Homebrew Game Rules

Rules

Rolling for Ability Scores

  1. 4d6 drop lowest, reroll 1s
  2. 2d6+6

Both options average roughly the same amount, but the more traditional 4d6-low allows the players to trade a little bit of risk for a small reward.

Floating Racial Ability Scores

You may take one point from any racial ability score bonus and move it to any other ability score which does not already gain a bonus from your race. Races with a +2/+1 ability score bonus can also choose to swap the bonuses to instead have +1/+2.

Party Bonds and Relationships

Each party member needs at least one prior connection to another member. If the players can't decide on their own it gets rolled from this table and they get to deal with it.

  1. Family 2. Friends 3. Fellowship 4. Secrets 5. War 6. Magic
1. Marriage or Adoption Rivals Adventuring Companions The only survivors Siblings in arms Both carry a curse
2. Distant Relation Partner in Crime Reluctant Allies The only who know the secret Mercenary and Employer Trained together
3. Family Friend Met in a bar Bound by oath Members of a cult Fought in Militia together Blessed by the same church
4. Childhood Friend Former Co-worker Members of a guild Witness to an assassination Opposing sides in the war Servants of the same power
5. Shared love interest Neighbours Traveled together Each have half a treasure map Blood debt still to be payed First met in a dream
6. Cohabitation Mentor & Student Brains and Brawn S/he knows your secret Refugee and helping hand Linked by dark ritual

"I know a guy"

When facing a problem, a player can decalre "I know a guy..." and invent an NPC which the players can visit for aid in their current situation. When interacted with, the player who created that NPC makes a charisma check to see how the NPC reacts. Each player may use this ability a number of times equal to their intelligence or charisma modifier at character creation (minimum one).

Rule of Cool

Whenever something crazy or unbelievable or logically impossible happens (thanks to the rule of cool) it is actually the divine intervention of the God of Cool. This is also a canon reason for things like why it won't work again (repetition is uncool) or why it is subjective (because it is all about what this god thinks is cool).

Rule of Uncool

If the person is trying to do something that will have NO BENEFITS on a success. There should be no possibility of failure or punishment for the attempt.

Does the monk want to backflip off a building? You should probably handle it the same as if they jumped.
Does the ranger want to jump off a tree and fire arrows BOTW style before landing? Well if their foe is in range and unobstructed from where they start or where they land, you shouldn't give them any penalty for doing this out of order.
Does the warlock want to summon their blade to their hand in a position so it grows threw their enemy's body like a lightsaber? That's no auto-hit, that's not your sword cant summon. That's your first attack roll.
Does the OCD character want to adjust the painting on the wall after casting fireball shook the room? Even though they already used their free item interaction to pull out a focus? Sure.

Sure it's nice to keep in mind how much you can properly do with free item interactions or actions or whatnot and what checks you would need for certain things. But there need not be a mechanical tax on actions that don't mechanically matter.

One thing nice you can do is you can call for a check just to make them happy but don't punish them on a failure "it wasn't a graceful backflip, you land on your side and clumsily roll to your feat", "you forgot to knock an arrow when you jumped so you just landed and get to make your two shots from the ground", "having just cast a spell and done a lot of things on your turn, you nudge the painting with your elbow and now it's crooked in the other direction, you can get to that next turn."

If there's no benefit on success there are no consequences on a failure.

Magic Cards

Each unique boss monster or BBEG killed will drop a card, granting a special effect. The magic within this card can be used in one of three ways.

  1. The card can be attuned to directly.
  2. The card can be taken and imbued into a specific type of gear (armour, weapons, or accessories), destroying the card in the process and turning the gear into an attunable magic item (if not already), granting the item its attunement bonus.
  3. The card can be studied by an artificer in order to gain the effect as an artificer infusion.

Mana > Spell Slots (Player Vote/Sorcerer Only)

Spell slots are replaced by Mana; a non-level specific variant that opens up possibilities for spell casters and just kinda makes more logical sense. The mana cost of a spell is equal to the level that the spell is cast at; cantrips are still free to cast. All spell casters recover 100% of their mana from a long rest, and warlocks also recover mana from a short rest. The max amount of mana you can have is based on the spell slots you would have had in the normal rules; for example a level 3 sorcerer with four first level spell slots and two second level spell slots would have eight mana points. Casting 9th level spell has a 50% chance of causing burnout, while an 8th level spell has a 25% chance of causing it. At one stack of burnout, you can not cast any more 9th level spells. At two stacks, you can not cast 8th level spells either.

Counter Counterspell

Counterspelling a counterspell causes something from the wild magic table to happen to a random person in the area.

Massive Damage

Upon taking damage greater than 50% of your characters max health, roll a DC 15 Constitution Saving Throw. If the damage would exceed 80% of your characters max health, the saving throw is automatically failed.

  • On a failure;
    • If you are concious, you gain a System Shock point.
    • If you are unconcious, you take a Lingering Injury.
  • On a success;
    • Nothing happens

Death Saving Throws

Death Saving Throws are made in secret by the DM in order to keep a sense of uncertainty and urgency. You don't know if your party member is winning or losing their fight with death. Other party members may also make a medicine check in order to help, acting the same as a death save (≥10 is a success, <10 is a failure) which allows other players to help even if they're not explicitly a healer.

Helping Others

In order to help another party member with a skill check, you must be proficient in that skill already in order to give them advantage. 


Reference

Critical Hit

When making an attack roll and land a natural 20, the attack automatically hits. If the total is high enough to also hit the target's defense, it's a critical hit! Instead of rolling for damage, it is counted as all die rolled as high as possible. For example, a weapon that deals 2d10+4 would deal 24 damage. Extra dice that were added (such as from Sneak Attack and Hunter's Quarry) are also maximized. Effects adding extra damage to a critical hit (such as High Crit weapons, the Devastating Critical feat, etc) are rolled on top of the maximized damage.

System Shock

System Shock is a representation of mortality in its purest form. It represents permanent massive nervous damage that can occur from extremely dangerous situations. The actual magical ability of a character does not matter for system shock. However, beings that are of an inherently magical species, such as Elves, Gnomes, Dragonborn, Half-Elves and Teiflings can have up to 4 points of System Shock before gaining its detrimental effects. Non-magical species, such as Humans, Dwarves, Halflings, and Half-Orcs can only have 3 points of System Shock before gaining its detrimental effects.

When a character has their species' limit of System Shock points, they immediately fall unconscious and are brought to 0 HP. If they survive the event, then their maximum HP becomes 1 and they lose all proficiencies for skills and saving throws, and all saving throws made by them must be at least 3 higher than the shown DC. They can no longer spellcast, must make a DC 13+ STR save to wield any weapon they would otherwise normally use, can't use class specific resources, and can not be immune or resistant to any status effect or damage type.

To heal System Shock, they must be treated with a Greater Restoration spell an amount of times equal to the amount of System Shock points they currently have, losing one System Shock point when this is done successfully. Alternatively, a single point of System Shock can be removed by resting for 1 year of time, performing only light tasks for that period. The effects of System Shock persist until ALL points are removed, but only begin to occur when the character has reached the limit for their species.

A character that dies while under the effects of System Shock can not be revived by magic short of a Wish or divine intervention.

System Shock points occur when taking damage from:

  • Any source of damage totaling over 50% Max HP (DC 15 Con Save)
  • Any source of damage totaling over 80% Max HP
  • Being attacked while unconcious
  • Natural Lava
  • Natural Lightning
  • More than 30 total damage from falling

Lingering Injury

When to roll for a critical injury:

  • When taking damage over 50% of your max HP
  • When failing a death save by 5 or more (Psychic Table)
Acid
d20 Lingering Injury
1 Blindness. Your eyes are destroyed; you gain the blinded condition. Magic such as the regenerate spell can restore your sight.
2 Partial Blindness. Your eyes are damaged; you have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can heal the damage to your eyes. If you have already suffered partial blindness, you're blinded.
3 Destroyed Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.
4 Destroyed Foot or Leg. Your speed on foot is halved, and you must use a crutch or cane to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the damaged appendage.
5-7 Major Neuralgia. You are in constant pain from nerve damage. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting it resolves on its own.
8-10 Minor Neuralgia. This has the same effect as Major Neuralgia above, except that the save DC is 10, and it only takes ten days to resolve on its own.
11-13 Horrible Disfigurement. You have acid burns to the extent that the scars can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the acid burn scar.
14-16 Blisters. You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal.
17-20 Minor Disfigurement. You have acid burn scars, but they don’t have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the acid burn scars.
Bludgeoning or Force
d20 Lingering Injury
1 Brain Injury. You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function.
2 Broken leg. Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. If your leg is splinted with a successful DC 15 Wisdom (Medicine) check, then magical healing of 6th level or higher, such as heal and regenerate, mends the broken leg , or it will heal naturally in 8 weeks. If it is not splinted before it's healed or allowed to heal, the effects remain until it is rebroken and splinted.
3 Broken arm. You can no longer hold anything with two hands, and you can hold only a single object at a time. If your arm is splinted with a successful DC 15 Wisdom (Medicine) check, then magical healing of 6th level or higher, such as heal and regenerate, mends the broken leg, or it will heal naturally in 8 weeks. If it is not splinted before it's healed or allowed to heal, the effects remain until it is rebroken and splinted.
4 Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cure the injury, or if you spend ten days doing nothing but resting, it will heal naturally.
5-7 Broken Ribs. This has the same effect as Internal Injury above, except that the save DC is 10.
8-10 Major Concussion. You have disadvantage on Intelligence checks, Wisdom checks, and Charisma checks, as well as Constitution saving throws to maintain concentration. Magical healing of 6th level or higher, such as heal and regenerate, cures the concussion. Alternately, it heals on its own in four weeks.
11-13 Minor Concussion. You have disadvantage on Intelligence checks. The concussion heals if you receive any magical healing; alternately it heals on its own in two weeks. If you already have a minor concussion, you suffer a major concussion.
14-16 Severe bruising. You suffer severe bruising over an extensive portion of your anatomy. Anytime you suffer bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. The bruising heals if you receive magical healing. Alternately, it heals on its own in two weeks.
17-20 Broken Nose. Your broken nose is painful but doesn't have any adverse effect. Any magical healing mends your nose, although it may heal crooked if it is crooked when the healing is applied.
Cold
d20 Lingering Injury
1 Ocular Damage. One of your corneas is damaged from frostbite. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the damaged cornea. If you have no corneas that remain undamaged after sustaining this injury, you're blinded.
2 Systemic Damage from Frostbite. You have disadvantage on Strength, Dexterity, and Constitution ability checks and Strength, Dexterity, and Constitution saving throws. Magic such as the regenerate spell cures this damage.
3 Gangrene of the Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the crushed appendage.
4 Gangrene of the Foot. Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the crushed appendage.
5-7 Major Neuralgia. You have constant, painful nerve damage over a large portion of your body. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting it resolves on its own.
8-10 Frostbitten Foot. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing cures the frostbite. Alternately, your foot can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in 2 weeks.
11-13 Frostbitten hand. Randomly determine which hand has been frostbitten. In order to grasp or manipulate an object with that hand, you must succeed at a DC 15 Dexterity check. Magical healing cures the frostbite. Alternately, your hand can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in 2 weeks.
14-16 Minor Neuralgia. This has the same effect as Major Neuralgia above, except that the save DC is 10 and it only takes ten days to resolve on its own.
17-20 Anosmia. You lose your sense of smell and taste. You automatically fail any ability checks that involve your sense of smell or taste. The condition heals if you receive any magical healing.
Fire
d20 Lingering Injury
1 Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded.
2 Fourth Degree Burns. You have disadvantage on ability checks and Strength, Dexterity, and Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. Magic such as the regenerate spell cures this damage. If you already have fourth degree burns, you must succeed at a DC 15 Constitution saving throw or die.
3 Third Degree Burns. You have disadvantage on ability checks and Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. Magic such as the regenerate spell cures this damage. Alternatively, someone can tend to the burns and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the burns heal. If you already have third degree burns, you instead suffer fourth degree burns.
4 Second Degree Burns. You have disadvantage on Strength, Dexterity, and Constitution checks. Magic such as the regenerate spell cures this damage. Alternately, they will heal on their own in 4 weeks. If you already have second degree burns, you instead suffer third degree burns.
5-7 Major Neuralgia. You have constant, painful nerve damage over a large portion of your body. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting, it resolves on its own.
8-10 Minor Neuralgia. This has the same effect as Major Neuralgia above, except that the save DC is 10, and it will resolve on its own in ten days.
11-13 Horrible Disfigurement. You have burn scars to the extent that can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the burn scars.
14-16 Blisters. You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal.
17-20 First Degree Burns. You have superficial but painful burns. Whenever you take fire damage, you take an additional 1 point of damage. Magical healing cures the burns; alternately, they will heal on their own in 2 weeks. If you already have first degree burns, you instead suffer second degree burns.
Lightning
d20 Lingering Injury
1 Brain Injury. You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function.
2 Explosive Grounding of the Hand. You lose a hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.
3 Explosive Grounding of the Foot. You lose a foot. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage.
4 Kidney Failure. When you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain the poisoned condition until you complete a long rest. Magic such as the regenerate spell can cure your kidney failure. Alternatively, someone can tend to the kidney failure and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the kidney failure is resolved.
5-7 Arc Flash. Roll on the fire table.
8-10 Cardiac Injury. 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. Magic such as the regenerate spell can heal your cardiac damage.
11-13 Skeletal Muscle Breakdown. You have disadvantage on Strength checks and Strength saving throws. Magic such as the regenerate spell can cure your muscle breakdown. Alternatively, it will resolve on its own in 6 weeks.
14-16 Muscle Spasms. You have disadvantage on Dexterity checks. Magical healing cures your muscle spasms. Alternatively, they will resolve on their own in 2 weeks.
17-20 Flash Burns. You have superficial burns. You turn red as a lobster, but otherwise suffer no mechanical effects. Magical healing cures your flash burns. Alternatively, they will heal on their own in 2 weeks.
Necrotic
d20 Lingering Injury
1 Spiritual Injury. You are afflicted with intense apathy and depression. You have disadvantage on Intelligence, Wisdom, and Charisma ability checks and Intelligence, Wisdom, and Charisma saving throws. Magic such as the heal or regenerate spell can resolve your spiritual injury, but such spells must be cast by a cleric, druid, or other class that uses divine magic.
2 Withered Hand. You lose a hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.
3 Withered Foot. Your speed on foot is halved, and you must use a cane or crutch to move. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage.
4 Major Organ Necrosis. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cures the Major Organ Necrosis.
5-7 Minor Organ Necrosis. This has the same effect as Major Organ Necrosis above, except that the save DC is 10.
8-10 Necrotic Stench. You smell like rotting flesh. You have disadvantage on Charisma (Persuasion) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the smell.
11-13 Necrotizing Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals.
14-16 Inflammation. Your muscles are irritated and inflamed. You have disadvantage on strength checks. Magical healing resolves the inflammation. Alternately, it will resolve on its own in two weeks.
17-20 Necrotic Discoloration. You get white and gray spots on your cheeks. The spots don't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the spots.
Piercing
d20 Lingering Injury
1 Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded.
2 Throat Injury. You gain a level of exhaustion which cannot be removed by normal means. You also have disadvantage on constitution checks. Magic such as the regenerate spell can heal your throat injury.
3 Groin Injury. Your speed on foot is halved, and you must use a cane or crutch to move. You cannot take the Dash action. You are also sterile. Magic such as the regenerate spell can heal the groin injury.
4 Cardiac Injury. 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. Magic such as the regenerate spell can heal your cardiac damage.
5-7 Organ Damage. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magic such as the regenerate spell can cure your organ damage. Alternatively, someone can tend to the organ damage and make a DC 15 Wisdom (Medicine) check once every day. After ten successes, the organ damage is resolved.
8-10 Pierced Stomach. When you complete a long rest, you must succeed at a Constitution saving throw DC 10 or gain the poisoned condition until you complete a long rest. Magical healing of 6th level or higher, such as heal and regenerate, heals the pierced stomach, or if you spend ten days doing nothing but resting, it heals on its own.
11-13 Horrible Scar. You are disfigured to the extent that the wound can't be easily concealed . You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
14-16 Festering Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive any magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals.
17-20 Minor Scar. The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
Poison
d20 Lingering Injury
1 Systemic Damage. You have disadvantage on Strength, Dexterity, and Constitution ability checks and Strength, Dexterity, and Constitution saving throws. Magic such as the regenerate spell cures this damage.
2 Major Liver Damage. When you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain the poisoned condition until you complete a long rest. Additionally, whenever you take poison damage, you take an additional 3 (1d6) poison damage. Anytime you drink alcohol or take another drug, you take 3 (1d6) poison damage. Magic such as the regenerate spell can cure your liver failure.
3 Minor Liver Damage. When you complete a long rest, you must succeed at a Constitution saving throw DC 10 or gain the poisoned condition until you complete a long rest. Additionally, whenever you take poison damage, you take an additional 2 (1d4) poison damage. Anytime you drink alcohol or take another drug, you take 2 (1d4) poison damage. Magic such as the regenerate spell can cure your liver failure.
4 Major Kidney Failure. When you complete a long rest, you must succeed at a Constitution saving throw DC 15 or gain the poisoned condition until you complete a long rest. Magic such as the regenerate spell can cure your kidney failure. Alternatively, someone can tend to the kidney failure and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the kidney failure is resolved.
5-7 Minor Kidney Failure. This has the same effect as Major Kidney Failure above, except that the save DC is 10 and only six Wisdom (Medicine) check successes are needed to resolve the Kidney Failure.
8-10 Cardiac Injury. 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. Magic such as the regenerate spell can heal your cardiac damage.
11-13 Vertigo. You have disadvantage on Dexterity checks. Magic such as the regenerate spell can cure your vertigo. Alternatively, it will resolve on its own in 8 weeks.
14-16 Nausea. You have disadvantage on Constitution checks. Magical healing cures your nausea. Alternatively, it will resolve on its own in 4 weeks.
17-20 Minor nausea. You must succeed at a DC 10 Constitution saving throw before you can consume food. Magical healing cures your nausea. Alternatively, it will resolve on its own in 1 week.
Psychic
d20 Lingering Injury
1 Brain Injury. You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function.
2 Indefinite Madness. Roll on the Indefinite Madness table in the Dungeon Masters Guide.
3 Severe headaches. You have disadvantage on Wisdom checks and Wisdom saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can cure your severe headaches.
4 Phobia. 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. The DM will decide. When you are confronted with your phobia, you have disadvantage on all ability checks and saving throws. Magic such as the regenerate spell can cure your phobia.
5-7 Long-term Madness. Roll on the Long-term Madness table in the Dungeon Masters Guide. Your madness lasts twice as long.
8-10 Weak Persona. You have suffered damage to your sense of self. You have disadvantage on Charisma checks. Magic such as the regenerate spell can heal your weak persona. Alternately, it will heal on its own in four weeks.
11-13 Minor headaches. You have disadvantage on Wisdom checks. Magical healing cures your minor headaches. Alternately, they will resolve on their own in two weeks.
14-16 Inappropriate Volume. You can’t regulate your volume. You shout when you intend to whisper, and whisper when you intend to shout. Magical healing cures your inappropriate volume.
17-20 Short-term Madness. Roll on the Short-term Madness table in the Dungeon Masters Guide. Your madness lasts twice as long.
Radiant
d20 Lingering Injury  
1 Blindness. Your eyes are destroyed; you gain the blinded condition. Magic such as the regenerate spell can restore your sight.  
2 Partial Blindness. Your retinas are damaged; you have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have already suffered partial blindness, you're blinded.  
3 Third Degree Burns. You have disadvantage on ability checks and Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the stunned condition until the end of your next turn. Magic such as the regenerate spell cures this damage. Alternatively, someone can tend to the burns and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the burns heal. If you already have third degree burns, you instead suffer fourth degree burns as per the Fire chart.  
4 Second Degree Burns. You have disadvantage on Strength, Dexterity, and Constitution checks. Magic such as the regenerate spell cures this damage. Alternately, they will heal on their own in 4 weeks. If you already have second degree burns, you instead suffer third degree burns.  
5-7 Large Skin Tumors. You develop several large, painful skin tumors. You have disadvantage on Charisma and Wisdom checks. Magic such as the regenerate spell cures your large skin tumors. If your large skin tumors are not cured within six months, you develop Systemic Damage as per the poison table.  
8-10 Small Skin Tumors. You develop several small, painless skin tumor. You have disadvantage on Charisma checks. Magic such as the regenerate spell cures your small skin tumors. If your small skin tumors are not cured within one year, you develop Large Skin Tumors.  
11-13 Blisters. You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Alternatively, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal.  
14-16 First Degree Burns. You have superficial but painful burns. Whenever you take fire damage, you take an additional 1 point of damage. Magical healing cures the burns; alternately, they will heal on their own in 2 weeks. If you already have first degree burns, you instead suffer second degree burns.  
Slashing
d20 Lingering Injury  
1 Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded.  
2 Lose an Arm or a Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.  
3 Lose a Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage.  
4 Hamstrung. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magic such as the regenerate spell can cure your severed hamstring tendons.  
5-7 Major Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, heals the internal injury; alternately, if you spend ten days doing nothing but resting, it heals on its own.  
8-10 Minor Internal Injury. This has the same effect as Major Internal Injury above, except that the save DC is 10.  
11-13 Horrible Scar. You are disfigured to the extent that the wound can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.  
14-16 Festering Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals.  
17-20 Minor Scar. The scar doesn't have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.  
Thunder
d20 Lingering Injury  
1 Brain Injury. You have suffered a brain injury. You have disadvantage on Intelligence, Wisdom, and Charisma checks, as well as Intelligence, Wisdom, and Charisma saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can restore your full brain function.  
2 Deafness. Your eardrums have been destroyed; you gain the deafened condition. Magic such as the regenerate spell can restore your hearing.  
3 Partial Deafness. Your eardrums have been damaged; you are hard of hearing. You have disadvantage on any ability check that requires hearing. Magic such as the regenerate spell can restore your hearing.  
4 Severe Headaches. You have disadvantage on Wisdom checks and Wisdom saving throws. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also stunned until the end of your next turn. Magic such as the regenerate spell can cure your severe headaches.  
5-7 Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. Magical healing of 6th level or higher, such as heal and regenerate, cures the internal injury, or if you spend ten days doing nothing but resting, it heals on its own.  
8-10 Major Concussion. You have disadvantage on Intelligence checks, Wisdom checks, and Charisma checks, as well as Constitution saving throws to maintain concentration. Magical healing of 6th level or higher, such as heal and regenerate, cures the concussion. Alternately, it heals on its own in four weeks.  
11-13 Minor Concussion. You have disadvantage on Intelligence checks. The concussion heals if you receive any magical healing; alternately it heals on its own in two weeks. If you already have a minor concussion, you suffer a major concussion.  
14-16 Minor headaches. You have disadvantage on Wisdom checks. Magical healing of 6th level or higher, such as heal and regenerate, cures the headaches. Alternately, they will resolve on their own in two weeks.  
17-20 Severe bruising. You suffer severe bruising over an extensive portion of your anatomy. Anytime you suffer bludgeoning or force damage, you suffer an additional point of bludgeoning or force damage. The bruising heals if you receive magical healing. Alternately, it heals on its own in 2 week.