Injury Table

The kind of injury the character is afflicted by upon a failed persisting injury check depends upon the source of damage that was dealt to them (or last dealt). The requirements to heal an injury can be found in the specific injury’s description.

If a character starts to accumulate several injuries only apply injuries that make sense. Two minor concussions could turn into one major concussion. On the other hand, if the character already has a major concussion and then rolls a minor on the table, the minor concussion would have no effect. If both hands are unusable, acquiring a third hand injury would have no effect. The GM is free to ask for a reroll if a particular injury doesn’t make sense or ignore an injury if things couldn’t get much worse.

To resolve an injury table roll, roll a d8 and a d12 and add their results, and apply the injury from the table corresponding to the damage dealt.

## **Acid**

**2 & 20 - Blindness**: Your eyes are destroyed. You gain the blinded condition permanently. *Regenerate*, similar powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can heal your eyesight.

**3 & 19 - Destroyed Foot**: You are unable to walk on one of your legs. Your speed is 1 m and you can only crawl. If you are in possession of a crutch of some sort your speed is instead halved. You fall prone after using the dash action. You also have disadvantage to any dexterity check that involves your legs. *Regenerate*, similar powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can heal the damaged appendage.

**4 & 18** - **Destroyed Hand**: Your hand has melted to the point that you are unable to hold anything in it. You cannot wield, use or hold an object with one of your hands. *Regenerate*, similar powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can heal your damaged appendage.

**5 & 17 - Major Nerve Damage**: You are in constant pain from nerve damage. At the beginning of your turn in combat, you must make a DC 10 Resolve saving throw. If you fail, you lose your action and are unable to do reactions until your next turn. Healing spells of at least level 6, a healing spell of at least 1st level where you consume Potency 6 in total, or recuperate for 14 - Vitality modifier days are required to heal this injury.

**6 & 16 - Partial Blindness**: Your eyes are damaged. You have disadvantage on Perception checks and ranged attack rolls. Healing spells of at least level 6, or a healing spell of at least 1st level where you consume Potency 6 in total, are required to heal this injury.

**7 & 15 - Minor Nerve Damage**: The same effect as Major Nerve Damage except the DC is 5. Healing spells of at least level 5, a healing spell of at least 1st level where you consume Potency 5 in total, or 14 days of recuperation is required to heal this injury.

**8 & 14 - Major Disfigurement**: You have gained acid burns to the point where the scars can’t be easily concealed. You have disadvantage on all Presence and Manipulation checks you make, except for intimidation attempts you make with Presence and Manipulation which may receive advantage. Magical healing of at least 4th level, or a healing spell of at least 1st level where you consume Potency 4 in total, removes the acid burn scars.

**9 & 13 - Blisters**: You suffer severe blisters. You have disadvantage on all Dexterity checks.

The blisters heal if you receive magical healing of at least level 3, or a healing spell of at least 1st level where you consume Potency 4 in total. Alternatively, someone can tend to the blisters. Spend a use and make a DC 15 Medicine (Cun) check once every 24 hours with a healer’s kit or a herbalism kit. After five successes, the blisters heal.

**10-12 - Disfigurement**: You suffer acid burn scars, but they are mild and can be somewhat covered up. Magical healing of at least 2nd level, or a healing spell of at least 1st level where you consume Potency 2 in total, removes the acid burn scars.

## **Bludgeon or Force**

**2 & 20 - Brain Injury**: You have suffered a brain injury. You have disadvantage on all mental and social ability score checks and their respective saving throws. If you would fail a saving throw against bludgeoning, force, or psychic damage, you are also stunned until the end of your next turn. *Regenerate*, similarly powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can restore your brain.

**3 & 19 - Broken Leg**: You are unable to walk on one of your legs. Your speed is 1 m and you can only crawl. If you are in possession of a crutch of some sort your speed is instead halved. You fall prone after using the dash action. You also have disadvantage to any dexterity check that involves your legs. If your leg is splinted with a successful DC 15 Medicine (Cun) check, then magical healing of at least 6th, or a healing spell of at least 1st level where you consume Potency 6 in total, mends the broken leg, or it will heal naturally in 49 - Vitality modifier days. If it is not splinted before it’s healed or allowed to heal, the effects remain until it is rebroken and splinted.

**4 & 18 - Broken Arm**: Your hand is broken to the point that you are unable to hold anything in it. You cannot wield, use or hold an object with one of your hands. If your arm is splinted with a successful DC 15 Medicine (Cun) check, then magical healing of at least 6th, or healing spell of at least 1st level where you consume Potency 6 in total, mends the broken arm, or it will heal naturally in 49 - Vitality modifier days. If it is not splinted before it’s healed or allowed to heal, the effects remain until it is rebroken and splinted.

**5 & 17 - Internal Injury**: You are in constant pain from internal damage. At the beginning of your turn in combat, you must make a DC 10 Resolve saving throw. If you fail, you lose your action and are unable to do reactions until your next turn. Healing spells of at least level 6, a healing spell of at least 1st level where you consume Potency 6 in total, or recuperate for 10 - Vitality modifier + 1d10 days, are required to heal this injury.

**6 & 16 - Broken Ribs**: The same effect as Internal Injury except the DC is 5, healing spells of at least level 5, a healing spell of at least 1st level where you consume Potency 5 in total, or 14 - Vitality modifier days of recuperating, is required to heal this injury.

**7 & 15 - Major Concussion**: You have disadvantage on social and mental checks as well as Resolve saving throws made to maintain concentration. Healing spells of at least level 5, a healing spell of at least 1st level where you consume Potency 5 in total, or recuperate for 28 - Vitality modifier days, is required to heal this injury.

**8 & 14 - Minor Concussion**: You have disadvantage on mental checks. Healing spells of at least level 4, a healing spell of 1at least 1st level where you consume Potency 4 in total, or recuperate for 21 - Vitality modifier days, is required to heal this injury.

**9 & 13 - Major Bruising**: You suffer severe bruising over an extensive part of your body. You gain vulnerability to bludgeon and force damage. The bruisers heal if you receive magical healing of at least level 3, or a healing spell of at least 1st level where you consume Potency 3 in total. Alternately, it heals on its own in 21 - Vitality modifier days.

**10-12 - Broken Nose**: Your broken nose is painful but doesn’t have any extra effect. If your nose is straightened with a successful DC 10 Medicine (Cun) check, then magical healing of at least 2nd level, or a healing spell of at least 1st level where you consume Potency 2 in total, mends the broken noose, or it will heal naturally in 14 - Vitality modifier days. If it is not straightened before it’s healed or allowed to heal, the nose heals crooked.

## **Cold**

**2 & 20 - Internal Frostbite**: You are suffering internal frostbite damage. You have disadvantage on physical ability checks and saving throws. *Regenerate*, similar powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can heal you.

**3 & 19 - Gangrene of the Foot**: You are unable to walk on one of your legs. Your speed is 1 m and you can only crawl. If you are in possession of a crutch of some sort your speed is instead halved. You fall prone after using the dash action. You also have disadvantage to any Dexterity check that involves your legs. *Regenerate*, similar powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can heal the damaged appendage.

**4 & 18 - Gangrene of the Hand**: Your hand has decayed to the point that you are unable to hold anything in it. You cannot wield, use or hold an object with one of your hands. *Regenerate*, similar powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can heal your damaged appendage.

**5 & 17 - Major Nerve Damage**: You are in constant pain from nerve damage. At the beginning of your turn in combat, you must make a DC 10 Resolve saving throw. If you fail, you lose your action and are unable to do reactions until your next turn. Healing spells of at least level 6, a healing spell of at least 1st level where you consume Potency 6 in total, or recuperate for 21 - Vitality modifier days, are required to heal this injury.

**6 & 16 - Frostbite of the Eye**: One of your eyes is damaged by frostbite. You have disadvantage on Perception checks and ranged attack rolls. Healing spells of at least level 6, or a healing spell of at least 1st level where you consume Potency 6 in total, are required to heal this injury.

**7 & 15 - Minor Nerve Damage**: The same effect as Major Nerve Damage except the DC is 5, healing spells of at least level 5, a healing spell of at least 1st level where you consume Potency 5 in total, or 14 - Vitality modifier days of recuperating to heal this injury.

**8 & 14 - Frostbitten Foot**: Your speed on foot is reduced by 1 m. You must succeed on a DC 10 Dexterity saving throw after using the Dash action or fall prone. Magical healing of at least 4th level, or a healing spell of at least 1st level where you consume Potency 4 in total, cures the frostbite. Alternatively, your foot can be treated with a successful DC 15 Medicine (Cun) check, in which case it will heal naturally in 14 - Vitality modifier days.

**9 & 13 - Frostbitten Hand**: In order to grasp or manipulate an object with one of your hands (determined at random), you must succeed at a DC 10 Dexterity check. Magical healing of at least 4th level, or a healing spell of at least 1st level where you consume Potency 4 in total, cures the frostbite. Alternatively, your hand can be treated with a successful DC 15 Medicine (Cun) check, in which case it will heal naturally in 14 - Vitality modifier days.

**10-12 - 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 healing of at least 2nd level, or a healing spell of at least 1st level where you consume Potency 2 in total.

## **Fire**

**2 & 20 - Fourth Degree Burns**: You have suffered severe burns. You have disadvantage on all mental and social ability score checks and their respective saving throws. If you would fail a saving throw against fire, you are also stunned until the end of your next turn. *Regenerate*, similarly powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can cure this injury.

**3 & 19 - Third Degree Burns**: You have disadvantage on physical ability checks and Vitality 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*, or a healing spell of at least 1st level where you consume Potency 7 in total, cures this damage. Alternatively, someone with a healer’s kit or a herbalism kit can tend to the burns. Spend a use and make a DC 15 Medicine (Cun) check once every week. After seven successes, the burns heal.

**4 & 18 - Lose an Eye**: One of your eyes is damaged by fire. You have disadvantage on Perception checks and ranged attack rolls. Healing spells of at least level 6, or a healing spell of at least 1st level where you consume Potency 6 in total, are required to heal this injury.

**5 & 17 - Major Nerve Damage**: You are in constant pain from nerve damage. At the beginning of your turn in combat, you must make a DC 10 Resolve saving throw. If you fail, you lose your action and are unable to do reactions until your next turn. Healing spells of at least level 6, a healing spell of at least 1st level where you consume Potency 6 in total, or recuperating for 21 - Vitality modifier days will heal this injury.

**6 & 17 - Second Degree Burns**: You have disadvantage on Brawn, Dexterity, and Vitality checks. You gain vulnerability to fire damage. Healing spells of at least level 6, or a healing spell of at least 1st level where you consume Potency 6 in total, cures this damage. Alternatively, they will heal on their own in 28 - Vitality modifier days.

**7 & 15 - Minor Nerve Damage**: The same effect as Major Nerve Damage except the DC is 5, healing spells of at least level 5, a healing spell of at least 1st level where you consume Potency 5 in total, or 14 - Vitality modifier days of recuperating is required to heal this injury.

**8 & 14 - Major Disfigurement**: You have gained burns to the point where the scars can’t be easily concealed. You have disadvantage on all Presence and Manipulation checks you make, except for intimidation attempts you make with Presence and Manipulation which may receive advantage. Magical healing of at least 4th level, or a healing spell of at least 1st level where you consume Potency 4 in total, removes the burn scars.

**9 & 13 - Blisters**: You suffer severe blisters. You have disadvantage on all Dexterity checks.

The blisters heal if you receive magical healing of at least level 3, or a healing spell of at least 1st level where you consume Potency 3 in total. Alternatively, someone can tend to the blisters. Spend a use and make a DC 15 Medicine (Cun) check once every 24 hours with a healer’s kit or a herbalism kit. After five successes, the blisters heal.

**10-12 - First Degree Burns**: You have superficial but painful burns. 2nd level healing spells, or a healing spell of at least 1st level where you consume Potency 2 in total, cures the burns; alternately, they will heal on their own in 14 - Vitality modifier days.

## **Lightning**

**2 & 20 - Brain Injury**: You have suffered a brain injury. You have disadvantage on all mental and social ability score checks and their respective saving throws. If you would fail a saving throw against bludgeoning, force, or psychic damage, you are also stunned until the end of your next turn. *Regenerate*, similarly powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can restore your brain.

**3 & 19 - Fried Foot**: You are unable to walk on one of your legs. Your speed is 1 m and you can only crawl. If you are in possession of a crutch of some sort your speed is instead halved. You fall prone after using the dash action. You also have disadvantage to any dexterity check that involves your legs. *Regenerate*, similar powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can heal damaged the appendage.

**4 & 18 - Fried Hand**: Your hand has fried to the point that you are unable to hold anything in it. You cannot wield, use or hold an object with one of your hands. *Regenerate*, similar powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can heal your damaged appendage.

**5 & 17- Kidney Failure**: When you complete a long rest, you must succeed at a Vitality saving throw DC 10 or gain the poisoned condition until you complete a long rest. Healing of at least level 6th, or a healing spell of at least 1st level where you consume Potency 6 in total, can cure your kidney failure. Alternatively, someone can tend to the injury. Spend a use and make a DC 15 Medicine (Cun) check once every 24 hours with a healer’s kit. After seven successes, the kidney heals.

**6 & 16 - Arc Flash**: Roll on the Fire table.

**7 & 15 - Cardiac Injur**y: 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. Healing spells of at least level 6, or a healing spell of at least 1st level where you consume Potency 6 in total, and above are required to heal the injury.

**8 & 14 - Skeletal Muscle Breakdown**: You have disadvantage on Brawn checks and Brawn saving throws. Healing spells of at least level 4, or a healing spell of at least 1st level where you consume Potency 4 in total, can cure your muscle breakdown. Alternatively, it will resolve on its own in 28 - Vitality modifier days.

**9 & 13 - Muscle Spasms**: You have disadvantage on Dexterity checks. Spells of at least 3rd level, or a healing spell of at least 1st level where you consume Potency 3 in total, cures your muscle spasms. Alternatively, they will resolve on their own in 14 - Vitality modifier days.

**10-12 - Flash Burns**: You have superficial burns. You turn red as a lobster, but otherwise suffer no mechanical effects. Healing spells of at least 2nd level, or a healing spell of at least 1st level where you consume Potency 2 in total, cures your flash burns. Alternatively, they will heal on their own in 14 - Vitality modifier days.

## **Necrotic**

**2 & 20 - Soul Necrosis**: You are afflicted with intense apathy and depression. You have disadvantage on mental and social ability checks and saving throws. *Greater Restoration* cast with a spell slot of level 7 or above, similar powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can heal this damage.

**3 & 19 - Withered Foot**: You are unable to walk on one of your legs. Your speed is 1 m and you can only crawl. If you are in possession of a crutch of some sort your speed is instead halved. You fall prone after using the Dash action. You also have disadvantage to any Dexterity check that involves your legs. *Regenerate*, similar powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can heal the damaged appendage.

**4 & 18 - Withered Hand**: Your hand has decayed to the point that you are unable to hold anything in it. You cannot wield, use or hold an object with one of your hands. *Regenerate*, similar powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can heal your damaged appendage.

**5 & 17 - Major Organ Necrosis**: You are in constant pain from organ failure. At the beginning of your turn in combat, you must make a DC 10 Resolve saving throw. If you fail, you lose your action and are unable to do reactions until your next turn. Healing spells of at least level 6, or a healing spell of at least 1st level where you consume Potency 6 in total, are required to heal the necrosis.

**6 & 16 - Spreading Rot**: Your hit point maximum is reduced by 1d4 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing of at least level 5, or a healing spell of at least 1st level where you consume Potency 5 in total. Alternatively, someone can tend to the wound. Spend a use and make a DC 15 Medicine (Cun) check once every 24 hours with a healer’s kit. After five successes, the wound heals.

**7 & 15 - Minor Organ Necrosis**: The same effect as Minor Organ Necrosis except the DC is 5, healing spells of at least level 4, or a healing spell of at least 1st level where you consume Potency 5 in total, is required to heal the organ damage.

**8 & 14 - Stench of Death**: You smell like rotting flesh. You have disadvantage on Presence and Manipulation ability checks. Magical healing of at least 4th level, or a healing spell of at least 1st level where you consume Potency 4 in total, removes the smell.

**9 & 13 - Inflammation**: Your muscles are irritated and inflamed. You have disadvantage on Brawn checks and Brawn saving throws. Healing spells of at least 3rd level, or a healing spell of at least 1st level where you consume Potency 3 in total, resolves the inflammation. Alternately, it will resolve on its own in 14 - Vitality modifier days.

**10-12 - Necrotic Discoloration**: You get huge patches of blackened and purple discolored skin that looks inflamed and rotten. The patches don’t have any adverse effect. Healing spells of at least 2nd level, or a healing spell of at least 1st level where you consume Potency 2 in total, clears your skin.

## **Piercing or Slashing**

**2 & 20 - Groin Injury**: You are unable to walk on one of your legs. Your speed is 1 m and you can only crawl. If you are in possession of a crutch of some sort your speed is instead halved. You fall prone after using the Dash action. You also have disadvantage to any Dexterity check that involves your legs, and you are also sterile. *Regenerate*, similar powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can heal the damage.

**3 & 19 - Throat Injury**: You gain a level of exhaustion which cannot be removed by normal means. You also have disadvantage on Vitality checks and you lose most of your voice. Healing spells of at least level 6, or a healing spell of at least 1st level where you consume Potency 6 in total, are required to heal this injury.

**4 & 18 - Lose an Eye**: One of your eyes is pierced. You have disadvantage on Perception checks and ranged attack rolls. Healing spells of at least level 6, or a healing spell of at least 1st level where you consume Potency 6 in total, is required to heal this injury.

**5 & 17 - 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. Healing spells of at least level 6, or a healing spell of at least 1st level where you consume Potency 6 in total, is required to heal this injury.

**6 & 16 - Organ Damage**: You are in constant pain from organ failure. At the beginning of your turn in combat, you must make a DC 10 Resolve saving throw. If you fail, you lose your action and are unable to do reactions until your next turn. Healing spells of at least level 6, or a healing spell of at least 1st level where you consume Potency 6 in total, is required to heal the necrosis. Alternatively, someone with a healer’s kit can tend to the organ damage. Spend a use and make a DC 15 Medicine (Cun) check once every day. After seven successes, the organ damage is resolved.

**7 & 15 - Pierced Stomach**: When you complete a long rest, you must succeed at a Vitality saving throw DC 10 or gain the poisoned condition until you complete a long rest. Magic of at least 5th level, or a healing spell of at least 1st level where you consume Potency 5 in total, can cure your kidney failure. Alternatively, someone can tend to the pierced stomach. Spend a use and make a DC 15 Medicine (Cun) check once every 24 hours with a healer’s kit. After five successes, the wound heals.

**8 & 14 - Injured Hamstring**: Your speed on foot is reduced by 1 m. You must succeed on a DC 10 Dexterity saving throw after using the Dash action or fall prone. Magical healing of at least 3rd level, or a healing spell of at least 1st level where you consume Potency 3 in total, cures the hamstring. Alternatively, your foot can be treated with a successful DC 15 Medicine (Cun) check, in which case it will heal naturally in 14 - Vitality modifier days.

**9 & 13 - Blood Loss**: You have disadvantage on death saving throws for the duration for 3 days. Healing spells of at least 3rd level, or a healing spell of at least 1st level where you consume Potency 3 in total, cures the blood loss.

**10-12 - Scar**: You suffer a great scar that can be somewhat covered up. Magical healing of at least 2nd level, or a healing spell of at least 1st level where you consume Potency 2 in total, removes scars.

## **Poison**

**2 & 20 - Systemic Damage**: You are suffering from severe internal damage. You have disadvantage on physical ability checks and saving throws. *Regenerate*, similar powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can heal you.

**3 & 19 - Major Liver Damag**e: When you complete a long rest, you must succeed at a Vitality saving throw DC 14 or gain the poisoned condition until you complete a long rest. Additionally, you gain vulnerability to poison damage and anytime you drink alcohol or take another drug, you take 1d6 poison damage. Magic such as the *Regenerate* spell, similar powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can cure your liver damage.

**4 & 18 - Minor Liver Damage**: When you complete a long rest, you must succeed at a Vitality saving throw DC 12 or gain the poisoned condition until you complete a long rest. Additionally, whenever you take poison damage you take an additional 1d4 poison damage, and anytime you drink alcohol or take another drug, you suffer 1d4 poison damage. Healing spells of at least level 6, or a healing spell of at least 1st level where you consume Potency 6 in total, heals the liver damage.

**5 & 17 - Major Kidney Failure**: When you complete a long rest, you must succeed at a Vitality saving throw DC 10 or gain the poisoned condition until you complete a long rest. Healing magic of at least 6th level, or a healing spell of at least 1st level where you consume Potency 6 in total, can cure your kidney failure. Alternatively, someone can tend to the kidney failure. Spend a use and make a DC 15 Medicine (Cun) check once every 24 hours with a healer’s kit. After five successes, the kidney heals.

**6 & 16 - 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. Healing spells of at least level 6, or a healing spell of at least 1st level where you consume Potency 6 in total, heals the cardiac injury.

**7 & 15 - Minor Kidney Failure**: This has the same effect as Major Kidney Failure above, except that the save DC is 8, only three Medicine (Cun) check successes are needed to resolve the kidney damage, and healing spells of level 5, or a healing spell of at least 1st level where you consume Potency 5 in total, can cure it.

**8 & 14 - Vertigo**: You have disadvantage on Dexterity checks. Healing spells of at least level 4, or a healing spell of at least 1st level where you consume Potency 4 in total, heals your vertigo. Alternatively, it will resolve on its own in 49 - Vitality modifier days.

**9 & 13 - Nausea**: You have disadvantage on Vitality checks. Healing spells of at least 3rd level, or a healing spell of at least 1st level where you consume Potency 3 in total, heals your nausea. Alternatively, it will resolve on its own in 28 - Vitality modifier days.

**10-12 - Minor Nausea**: You must succeed at a DC 10 Vitality saving throw every 10 minutes before you can consume food. Healing spells of at least level 2, or a healing spell of at least 1st level where you consume Potency 2 in total, heals your minor nausea. Alternatively, it will resolve on its own in 7 - Vitality modifier days (minimum 1 day).

## **Psychic**

**2 & 20 - Brain Injury**: You have suffered a brain injury. You have disadvantage on all mental and social ability score checks and their respective saving throws. If you would fail a saving throw against bludgeoning, force, or psychic damage, you are also stunned until the end of your next turn. *Regenerate*, similarly powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can cure your brain injury.

**3 & 19 - Indefinite Madness**: Roll on the Indefinite Madness table.

**4 & 18 - Migraine**: You have disadvantage on mental ability checks and saving throws. If you fail a saving throw against bludgeoning, force, or psychic, you are also stunned until the end of your next turn. *Regenerate*, similar powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can cure your migraines.

**5 & 17 - Phobia**: You develop a debilitating fear of something in the situation from which you gained your injury. Discuss what this is with your GM. When you are confronted with your phobia, you have disadvantage on all ability checks and saving throws. *Greater Restoration* cast at 6th level, or a healing spell of at least 1st level where you consume Potency 6 in total, cures your phobia.

**6 & 16 - Long Term Madness**: Roll on the Long-term Madness table.

**7 & 15 - Subdued Charisma**: You don’t feel like yourself. You have disadvantage on social checks. Healing spells of at least level 5, or a healing spell of at least 1st level where you consume Potency 5 in total, heals your charisma. Alternatively, it will resolve on its own in 28 - Vitality modifier days.

**8 & 14 - Minor Headaches**: You have disadvantage on mental checks. Healing spells of at least level 4, or a healing spell of at least 1st level where you consume Potency 4 in total, cures your headaches. Alternatively, it will resolve on its own in 14 - Vitality modifier days

**9 & 13 - Inappropriate Volume**: You can’t regulate your volume. You shout when you intend to whisper, and whisper when you intend to shout. Healing spells of at least level 3, or a healing spell of at least 1st level where you consume Potency 3 in total, cures your inappropriate volume.

**10-12 - Short-Term Madness**: Roll on the Short-term Madness table.

## **Radiant**

**2 & 20 - Blindness:** Your eyes are destroyed. You gain the blinded condition permanently. *Regenerate*, similar powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can heal your eyesight.

**3 & 19 - Third Degree Burns**: You have disadvantage on physical ability checks and Vitality 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*, or a healing spell of at least 1st level where you consume Potency 7 in total, cures this damage. Alternatively, someone with a healer’s kit or a herbalism kit can tend to the burns. Spend a use and make a DC 15 Medicine (Cun) check once every week. After ten successes, the burns heal.

**4 & 18 - Partial Blindness**: Your retinas are damaged. You have disadvantage on Perception checks and ranged attack rolls. Healing spells of at least level 6, or a healing spell of at least 1st level where you consume Potency 6 in total, are required to heal this injury.

**5 & 17 - Second Degree Burns**: You have disadvantage on physical checks. You gain vulnerability to fire damage. Healing spells of at least 6th level, or a healing spell of at least 1st level where you consume Potency 6 in total, cures this damage. Alternatively, they will heal on their own in 28 - Vitality modifier days.

**6 & 16 - Large Skin Tumors**: You develop several large, painful skin tumors. You have disadvantage on social checks. Healing spells of at least level 6, or a healing spell of at least 1st level where you consume Potency 6 in total, are required to heal this injury. If your large skin tumors are not cured within six months, you develop Systemic Damage as per the poison table.

**7 & 15 - Small Skin Tumors**: You develop several small, painless skin tumors. You have disadvantage on Presence and Manipulation checks. Healing spells of at least level 5, or a healing spell of at least 1st level where you consume Potency 5 in total, are required to heal this injury. If your small skin tumors are not cured within one year, you develop Large Skin Tumors.

**8 & 14 - Minor Subdued Charisma**: You don’t feel as yourself. You have disadvantage on Presence and Manipulation checks. Healing spells of at least level 4, or a healing spell of at least 1st level where you consume Potency 4 in total, heals your charisma. Alternatively, it will resolve on its own in 21 - Vitality modifier days.

**9 & 13 - Blisters**: You suffer severe blisters. You have disadvantage on all Dexterity checks.

The blisters heal if you receive magical healing of at least level 3, or a healing spell of at least 1st level where you consume Potency 3 in total. Alternatively, someone can tend to the blisters. Spend a use and make a DC 15 Medicine (Cun) check once every 24 hours with a healer’s kit or a herbalism kit. After five successes, the blisters heal.

**10-12 - First Degree Burns**: You have superficial but painful burns. Healing spells of at least 2nd level, or a healing spell of at least 1st level where you consume Potency 2 in total, cures the burns. Alternately, they will heal on their own in 14 - Vitality modifier days.

## **Thunder**

**2 & 20 - Brain Injury**: You have suffered a brain injury. You have disadvantage on all mental and social ability score checks and their respective saving throws. If you would fail a saving throw against bludgeoning, force, or psychic damage, you are also stunned until the end of your next turn. *Regenerate*, similarly powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can cure your brain injury.

**3 & 19 - Deafness**: Your eardrums have been destroyed, you gain the deafened condition. *Regenerate*, similar powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can restore your hearing.

**4 & 18 - Migraine**: You have disadvantage on mental ability checks and saving throws. If you fail a saving throw against bludgeoning, force, or psychic, you are also stunned until the end of your next turn. *Regenerate*, similar powerful magic, or a healing spell of at least 1st level where you consume Potency 7 in total, can cure your migraines.

**5 & 17 - Internal Injury**: You are in constant pain from internal injuries. At the beginning of your turn in combat, you must make a DC 10 Resolve saving throw. If you fail, you lose your action and are unable to do reactions until your next turn. Healing spells of at least level 6, a healing spell of at least 1st level where you consume Potency 6 in total, or if you recuperate for 14 - Vitality modifier days the injury heals.

**6 & 16 - Major Concussion**: You have disadvantage on social and mental checks as well as Resolve saving throws made to maintain concentration. Healing spells of at least level 5, a healing spell of at least 1st level where you consume Potency 5 in total, or recuperate for 28 - Vitality modifier days will heal this injury.

**7 & 15 - Minor Concussion**: You have disadvantage on mental checks. Healing spells of at least level 4, a healing spell of at least 1st level where you consume Potency 4 in total, or recuperate for 21 - Vitality modifier days will heal this injury.

**8 & 14 - Minor Headaches**: You have disadvantage on mental checks. Healing spells of at least level 3rd, or a healing spell of at least 1st level where you consume Potency 3 in total, cures your headaches. Alternatively, it will resolve on its own in 14 - Vitality modifier days.

**9 & 13 - Bruising**: You suffer bruising over an extensive part of your body. Whenever you take bludgeoning, force or thunder damage you take an additional 1d4 damage of that type. The bruises heal if you receive magical healing of at least level 3, or a healing spell of at least 1st level where you consume Potency 3 in total. Alternately, it heals on its own in 14 - Vitality modifier days.

**10-12 - Partial Deafness**: Your eardrums have been damaged, you are hard of hearing. You have disadvantage on any ability check that requires hearing. Your hearing will be restored if you receive magical healing of at least level 2, or a healing spell of at least 1st level where you consume Potency 2 in total.