1d6 hemorrhaging and remain prone until fixed.Ģ: Lose an arm- You suffer 1d6 hemorrhaging damage until fixed.ģ: Lose an eye- You have disadvantage on Perception checks that rely on sight and ranged attacksĤ-5: Internal Injury- Make a DC 15 Con save or lose your action and reactionĦ-7: Fractured ribs- Make a DC 11 Con save or lose your actionĨ-10: Broken arm- You have disadvantage on attack rolls that require two hands and strength checks/savesġ1-13: Limp- You lose 10ft and after dashing make a DC 11 Dex save or fall prone.ġ4-16: Horrible Scar- You take 1d4 hemorrhaging for 1d4+2 rounds.ġ7-20: Minor Scar- You take 1 hemorrhaging for 1d4+2 rounds. Roll a d20 when a player hits 0 Hp or is effected by the massive damage effects.Įffects can be healed by spending a week of low level healing spells or a level 6 or greater healing spell.ġ: lose a leg- Your speed is halved and you need crutch/prosthetic to move, disadvantage on checks to balance, and follow prone after dashing.
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