured one of your lungs, causing to collapse and deflate. You gain a level of exhaustion which cannot be removed by normal means and if you fail a saving throw against fear or fear effects, you gain another level of exhaustion. Moderately powerful magic is required to heal the damage to your lungs (eg. greater restoration spell). |
| 3 | Punctured Femoral Artery. The attack has pierced through your leg and punctured a hole through your femoral artery. Your movement speed on foot is halved and you cannot take the Dash action. Moderately powerful magic is required to heal the damage to your leg (eg. greater restoration spell). |
| 4 | Organ Perforation. The attack has perforated an organ. You gain a level of exhaustion which cannot be removed by normal means and you have disadvantage on Constitution checks and saving throws. Moderately powerful magic is required to heal the damage to your organs (eg. greater restoration spell). |
| 5-7 | Punctured Stomach. The attack has punctured a hole in your stomach, exposing your internal organs to bacteria. You immediately must make a DC 14 Constitution or gain the poisoned condition which remains until you take a long rest. At the end of each long rest you must make a DC 12 Constitution saving throw or gain the poisoned condition which remains until you take a long rest. This injury will self-resolve after 3 successful Constitution saving throws are made in a row or moderately powerful magic can be used to quickly heal the damage to your body (eg. lesser restoration spell). |
| 8-10 | Perforated Muscle. The attack has perforated muscle tissue, impeding movement and actions. 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. The injury will self-resolve after four weeks or moderately powerful magic can be used to quickly heal the damage to your body (eg. lesser restoration spell). |
| 11-13 | Festering Wound. The attack has created a wound which is now festering. Each time you take poison, acid or necrotic damage you take an additional d6 die of damage. You are disfigured to the extent that the wound can't be easily concealed . The injury will self-resolve after two weeks or healing magic can be used to quickly heal the damaged areas (eg. cure wounds spell). |
| 14-16 | Pierced Muscle. The attack has pierced muscle tissue and the resulting damage now impedes movement. Your movement speed when walking is reduced by 10 feet. The injury will self-resolve after one week or healing magic can be used to quickly heal the damaged areas (eg. cure wounds spell). |
| 17-20 | Scar. A small puncture mark scarred on your skin is the only remaining sign of this injury. This results in no significant impairment. |
Poison
| d20 | Lasting Injury |
| 1 | Systemic Organ Failure. The poison burning through your system has damaged major organs. You gain the poisoned condition which persists until this injury is cured. In addition at the beginning of each short and long rest you must take 1d10 of poison damage. Powerful magic is required to restore your eyes (eg. regenerate spell) |
| 2 | Organ Failure - Liver. The poison burning through your system has damaged your liver. Your skin takes on a yellow tone as jaundice sets in and bouts of confusion plague you constantly. When you take the attack action you must first roll a DC 14 Constitution saving throw or gain the stunned condition until the start of your next turn. Anytime you drink alcohol you take 1d8 poison damage. Moderately powerful magic is required to heal the damage to your liver (eg. greater restoration spell). |
| 3 | Organ Failure - Kidney. The poison burning through your system has damaged your kidneys. You gain a point of exhaustion which cannot be removed by normal means and any poison damage you take deals an additional 1d8 damage. Anytime you drink alcohol you take 1d6 poison damage. Moderately powerful magic is required to heal the damage to your liver (eg. greater restoration spell). |
| 4 | Retinal Damage. The poison burning through your system has damaged the delicate retinal cells of your eyes. Your vision is now 30 feet in bright light and 15 feet in dim light and you lose all other types of vision based on sight (eg. darkvision, true sight, etc). In addition, the blurry nature of your vision makes it hard to discern friend from foe; when engaged in combat and more than one creature is within melee distance of you (friend or foe) you must first succeed on a DC 12 Perception (Wisdom) check to be able to attack the intended target. If failed the target is chosen randomly by dice roll. Moderately powerful magic is required to heal the damage to your liver (eg. greater restoration spell). |
| 5-7 | Toxic Shock. The presence of poison in your bloodstream has triggered a shock response. You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain a level of exhaustion. The injury will self-resolve after four weeks or moderately powerful magic can be used to quickly heal the damage to your eyes (eg. lesser restoration spell). |
| 8-10 | Gastric Shock. Your body reacts violently to the poison in your system, making you nauseous and inducing vomiting. You have disadvantage on Constitution checks and saving throws. In addition whenever you consume food or drink (including potions) you must succeed on a DC12 Constitution saving throw, otherwise you violently regurgitate the item and take 1d4 poison damage. The effect will self-resolve after three weeks or moderately powerful magic can be used to quickly heal the damage to your body (eg. lesser restoration spell). |
| 11-13 | Intoxicated. The poison has damaged small blood vessels around the brain resulting in dizziness and confusion. You have disadvantage on (Acrobatics) Dexterity checks and saving throws. The injury will self-resolve after two weeks or healing magic can be used to quickly heal the damaged areas (eg. cure wounds spell). |
| 14-16 | Gastric Upset. The poison has triggered bouts of nausea and diarrhoea. You have disadvantage on Persuasion (Charisma) and Acrobatics (Dexterity) checks. The injury will self-resolve after one week or healing magic can be used to quickly heal the damaged areas (eg. cure wounds spell). |
| 17-20 | Topical Rash. Contact with a poisonous substance has triggered a mild skin reaction. This results in no significant impairment but looks unsightly. |
Psychic
| d20 | Lasting Injury |
| 1 | Catastrophic Cognitive Overload. The power of the physic attack has completely overloaded your neurochemical processes resulting in massive damage to brain tissue. You have disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws. In addition roll on the Indefinite Madness table from the Dungeon Masters Guide - this madness cannot be cured until the injury is resolved. Powerful magic is required to restore your brain (eg. regenerate spell) |
| 2 | Cognitive Overload. The power of the physic attack has completely overloaded your neurochemical processes resulting in damage to brain tissue. Roll on the Indefinite Madness table from the Dungeon Masters Guide - this madness cannot be cured until the injury is resolved. Powerful magic is required to restore your brain (eg. greater restoration spell). |
| 3 | Weakened Mind. The damage caused by the physic assault on your mind has weakened your cognitive abilities. You have disadvantage on Intelligence checks and saving throws. In addition you temporarily lose one tool proficiency and one language (determined randomly by rolling) and physic damage deals an additional 1d8 damage. Moderately powerful magic is required to heal the damage to your mind (eg. greater restoration spell). |
| 4 | Induced Phobia. The physic damage received has been intertwined in your mind with the events that caused it.You develop a debilitating fear of something in the situation from which you gained your injury. For example, if you were damaged by a mind flayer, you might have a fear of octopuses; this is decided by the DM and player together. When you are confronted with your phobia, you have disadvantage on all ability checks and saving throws. Moderately powerful magic is required to heal the damage to your mind (eg. greater restoration spell). |
| 5-7 | Induced Madness - Long Term. The power of the physic attack has weakened your grip on reality. Roll on the Long-Term Madness table from the Dungeon Masters Guide. This injury is cured when the madness is; requiring moderately powerful magic to resolve (eg. lesser restoration spell). |
| 8-10 | Migraine. The physic damage has triggered a painful migraine resulting in neurological and visual symptoms. You have disadvantage on Concentration (Constitution) checks and the DC for Concentration (Constitution) checks is +2. In addition when taking physic damage you must succeed on a DC 12 Constitution saving throw or be stunned until the end of your next turn. The injury will self-resolve after four weeks or moderately powerful magic can be used to quickly heal the damage to your mind (eg. lesser restoration spell). |
| 11-13 | Induced Madness - Short Term. The power of the physic attack has weakened your grip on reality. Roll on the Short-Term Madness table from the Dungeon Masters Guide. This injury is cured when the madness is; requiring moderately powerful magic to resolve (eg. lesser restoration spell). |
| 14-16 | Hallucinations. The physic attack has caused a sensory overload causing you to occasionally hallucinate. The hallucinations might be a source of fear, strange lights and shapes or something else imaginative; this is decided by the DM and player together. Immediately roll a DC 12 Intelligence check to be able to be able to differentiate the hallucinations from reality, if failed the creature perceives these hallucinations as real and acts accordingly. Repeat the DC Intelligence check at the end of each long rest until this injury is resolved. The injury will self-resolve after one week or healing magic can be used to quickly heal the damaged areas (eg. cure wounds spell). |
| 17-20 | Minor Headache. A pounding pain in the back of your skull is a reminder of the psychic damage received. This results in no significant impairment but looks painful. |
Radiant
| d20 | Lasting Injury |
| 1 | Blindness. The radiant energy has completely burned out your retinas; you gain the blinded condition. Powerful magic is required to restore your eyes (eg. regenerate spell) |
| 2 | Partial Blindness. The radiant energy has severely damaged your retina and impaired vision; you have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight and have disadvantage when making ranged attacks. Moderately powerful magic is required to heal the damage to your eyes (eg. greater restoration spell). |
| 3 | Fourth Degree Burns. The exposure to radiant energy has caused significant damage to your skin across a large area of your body. You have disadvantage on Strength, Dexterity, and Constitution ability checks. Any radiant damage you take also deals an additional d6 damage. Moderately powerful magic is required to heal the damage to your skin (eg. greater restoration spell). |
| 4 | Third Degree Burns. The exposure to radiant energy has damaged nerve endings across your skin resulting in significant ongoing pain. Whenever you attempt an action in combat, you must make a DC 13 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Moderately powerful magic is required to heal the damage to your skin (eg. greater restoration spell). |
| 5-7 | Retinal Damage. The radiant energy has damaged the retinal tissue of your eyes impairing vision. Your vision is now 30 feet in bright light and 15 feet in dim light, you lose all other types of vision based on sight (eg. darkvision, true sight, etc). In addition the blurry nature of your vision makes it hard to discern friend from foe; when engaged in combat and more than one creature is within melee distance of you (friend or foe) you must first succeed on a DC 12 Perception (Wisdom) check to be able to attack the intended target. If failed the target is chosen randomly by dice roll. Moderately powerful magic is required to heal the damage to your eyes (eg. lesser restoration spell). |
| 8-10 | Second Degree Burns. The radiant energy has damaged nerve endings across your skin resulting in moderate ongoing pain. 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. The injury will self-resolve after three weeks or moderately powerful magic can be used to quickly heal the damage to your body (eg. lesser restoration spell). |
| 11-13 | Burn Scars. The burns across your skin have resulted in significant areas of skin burned away, resulting in disadvantage on Charisma (Persuasion) checks but advantage on Charisma (Intimidation) checks. The injury will self-resolve after two weeks or healing magic can be used to quickly heal the damaged areas (eg. cure wounds spell). |
| 14-16 | Blisters. The radiant energy burns across your skin have resulted in significant areas of blisters, resulting in disadvantage on Dexterity (Acrobatics) checks. The injury will self-resolve after one week or healing magic can be used to quickly heal the damaged areas (eg. cure wounds spell). |
| 17-20 | Radiant Exposure. The radiant energy has burned away hair resulting in loss of sections of hair on your head, face and body. This results in no significant impairment but does make you look ridiculous. |
Slashing
| d20 | Lasting Injury |
| 1 | Ruptured Eye. The attack has ruptured your eye and dealt massive damage to the ocular tissue. You have disadvantage on Wisdom (Perception) and Investigation (Intelligence) checks that rely on sight, disadvantage on ranged attack. If this injury leaves you with no functioning eyes you gain the blinded condition. Powerful magic is required to restore your eye (eg. regenerate spell) |
| 2 | Amputated Limb - Hand. The attack has amputated your hand removing it completely. You can no longer hold anything with two hands and you can hold only a single object at a time. Moderately powerful magic is required to heal the damage to your hand (eg. greater restoration spell). |
| 3 | Amputated Limb - Foot. The attack has amputated your foot removing it completely. Your walking speed is halved and you have disadvantage on Dexterity (Acrobatics) checks. Moderately powerful magic is required to heal the damage to your foot (eg. greater restoration spell). |
| 4 | Severed Tendon. The attack has cut through vital tendons in your leg, impeding movement. Your movement speed on foot is reduced by 10 feet. You must make a DC 10 Dexterity saving throw after using the Dash action or fall prone. Moderately powerful magic is required to heal the damage to your organs (eg. greater restoration spell). |
| 5-7 | Slashed Abdomen. The attack has slashed a gash in your stomach, exposing your internal organs to bacteria. You immediately must make a DC 14 Constitution or gain the poisoned condition which remains until you take a long rest. At the end of each long rest you must make a DC 12 Constitution saving throw or gain the poisoned condition which remains until you take a long rest. This injury will self-resolve after 3 successful Constitution saving throws are made, four weeks have elapsed or moderately powerful magic can be used to quickly heal the damage to your body (eg. lesser restoration spell). |
| 8-10 | Slashed Muscle. The attack has perforated muscle tissue, impeding movement and actions. 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. The injury will self-resolve after three weeks or moderately powerful magic can be used to quickly heal the damage to your body (eg. lesser restoration spell). |
| 11-13 | Disfiguring Wound. The attack has left you with an unsightly and disfiguring wound. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. The injury will self-resolve after two weeks or healing magic can be used to quickly heal the damaged areas (eg. cure wounds spell). |
| 14-16 | Lacerations. The attack has left deep cuts across your body which are easily reopened. Slashing, bludgeoning, force and piercing damage deal an additional 1d6 damage. The injury will self-resolve after one week or healing magic can be used to quickly heal the damaged areas (eg. cure wounds spell). |
| 17-20 | Scar. A small silvery scar across your skin is the only remaining sign of this injury. This results in no significant impairment. |
Thunder
| d20 | Lasting Injury |
| 1 | Major Traumatic Brain Injury. The concussive force has caused in major traumatic brain injury, resulting in disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws. Powerful magic is required to restore your brain function (eg. regenerate spell) |
| 2 | Ruptured Eardrums. The concussive force has ruptured your eardrums; you gain the deafened condition. Moderately powerful magic is required to heal the damage to your ears (eg. greater restoration spell). |
| 3 | Tinnitus. The concussive force has damaged your eardrums resulting in a continuous ringing sound. You have disadvantage on any ability check that requires hearing. Moderately powerful magic is required to heal the damage to your ears (eg. greater restoration spell). |
| 4 | Organ Perforation. The concussive force has perforated an organ resulting in significant ongoing pain. You gain a level of exhaustion which cannot be removed by normal means and you have disadvantage on Constitution checks and saving throws. Moderately powerful magic is required to heal the damage to your organs (eg. lesser restoration spell). |
| 5-7 | Broken Ribs. The concussive force has fractured some ribs resulting in moderate ongoing pain. Whenever you attempt an action in combat, you must make a DC 13 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury will self-resolve after four weeks or moderately powerful magic can be used to quickly heal the damage to your brain (eg. lesser restoration spell). |
| 8-10 | Minor Traumatic Brain Injury. The concussive force received has resulted in a minor traumatic brain injury, resulting in disadvantage on Intelligence, Wisdom, and Charisma checks and Constitution (Concentration) checks. The injury will self-resolve after three weeks or moderately powerful magic can be used to quickly heal the damage to your brain (eg. lesser restoration spell). |
| 11-13 | Concussion. The trauma to your head has resulted in a concussion, resulting in disadvantage on Intelligence checks and Constitution (Concentration) checks. The injury will self-resolve after one week or healing magic can be used to quickly heal the damage to your brain (eg. cure wounds spell). |
| 14-16 | Major Bruising. The concussive trauma to your body has resulted in major bruising across your chest and abdomen. Any additional bludgeoning and force damage received results in an additional d4 of damage. The injury will self-resolve after one week or healing magic can be used to quickly heal the damage to your brain (eg. cure wounds spell). |
| 17-20 | Minor Bruising. The blunt force trauma to your body has resulted in minor bruising on a section of your body. This results in no significant impairment but looks painful. |
Carousing Table (d100)
The below carousing table is a reworked version of the incredible carousing table by Bellociraptor and PBGhin very appropriately called "The Bigger, Badder, Longer, Uncut d100 Carousing Table". This version below is designed to fit better into the world of Nostea and keep the themes light and easy to improvise around for the DM and the unlucky player.
| d100 | Result |
| 1 | You wake up in a holding cell pending charges for a serious crime (roll 1d6, 1: treason, 2: sedition, 3: grand larceny, 3: murder, 4: arson, 5: kidnapping, 6: casting forbidden magic). You actually did it. |
| 2 | You wake up in a holding cell pending charges for a serious crime (roll 1d6, 1: treason, 2: sedition, 3: grand larceny, 3: murder, 4: arson, 5: kidnapping, 6: casting forbidden magic). You didn't do it. |
| 3 | You wake up in a holding cell on minor charges (roll 1d6, 1: theft, 2: fraud, 3: public nuisance, 4: vandalism, 5: indecency, 6: loitering). Pay 10gp for bail or spend 1d4 days behind bars. |
| 4 | You wake up in a holding cell on minor charges (roll 1d6, 1: theft, 2: fraud, 3: public nuisance, 4: vandalism, 5: indecency, 6: loitering). Pay 10gp for bail or spend 1d4 days behind bars. Also, your cellmate is an NPC you previously made enemies with. |
| 5 | You wake up in a holding cell on minor charges (roll 1d6, 1: theft, 2: fraud, 3: public nuisance, 4: vandalism, 5: indecency, 6: loitering). Pay 10gp for bail or spend 1d4 days behind bars. Also, your cellmate is an NPC you previously befriended. |
| 6 | You wake up in bed with an NPC you previously made enemies with. |
| 7 | You wake up in bed with an NPC you previously befriended. |
| 8 | You wake up in bed with a total stranger (roll 1d6 for their reaction when they awaken, 1: hostile, 2: disgusted, 3: frightened, 4: neutral, 5: friendly, 6: in love) |
| 9 | You wake up in bed with the spouse of an NPC you previously befriended. |
| 10 | You wake up in bed with the spouse of an NPC you previously made enemies with. |
| 11 | You wake up in bed with the spouse of an important local noble or official. |
| 12 | You wake up in a strange bed with no one, you can hear the family downstairs calling for the constables. |
| 13 | You wake up in a strange bed with no one. A moment later, a middle aged man invites you down for breakfast. He and his family know you by name and no one seems to find your presence unusual. |
| 14 | You wake up in a strange bed with no one, but there is a scent of long rotting flesh coming from under the mattress. |
| 15 | You wake up chained to a strange bed. A large figure dressed head to toe in leather comes to release you and shyly asks that you join him for breakfast. |
| 16 | You wake up on the floor of a seedy club. Looks like it was amateur night. Your clothing is in a pile in the corner (plus a g-string of mysterious origin), but you have an extra 3d10 cp. |
| 17 | You wake up on the floor of a seedy club. Looks like it was amateur night. Your clothing is in a pile in the corner (plus a g-string of mysterious origin), but you have an extra 2d10 cp and a token of admiration from an influential NPC. |
| 18 | You wake up on the floor of a seedy club. Looks like it was amateur night. Your clothing is in a pile in the corner (plus a g-string of mysterious origin) amateur night. Your clothing is in a pile in the corner and you don’t know where the g-string came from, but you have an extra 2d10 cp and a token of admiration from an influential NPC’s spouse. |
| 19 | You wake up on the floor of a seedy club. Looks like it was amateur night. Your clothing is in a pile in the corner (plus a g-string of mysterious origin), but you have an extra 1d10 cp and a sympathy breakfast courtesy of the cleaning staff. |
| 20 | You wake up on the floor of a seedy club. Looks like it was amateur night. Your clothing is in a pile in the corner (plus a g-string of mysterious origin), but you have an extra 1d10 gp and an invitation to attend a private, VIPs only gathering at an influential NPCs estate. (A leather animal mask will arrive wherever the PC is staying shortly.) |
| 21 | You wake up in bed in an unfamiliar inn, clutching a large stuffed toy owlbear and 1d8 less gp in your purse. |
| 22 | You wake up in bed in an unfamiliar inn, a small owlbear cub asleep at your feet and 1d20 less gp in your purse. |
| 23 | You wake up in bed in an unfamiliar inn, arranged on the floor around you are the clothes of at least 6 other people, however there is no sign of anyone else in the room with you. |
| 24 | You wake up in your bed. You are wearing a full face of makeup and there are 1d4 gp on the nightstand. |
| 25 | You wake up in your bed. You would get up, but you are tied to it with leather straps. |
| 26 | You wake up in your bed, a dog you have never seen before curled up at your feet. |
| 27 | You wake up in your bed. On the nightstand is a document from a local judge stating that you have legally changed your name to the same name as one of your fellow party members. |
| 28 | You wake up in your bed. On the nightstand is a document from a local judge stating that you have legally changed your name to the same name as your worst NPC enemy. |
| 29 | You wake up in your bed. On the nightstand is a ‘Thank you’ note from an important local official, noble, or organization. It does not make any mention of what they are thanking you for. |
| 30 | You wake up in your bed. You are spooning a whole ham. The ham is wearing a nightgown and lipstick. |
| 31 | You wake up in your bed. You are spooning someone who looks almost exactly like you. |
| 32 | You wake up in your bed. You are dressed as a member of the local watch. A man in his underwear is hogtied at the foot of your bed. |
| 33 | You wake up in your bed. You are wearing a large hat, fake nose, and moustache. Walking around town later, you see a large number of wanted posters. The person depicted looks a lot like you. Only they have a bigger nose. And a moustache. And a hat. |
| 34 | You wake up in your bed. You are 2d6 gp poorer. Within the hour, 300 freshly baked pastries are delivered. |
| 35 | You wake up in your bed. You are 1d20 gp poorer, but now have 1d10 very fine hats. |
| 36 | You wake up in your bed. You are 1d10 gp richer and cradling a trophy with a giant pie on top. You have never felt more sick to your stomach. |
| 37 | You wake up in your bed. You are 1d20 gp poorer. Everything else seems normal, until the life size, lifelike bust of you carved from cheese is delivered. |
| 38 | You wake up in your bed. You are 3d20 gp poorer. On the nightstand next to you is a gold statuette of one of your fellow party members. |
| 39 | You wake up in your bed. You are wearing a very respectable suit. In your breast pocket is a folded stack of papers indicating that you have been elected to some minor local political position. (roll 1d6, 1: Town Cattle Inspector, 2: District Cheese Quality Controller, 3: Manhole Cover Inspector, 4: Campaign Rep for the Equal Heights movement, 5: Undersecretary of the Washerwoman's Guild, 6: Rear Admiral of the Amateur Sailors) |
| 40 | You wake up in your bed. Everything seems normal. Soon a paladin arrives and tells you how glad they are that you helped them break all those vows last night. When asked which vows, they just wink and say, ‘Oh, you know.’ |
| 41 | You wake up in your bed. Everything seems normal. Soon a passive aggressive note is delivered explaining how in your intoxicated state, you wound up on the bad side of a middling local organization. (Scrivener’s Guild, Esoteric Brotherhood of the Fish Mongers, town chapter of the Rotary Club, Home Owner’s Association, whatever. They will probably not attempt to harm the PC, but they may try to foil them in petty ways whenever the PC is in the area.) |
| 42 | You wake up in your bed. Take the cost of your armor type (non-magical), multiply it by 1d4. You are that many gp poorer but arranged on the dresser are additional suits of armor in varying colours. |
| 43 | You wake up in your bed. You are 1d10 gp poorer and have numerous bruises of unknown origin. |
| 44 | You wake up in your bed. Your knuckles are bruised, bloodied, and full of splinters. Your pockets are filled with fresh produce. You have a vague memory of a fruit cart looking at you funny. |
| 45 | You wake up in your bed. Your knuckles are bruised, bloodied, and full of splinters. Your room is filled with hundreds of smashed cabbages. |
| 46 | You wake up in your bed. You are wearing a suit cobbled together from bits and pieces of the skins of various animals. Later in the day, you hear stories of how some clawed, antlered monster was seen peeping in windows and climbing on roofs throughout the night. |
| 47 | You wake up in your bed. At your feet, you see 4d6 mice standing on their hind legs watching you. As soon as you stir, they scatter, leaving behind what appears to be a tiny altar with offerings of bread crust and cheese crumbles. One lock of your hair is now shorter than the rest. |
| 48 | You wake up on the floor of your room. Your bed is above you nailed to the ceiling. |
| 49 | You wake up in your bed. The bed is nailed to the ceiling and you are held up only by tucked in sheets. |
| 50 | You wake up on the floor of your room. You are covered in dirt and mud. On your bed is a freshly exhumed corpse. |
| 51 | You wake up on the floor of your room. All the furniture and rugs have been moved up against the walls. In the center is a crudely drawn summoning circle ringed with the remains of black candles. At the center of the circle is a really fantastic looking sandwich. |
| 52 | You wake up in a temple. Several monks have gathered around you and are praying for your soul. |
| 53 | You wake up in a temple. In a coffin. Several monks are standing over you offering a pauper’s last rites. They seem surprised when you start moving. |
| 54 | You wake up in a temple. You are wearing a fine suit. By the altar is a coffin, the corpse inside is wearing your clothes. |
| 55 | You wake up in a temple. In the confessional. Naked. Services are beginning. |
| 56 | You wake up in a temple. In the confessional. Naked. Someone enters the other side and begins confessing their sins. |
| 57 | You wake up in a temple. In holy vestments. Crowds have begun gathering for service. |
| 58 | You wake up in a temple naked behind the altar. The first of the faithful are starting to enter for services. Someone has defecated in the offering dish. |
| 59 | You wake up in the woods 1d4 miles from where you last remember being. You are naked and armed only with a wooden spear hastily carved from a sapling. |
| 60 | You wake up in the woods 1d4 miles from where you last remember being. You are unarmed and only wearing one boot. A wolverine has the other. |
| 61 | You wake up in the woods 1d4 miles from where you last remember being. You are in the middle of a perfect circle of trees, naked save for the freshly flayed skin of a lamb. |
| 62 | You wake up in the woods 1d4 miles from where you last remember being. You head seems to be stuck in some kind of no-kill trap. |
| 63 | You wake up in the woods 1d4 miles from where you last remember being. You are at the bottom of a deep pit trap. Two gap-toothed yokels are leering down at you. |
| 64 | You wake up in the woods 1d4 miles from where you last remember being. You are holding a bear cub. |
| 65 | You wake up in the woods 1d4 miles from where you last remember being. 3d12 myconids are standing in a circle around you, singing a song you vaguely remember being soothed by in early childhood. |
| 66 | You wake up in a humble country barn. A rather attractive villager is asleep on the hay beside you. Someone is opening the barn doors. |
| 67 | You wake up in a nobleman’s barn. You are wearing a saddle and there are whip marks on your buttocks. You are 1d10 gp richer. |
| 68 | You wake up in an alley. 1d6 hobos are wearing 1d6 articles of your clothing. |
| 69 | You wake up in an alley. A group of local children are poking you with sticks and arguing about whether or not you’re dead. |
| 70 | You wake up in an alley. A group of urchins are standing over you and arguing about how to split your money or how much they could sell your hair for if they shaved you. |
| 71 | You wake up in an alley. Your left ass cheek hurts. It now bears a lifelike tattoo of an NPC you have befriended in the past. |
| 72 | You wake up in an alley. Your left ass cheek hurts. It now bears a lifelike tattoo of an NPC you have made enemies with in the past. |
| 73 | You wake up in an alley. There is a dead body next to you. |
| 74 | You wake up in an alley. Your clothing is splattered in blood and you are carrying a sack with 1d10 gp worth of an illegal substance. |
| 75 | You wake up in a sumptuous bed in a beautiful hotel. Along with the room service breakfast of caviar and sparkling wine comes the bill. Pay 2d10 gp or find a way out. |
| 76 | You wake up in a sumptuous bed in a beautiful hotel. Next to you is a complete stranger. Both of you are wearing wedding bands. |
| 77 | You wake up in a sumptuous bed in a beautiful hotel. You are holding a whip. Someone else is asleep suspended from the ceiling by leather straps. |
| 78 | You wake up in a warehouse. It is used for fermenting fish. The smell lingers on you for 1d6 days. |
| 79 | You wake up naked in an art school. A group of aspiring painters are in a circle around you, committing your likeness to canvas. |
| 80 | You wake up in the back room of an art gallery. Up front, you hear two people discussing the pairs of circles now covering all the paintings. One of them is using terms like ‘Brilliant’ and ‘Revolutionary’. Your buttocks feel uncomfortably sticky. |
| 81 | You wake up naked in a fancy sculpture garden. The statues are all wearing various articles of your clothing. You can hear the sound of wealthy ladies beginning to gather for croquet. |
| 82 | You wake up in the private garden of a local noble’s wife. Her favourite topiary has been re-shaped into a crude likeness of a penis. You are covered in clippings. |
| 83 | You wake up in the main square at the feet of a bronze statue of the city’s founder. You and the statue are wearing matching outfits. You have in your possession 1d10 pairs of underwear of unknown origin. |
| 84 | You wake up in the common room of an impoverished orphanage. You hear the voices of children around you. They are talking about how you ate the last of the cookies. |
| 85 | You wake up behind a stack of hay bales in the stable of an inn. On the other side of the stack, the innkeeper is interrogating the stable boy about why all the horses are wearing makeup and the oxen have bonnets. |
| 86 | You wake up on the edge of a field. You are wearing a heavy full-body suit made from the skin of a bear. From the sound of things, the annual Town Watch vs Paladin’s Order Tackleball game is about to start. |
| 87 | You wake up on the front steps of the local administrative building. You are wearing war paint and a bandana. A treatise of radical political and religious ideologies has been nailed to the door. |
| 88 | You wake up behind a tailor’s shop. You are wearing a ball gown made for a noblewoman. The rest of your clothing is missing. |
| 89 | You wake up in an alchemist’s shop. There are a number of empty vials on the floor around you. For the next 2d6 days, everything that should be green looks purple and food tastes like it’s vibrating. Whenever you roll a natural 1 roll on the Wild Magic Surge table. |
| 90 | You wake up in a crypt. You hear retreating footsteps and a voice calling out for his vivisection kit. |
| 91 | You wake up in a closed coffin, crammed in next to you is someone recently deceased. Outside, you hear the sounds of a funeral service. |
| 92 | You wake up in the communal lodge of a fraternal order. You clothing and all exposed skin are now covered in crudely drawn pictures of genitalia. (Ink takes 1d6 days or 2d12 washes to fade completely.) |
| 93 | You wake up in a communal lodge, your skin covered with some type of adhesive and brightly coloured feathers. |
| 94 | You wake up in the communal lodge of an esoteric order. The room is full of burned out candles. There is a pen in your hand and a note, but the handwriting isn’t yours. It is a letter to you from a long-dead friend or relative detailing fond memories or talking about how well or poorly you are doing carrying on the family legacy. |
| 95 | You wake up in the office of the dean of the local bardic college. You are wearing an immaculate suit. Moments later, the first in a line of students outside enters to begin their admission interview. |
| 96 | You wake up in a cozy bed in the groundskeeper’s cottage on a wealthy noble’s estate. You have a number of bound minor wounds and on the nearest chair is a suit made from fox skins that looks to have been savaged by dogs. Waiting for you on the table are a warm pot of tea, 4d10gp in a bag, and a ‘Thank you’ note. |
| 97 | You wake up in the hut of a local witch. Her cauldron is upended and it looks as though much of the content has been drunk. You now (roll 1d6, 1: have brightly coloured skin, 2: are 1/4 your original size, 3: possess a frog's tongue and a hunger for flies, 4: are covered entirely in fur, 5: possess giant chicken legs feet, 6: have a cows udder and horns) You will remain this way for 1d12 hours. |
| 98 | You wake up in the tower of a local wizard. You seem to have broken his enchanted celestial mapping device by putting your head through it. It will now only tell him what is visible in the night sky relative to the location of your head. |
| 99 | You wake up to find yourself seated at a table. There is a quill in one hand and a small cut on the other. Across from you sits a well-dressed but sinister man, a man of wealth and taste. In front of you is a contract detailing in extremely complex terms, the exchange of power for your immortal soul. (Once the contract is signed or if the PC refuses, the man disappears in a cloud of sulfureous smoke.) |
| 100 | Roll Twice, DM comes up with a monstrous combination of the two. |
