Permanent injuries are all wounds that cause lasting damage to a person’s body. A character will receive a permanent injury whenever it takes hit point damage or suffers a critical hit, which will increase the level of all permanent injuries dealt by one step.
The injury you inflict will affect a random part of the target’s body unless you spend take a -2 penalty to target a specific location. If you take a second permanent wound again in a place where you already have one, increase the level of that wound by one step. Permanent injury will have different effects depending on the body part they target, as is specified in the following list:
To aim at the head a character must take an additional -2 penalty to all attack rolls. If you are hit in the head, make an additional 1d10 roll to determine if you suffer an additional injury to your eyes, ears, or neck. The effects you receive from being hit in one of these parts of the head depends on the type of permanent injury you have suffered.
Mild: You are staggered for one turn and receive disadvantage in Intelligence, Wisdom, or Charisma related skill checks.
Medium: Reduce your INT, WIS and CHA stats by 1. You are stunned for one turn and remain staggered until you are healed, in addition to the effects caused by a mild permanent injury.
Severe: Reduce your INT, WIS and CHA stats by 2. You fall unconscious until you take damage or are awakened by another creature. If you take an additional permanent injury to your head you will suffer brain damage, which will kill you in one round unless receive healing. Even if you are healed, you will receive an insanity of the DM’s choice.
Result (1d10) | Additional injury |
---|---|
1-7 | 0None |
8 | Eye |
9 | Ear |
10 | Neck |
Eye: (Mild) Reduce your field of vision to 60 feet and you gain disadvantage in ranged attacks and perception checks; (Medium) You are blinded until healed; (Severe) You lose vision in one eye.
Ear: (Mild) Deafened for one turn and you gain disadvantage in perception checks; (Medium) Deafened until you are healed, suffer the effects of a minor permanent injury; (Severe) You lose the ability to hear in one ear.
Neck: (Mild): You cannot speak for one turn, preventing you from using voice-requiring abilities such as Commander’s Voice or Persuasion; (Medium) You receive Bleeding and lose the ability to speak until you are healed; (Severe) Reduces your CON by 1 and you begin to suffocate.
Targeting a specific arm requires you to take an additional -2 penalty on attacks.
Mild: You gain disadvantage in all actions in which you use your wounded arm, including attack and defense rolls.
Medium: Reduce your STR and DEX by 1 and you are disarmed. Enemies gain advantage in attacks against you if you attempt to parry to defend yourself with a weapon carried by your injured arm.
Severe: Reduce your STR and DEX by 2. Your arm is disabled, making you unable to attack or defend yourself with it. If you suffer an additional permanent injury to the arm it will be so badly wounded that it must be amputated.
Mild: You gain disadvantage in all strength or dexterity-related skill checks.
Medium: Reduce your CON by 1. You are fatigued and receive the penalties granted by a light injury.
Severe: You are exhausted and gain an additional disadvantage die in all strength or dexterity-related skill checks. If you suffer an additional permanent chest injury your heart will be wounded, which will kill you instantly in one turn unless you receive healing. Even if you survive your CON will be further reduced by 2.
Mild: You are sickened and your base movement is reduced by 10 feet.
Medium: Reduce your CON by 1. You are nauseated for one turn and receive the same penalties as a minor wound.
Severe: You are nauseated until you receive healing and take the same penalties as a minor wound. If you suffer an additional permanent wound to the abdomen you will receive an internal hemorrhage, which will deal 2 lethal damage per turn and leaves you on the brink of death. Healing an internal hemorrhage requires succeeding on three consecutive First Aid checks (two if you have the right gear and are out of combat), but even if you are healed your CON will be additionally reduced by 1.
Mild: Reduce your movement by 5 feet and gain disadvantage on Acrobatics or Athletics rolls
Average: Reduce your DEX by 1 and you immediately fall to the ground. You receive the same penalties to movement and ability checks that a minor wound grants you.
Severe: Reduce your DEX by 2. Your leg is disabled and you immediately fall to the ground. While your leg is disabled your movement will be reduced by 10 feet and you automatically fail all Acrobatics and Athletics rolls. Additionally, you will not be able to Dodge as a reaction to defend yourself. If you suffer an additional permanent injury to your leg it will be so wounded that it must be amputated.
Result (1d10) | Hit location |
---|---|
1 | Head |
2-3 | Arms |
4-6 | Chest |
7-8 | Abdomen |
9-10 | Legs |