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Variant Rule: Lasting InjuriesRule
7.12.2021

Whenever you are hit by a critical hit, roll on the critical hit table and apply your Constitution saving throw modifier to see whether some serious damage is dealt to your body, or if you get away luckily. If you do get a serious injury, roll on the Lasting Injuries table. Please remember that these injuries sometimes cannot be applied to the type of damage dealt (eg., losing an eye to an arrow works, but maybe not an arm) - in this case, roll again.

Critical Hit

d100 Result
0 - 35 You are seriously injured.
36 - 75 You get away with a permanent scar.
76 - 100 You get a slight scar, which goes away.

Lasting Injuries

d100 Result
1-10 You limp permanently (reduce speed by 5 ft.)
11-22 You get a concussion for 1d4 days (-1.5 to Intelligence).
23-27 You lose a finger.
27-39 You lose a hand.
40-50 You lose an arm.
51-60 You lose a foot.
61-78 You lose an eye (disadvantage to sight).
79-89 You lose an ear (disadvantage to hearing).
90+ You die.

Alternatively, you can use this homebrew table created outside the Many Isles, by Arnie Delsey. It's good stuff, and you might prefer the higher detail they gave their list!