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Lingering Injuries

Aethyr ScarA faintly glowing scar marks where the force struck you. It has no effect on your abilities.Magical healing of 6th level or higher removes it; otherwise it’s permanent.
Ashen ComplexionYou look pale and drawn. It has no effect on your abilities.Any magical healing restores your color; otherwise it returns after 2 weeks.
Blistered SkinRaw blisters cover your hands and arms. You have disadvantage on Dexterity checks.Any magical healing cures it, as do 5 days of successful treatment.
Bone-Deep WearinessYou always have at least Exhaustion 1, which finishing a long rest doesn’t remove.Magical healing of 4th level or higher cures it; otherwise it lifts after 2 weeks without strenuous activity.
Broken ArmYou can hold only one object at a time, and you can’t use anything that needs two hands, such as a two-handed weapon or a bow.
Set the bone with a splint and a DC 15 Medicine check. Once it’s set, magical healing of 4th level or higher mends it, or it heals on its own after 6 weeks. A bone that heals without being set keeps this injury until it’s broken again and set.
Broken LegYour speed is halved, and you need a crutch or cane to walk. You fall Prone after you take the Dash action.
Set the bone with a splint and a DC 15 Medicine check. Once it’s set, magical healing of 4th level or higher mends it, or it heals on its own after 6 weeks. A bone that heals without being set keeps this injury until it’s broken again and set.
Broken RibsEvery breath hurts. You have disadvantage on Constitution saving throws, and each time you take the Dash action or make a Strength check, you take 1d4 Vitality damage.Magical healing of 4th level or higher mends them; otherwise they heal after 3 weeks without strenuous activity.
Charred Flesh
Your skin is burned through in places. You have disadvantage on ability checks and Constitution saving throws, and whenever you take fire or radiant damage, you take 1d4 extra damage of that type.
Magical healing of 6th level or higher cures it.
ConcussionYou have disadvantage on Intelligence checks and on Constitution saving throws to maintain concentration.Any magical healing cures it; otherwise it clears after 2 weeks.
Deathly StenchYou smell of rot. You have disadvantage on Persuasion and Animal Handling checks.Magical healing of 4th level or higher cures it; otherwise it fades after 4 weeks.
Deep BruisingWhenever you take bludgeoning or force damage, you take 1 extra damage of that type.Any magical healing cures it; otherwise it fades after 1 week.
Deep BurnsYou have disadvantage on Strength, Dexterity, and Constitution checks.Magical healing of 4th level or higher cures them; otherwise they heal after 4 weeks.
Disfiguring ScarA scar or burn too large to hide marks you. You have disadvantage on Persuasion checks and advantage on Intimidation checks.Magical healing of 6th level or higher removes it; otherwise it’s permanent.
Draining WoundYour body resists being knit back together. Whenever you regain hit points from magical healing, you regain only half as many (rounded down).Magical healing of 6th level or higher cures it, as do 10 days of successful treatment.
Echoing WhispersFaint voices murmur at the edge of your hearing. You have disadvantage on Perception checks that rely on hearing.Any magical healing silences them; otherwise they fade after 1 week.
Festering WoundThe wound won’t close. Each dawn while it lasts, your hit point maximum is reduced by 1. If it reaches 0, you die.Any magical healing cures it, as do 5 days of successful treatment. Your hit point maximum returns to normal when you finish a long rest after it’s cured.
Fractured Mind
Your thoughts won’t hold together. You have disadvantage on Intelligence, Wisdom, and Charisma saving throws, and whenever you fail one, you’re Dazed until the end of your next turn.
Magical healing of 6th level or higher cures it.
Frostbitten FeetYour speed is reduced by 5 feet. After you take the Dash action, make a DC 10 Dexterity saving throw or fall Prone.Any magical healing cures it. Otherwise, once it’s treated with a DC 12 Medicine check, it heals after 2 weeks.
Frostbitten HandsYou have disadvantage on Dexterity checks that use your hands, including Sleight of Hand checks and checks with tools.Any magical healing cures it. Otherwise, once it’s treated with a DC 12 Medicine check, it heals after 2 weeks.
Grave PallorYour skin turns ashen, with gray patches across your face and hands. It has no effect on your abilities.Magical healing of 6th level or higher removes it; otherwise it’s permanent.
Hollow SpiritSomething of your spirit has been drained away, leaving you listless. You have disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws.Magical healing of 6th level or higher cures it.
Internal BleedingWhenever you take damage, make a DC 12 Constitution saving throw. On a failure, you gain the Bleeding condition.Magical healing of 4th level or higher cures it, as do 5 days of successful treatment.
Lasting ScarYou carry a visible scar. It has no effect on your abilities.Magical healing of 6th level or higher removes it; otherwise it’s permanent.
Lightning ScarsBranching, fern-like scars spread across your skin. They have no effect on your abilities.Any magical healing removes them; otherwise they fade after 2 weeks.
Lingering ChillWhenever you gain the Chilled condition, you gain two stacks of it instead of one.Any magical healing cures it; otherwise it fades after 2 weeks.
Lingering Dread
You come away with a deep fear of something tied to how you were hurt, chosen by the GM. While you can see it, you’re Frightened of it. At the end of each of your turns, you can make a DC 12 Wisdom saving throw, ending the fear on a success until you next come across it.
Magical healing of 6th level or higher cures it, as do 4 weeks of downtime spent somewhere safe.
Lingering NauseaYou have disadvantage on Constitution checks, and you must succeed on a DC 10 Constitution saving throw to keep down a meal.Any magical healing cures it; otherwise it passes after 1 week.
Lingering RadianceLight still burns within you. You shed dim light in a 5-foot radius that you can’t suppress, and you have disadvantage on Stealth checks in dim light or darkness.Magical healing of 4th level or higher cures it; otherwise it fades after 2 weeks.
Lost EyeOne of your eyes is destroyed. You have disadvantage on Perception checks that rely on sight and on ranged attack rolls. If you lose your last eye, you’re Blinded instead.Only magic of 7th level or higher that restores lost body parts undoes it.
Lost Hand
One of your hands is severed, burned away, or withered past use. You can hold only one object at a time, and you can’t use anything that needs two hands, such as a two-handed weapon or a bow.
Only magic of 7th level or higher that restores lost body parts undoes it.
Lost Leg
One of your legs is gone below the knee. Your speed is halved, and you need a crutch, cane, or prosthetic to walk. You fall Prone after you take the Dash action, and you have disadvantage on checks to keep your balance.
Only magic of 7th level or higher that restores lost body parts undoes it.
MigrainesYou have disadvantage on Wisdom checks.Any magical healing cures them; otherwise they stop after 2 weeks.
Nerve DamagePain lances through you without warning. At the start of each of your turns in combat, roll a d6. On a 1, you’re Shocked until the start of your next turn.Magical healing of 6th level or higher cures it, as do 10 days of downtime spent resting.
Night TerrorsNightmares break your sleep. When you finish a long rest, roll a d6. On a 1, you finish the rest with one level of exhaustion.Any magical healing cures them; otherwise they ease after 2 weeks.
Numbed SensesYou lose your senses of smell and taste, and you automatically fail ability checks that rely on them.Any magical healing restores them.
Pierced GutWhen you finish a long rest, make a DC 12 Constitution saving throw. On a failure, you’re Poisoned until you finish your next long rest.Magical healing of 4th level or higher cures it, as do 10 days of downtime spent resting.
Punctured LungYou can hold your breath for only half as long as normal, and you have disadvantage on Constitution checks.Magical healing of 4th level or higher cures it; otherwise it heals after 4 weeks of downtime spent resting.
Ravaged BodyPoison has damaged you through and through. You have disadvantage on Strength, Dexterity, and Constitution checks and saving throws.Magical healing of 6th level or higher cures it.
Ringing EarsYou have disadvantage on Perception checks that rely on hearing.Any magical healing cures it; otherwise it fades after 1 week.
Ruined EyesBoth your eyes are destroyed: you’re Blinded.Only magic of 7th level or higher that restores lost body parts undoes it.
Ruptured EardrumsYour eardrums burst: you’re Deafened.Magical healing of 6th level or higher restores your hearing.
Seared EyesYour eyes are scorched and water in bright light. You have disadvantage on Perception checks that rely on sight and on ranged attack rolls.Magical healing of 4th level or higher cures it; otherwise it fades after 4 weeks.
Searing BurnsWhenever you take fire damage, you take 1 extra fire damage.Any magical healing cures them; otherwise they heal after 2 weeks.
Severed TendonYour speed is reduced by 10 feet. After you take the Dash action, make a DC 12 Dexterity saving throw or fall Prone.Magical healing of 6th level or higher mends it; otherwise it’s permanent.
Shattered FocusYou have disadvantage on Investigation checks and on Constitution saving throws to maintain concentration.Magical healing of 4th level or higher cures it; otherwise it returns after 3 weeks.
Skull Fracture
You have disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws. Whenever you fail a saving throw against bludgeoning, force, psychic, or thunder damage, you’re also Dazed until the end of your next turn.
Magical healing of 6th level or higher cures it.
Slow RecoveryWhen you spend Hit Dice during a short rest, you regain only half as many hit points as you roll (rounded down).Any magical healing cures it; otherwise it passes after 1 week.
Strained Heart
You always have at least Exhaustion 1, which finishing a long rest doesn’t remove. Whenever you become Frightened, you also gain one level of exhaustion, which rest removes as normal.
Magical healing of 6th level or higher cures it.
Sun-BleachedYour hair turns white, and any tattoos or pigments in your skin fade. It has no effect on your abilities.Your hair grows back as normal; magical healing of 6th level or higher restores faded skin.
Tainted Liver
When you finish a long rest, make a DC 12 Constitution saving throw. On a failure, you’re Poisoned until you finish your next long rest. Whenever you take poison damage or drink alcohol, you take 1d4 extra poison damage.
Magical healing of 6th level or higher cures it, as do 10 days of successful treatment.
Thin BloodYour blood won’t clot. The Bleeding condition deals you 2d4 Vitality damage instead of 1d4, and regaining hit points ends it only if they come from magical healing.Magical healing of 6th level or higher cures it.
TremorsYour muscles twitch and spasm. You have disadvantage on Dexterity checks.Any magical healing cures them; otherwise they stop after 2 weeks.
Unsettled Aethyr
The Aethyr around you has been knocked loose. Whenever you cast a spell of 1st level or higher, roll a d20. On a 1, the casting also causes an Aethyr Chaos Surge of severity level 1.
Magical healing of 6th level or higher settles it; otherwise it fades after 4 weeks.
VertigoThe world tilts without warning. You have disadvantage on Dexterity checks, and you fall Prone if you fail a check to keep your balance by 5 or more.Magical healing of 4th level or higher cures it; otherwise it passes after 4 weeks.
Wasted MusclesYou have disadvantage on Strength checks and Strength saving throws.Magical healing of 4th level or higher cures it; otherwise it recovers after 6 weeks.