DnT Injuries

Whenever a character drops below 0 Condition, and becomes incapacitated, they additionally draw a card from the “Injury Deck”, addint it to their character.
Each Injury card comes with an injury that is inflicted on the player that drew the card, ranging from minor scratches to the permanent loss of limbs, and an Injury Value. A player’s Injury Value is equal to the number of injury cards they possess. Cards with an injury value only apply the effect of the injury once the player reaches an injury value equal to or greater than the Injury Value of the injury card. Addtionally, when you drop below 0 Condition and the reamining damage is equal to or greater than half your total Condition, you draw an extra injury from the Injury Deck.
Meaning, it is possible for players to draw injury cards that have no imediate effect, only applying the injury if the player draws more injury cards, due to dropping below 0 Condition.
Injuries can also be Temporary or Permenant, temporary injuries only affect the character for as long as they possess the injury card, while the effects of permenant injuries remain on the character, even after the injury card has been removed from the player.
You remove any injury card you possess when you finish a long rest, keeping the effects of any permenant injuries inflicted on it.
Name 	Injury Value	Effect
Minor Scar 	1 	Permanent. You receive a permanent scar that doesn't have any adverse effect, but some people like it.
Blurred Vision 	1 	Temporary. You have disadvantage on Wisdom (Perception) checks that rely on sight.
Splitting Headache 	1 	Temporary. You have disadvantage on Intelligence checks.
Exhaustion 	1 	After drawing this card, you gain a level of Exhaustion.
Critical Injury 	1 	After drawing this card, you automatically fail a Death Save.
Limp 	1 	Temporary. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action or fall prone.
Bleeding 	1 	Temporary. At the end of each of your turns you take 2 Necrotic damage, unless you use an action to patch yourself and end this Temporary effect. The damage from this injury ignores any resistances or immunities.
Paralyzed 	2 	Temporary. You become paralyzed or petrified (decided by the DM). A creature within touching range can use their action to end this effect on you.
Major Concussion 	2 	Temporary. Your Intelligence and Wisdom are reduced by 2, to a minimum of 6.
Disfigurement 	2 	Temporary. You have disadvantage on Charisma checks.
Blindness 	2 	Temporary. You gain the blinded condition.
Deafened 	2 	Temporary. You gain the deaf condition.
Grievous Wound 	2 	Permanent. You receive a permanent scar that doesn't have any adverse effect.
Temporary. Whenever you restore HP, you only restore for half that amount.
Internal Damage 	2 	Temporary. At the start of each of your turn, make a DC15 Constitution saving throw. On a failed save you must spend your action reeling in pain or attempting to salvage your condition, and you cant take reactions until the start of your next turn.
Broken Arm/hand 	2 	Temporary. You become unable to hold or carry anything with one of your hands.
Major Bleeding 	2 	Temporary. At the end of each of your turn you take 2 Necrotic damage, unless you use an action to ignore this damage. The damage from this injury ignores any resistances or immunities.
Short-term Madness 	2 	You receive a short-term madness.
Deadly Blow 	2 	When you reach 2 Injuries, draw another Injury Card.
Lasting Damage 	3 	Permanent. You receive a permanent scar that doesn't have any adverse effect and reduce your maximum HP by 1d10.
Deadly Injury 	3 	Permanent. You receive a permanent scar that doesn't have any adverse effect.
You suffer a Deadly Injury.
Deadly Injury. You receive an immediate life-threatening deadly injury. You become unable to regain HP but must still make death saves at the start of every turn, and creatures can try to stabilize you with a DC18 medicine check.
Once you fail 3 death saves you die, and if you pass 3 death saves instead, you do not return to 1 HP, instead you remain stabilized but unconscious for 1d20 hours.
Lose Eye 	3 	Permanent. You lose one of your eyes.
You suffer a Deadly Injury.
Lose Ear 	3 	Permanent. You lose one of your ears.
You suffer a Deadly Injury.
Lose an arm 	3 	Permanent. You lose one of your ears.
You suffer a Deadly Injury.
Lose arm 	3 	Permanent. You lose one of your arms.
Deadly Injury. You receive an immediate life-threatening deadly injury. You become unable to regain HP but must still make death saves at the start of every turn, and creatures can try to stabilize you with a DC18 medicine check.
Once you fail 3 death saves you die, and if you pass 3 death saves instead, you do not return to 1 HP, instead you remain stabilized but unconscious for 1d20 hours.
Lose Leg 	3 	Permanent. You lose one of your legs.
Deadly Injury. You receive an immediate life-threatening deadly injury. You become unable to regain HP but must still make death saves at the start of every turn. Creatures can try to stabilize you with a DC18 medicine check.
Once you fail 3 death saves you die, and if you pass 3 death saves instead, you do not return to 1 HP, instead you remain stabilized but unconscious for 1d20 hours.
Long-term Madness 	3 	You receive a long-term madness.
Indefinite Madness 	4 	You receive an indefinite madness
Death 	3 	When you reach 3 Injuries, you die.
Death 	4 	When you reach 4 Injuries, you die.
Death 	5 	When you reach 5 Injuries, you die.
Raven’s Warning 	1 	Draw two Injury Cards and choose one to keep. Then shuffle this card and the Injury not chosen back into the Injury Deck.
Trickster’s Gamble 	1 	Divine Blessing. When you draw this card, you can optionally shuffle one injury card you possess back into the injury deck, ending its temporary effect, and if you do, draw another Injury Card. 
(Trickery Domain: Laufey, Koltar, Talio)
Nature’s Healing 	1 	Divine Blessing. After drawing this card, you regain 1 HP. 
(Knowledge Domain: Gaia, Sanekoryus)
A Warrior's Last Stand	1 	Divine Blessing. If you die while you have this Injury, you instead go to 1 HP and take an extra turn. After taking the extra turn your character dies. If you were dropped below 0 HP by a creature, you take the extra turn right after the creature that downed you finishes its turn. 
(War Domain: Laedo, Gareth, Rodrick, Alok)
Death's Bargain 	1 	Divine Blessing. Whenever you draw an Injury, including this one, you can optionally remove this Injury by shuffling it back into the Injury Deck, and if you do, you age by 2d10 years.
(Death Domain: Kefka, Edgar, Headless Horseman)
Wealth of Life 	1 	Divine Blessing. Whenever you draw an Injury, including this one, you can pay 800 gold you currently own to remove this Injury by shuffling it back into the Injury Deck.
(Wealth Domain: Laedo, Kairos)
Hunter’s Target 	1 	Divine Blessing. After drawing this card, target the creature that caused you to fall below 0 HP (if any). If the targeted creature falls unconscious, remove this Injury by shuffling it back into the deck. 
(Hunter Domain: Acteon, Baltus)
Fate’s Decision 	1 	Divine Blessing. After drawing this card, reveal the top 3 cards from the Injury Deck, place them back in any order. 
(Fate Domain: Kairos Kichiro)
The Headless Horseman 	1 	If you die while you have this Injury, in your dying moments you are visited by The Headless Horseman, the dark figure offers you a deal, in exchange for your soul or fulfilling a “Pact of Vengeance”, he will bring you back to life with half your HP and any missing limbs. If you accept the deal you become a “Headless One”, gaining the appropriate effects.
Category:Rules