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Draft rules: the injuries, their effects and recovery times are awaiting review.

Lingering Injuries

In the Aethyrsparked system, a character at 0 hit points has to be stabilized before they’re healed. Hauling someone back from the edge of death in a rush of healing magic, before their body has stopped failing, saves their life but leaves a mark: a broken bone, a lost eye, a wound that won’t close, or a tear in the Aethyr around them. That mark is a lingering injury.

When a character with 0 hit points regains hit points while they aren’t stable, they gain a lingering injury. The GM rolls a d20 on the table for the damage type that dropped them to 0 hit points, and the character gains the injury rolled.

If the blow that dropped the character dealt more than one damage type, use the type that dealt the most damage. If it’s unclear which damage was responsible, the GM picks one of the types or rolls to choose between them.

A character carries a lingering injury like a condition: it’s listed with their conditions, and it lasts until it’s cured as its Recovery describes. A character can have several lingering injuries at once, but if they roll an injury they already have, the GM rerolls.

A character with 0 hit points is stable, and can be healed without gaining a lingering injury, when any of the following has happened since they dropped to 0 hit points:

  • They succeeded on three death saving throws.
  • Someone used their action to tend them and succeeded on a DC 10 Wisdom (Medicine) check.
  • A feature, item or effect stabilized them.
  • They were knocked out by a melee attack that dropped them to 0 hit points, rather than being struck down.

A stable character stops being stable as soon as they take damage while at 0 hit points, and has to be stabilized again before they can be healed safely.

Only regaining hit points while dying causes a lingering injury. These don’t:

  • Gaining temporary hit points, which don’t restore the character’s own hit points.
  • Rolling a 20 on a death saving throw. The character pulls themself back from the brink and regains 1 hit point without an injury.
  • Regaining hit points after being stabilized, including the hit point a stable character regains on their own after 1d4 hours.

Each injury’s Recovery says what cures it. Most heal on their own with time, faster with magical healing, and some last until powerful magic undoes them. Magical healing only counts toward a cure when it’s cast or used with that purpose, after the character is stable; the healing that brought them back from 0 hit points doesn’t cure the injury it caused.

Some injuries are cured by days of successful treatment. Once per day, someone tending the injured character makes a DC 15 Wisdom (Medicine) check, using a healer’s kit if they have one. Each success counts as one day of treatment, and the days don’t need to be consecutive. The injured character can’t treat themself.

Time spent recovering is time spent mostly at rest. If a character spends a day of recovery traveling hard, fighting or adventuring, that day doesn’t count.

Roll a d20 on the table for the damage type that dropped the character to 0 hit points. Lower rolls are the most severe. Select an injury’s name to read its recovery.

d20InjuryEffect
1Ruined EyesBoth your eyes are destroyed: you’re Blinded.
2–4Lost HandOne 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.
5–8Nerve 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.
9–13Disfiguring ScarA scar or burn too large to hide marks you. You have disadvantage on Persuasion checks and advantage on Intimidation checks.
14–17Blistered SkinRaw blisters cover your hands and arms. You have disadvantage on Dexterity checks.
18–20Lasting ScarYou carry a visible scar. It has no effect on your abilities.
d20InjuryEffect
1Skull FractureYou 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.
2–4Broken LegYour speed is halved, and you need a crutch or cane to walk. You fall Prone after you take the Dash action.
5–8Broken 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.
9–13Broken 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.
14–17ConcussionYou have disadvantage on Intelligence checks and on Constitution saving throws to maintain concentration.
18–20Deep BruisingWhenever you take bludgeoning or force damage, you take 1 extra damage of that type.
d20InjuryEffect
1Lost HandOne 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.
2–4Nerve 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.
5–8Frostbitten FeetYour speed is reduced by 5 feet. After you take the Dash action, make a DC 10 Dexterity saving throw or fall Prone.
9–13Frostbitten HandsYou have disadvantage on Dexterity checks that use your hands, including Sleight of Hand checks and checks with tools.
14–17Lingering ChillWhenever you gain the Chilled condition, you gain two stacks of it instead of one.
18–20Numbed SensesYou lose your senses of smell and taste, and you automatically fail ability checks that rely on them.
d20InjuryEffect
1Lost 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.
2–4Charred FleshYour 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.
5–8Deep BurnsYou have disadvantage on Strength, Dexterity, and Constitution checks.
9–13Disfiguring ScarA scar or burn too large to hide marks you. You have disadvantage on Persuasion checks and advantage on Intimidation checks.
14–17Blistered SkinRaw blisters cover your hands and arms. You have disadvantage on Dexterity checks.
18–20Searing BurnsWhenever you take fire damage, you take 1 extra fire damage.
d20InjuryEffect
1Skull FractureYou 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.
2–4Unsettled AethyrThe 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.
5–8Broken 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.
9–13ConcussionYou have disadvantage on Intelligence checks and on Constitution saving throws to maintain concentration.
14–17Deep BruisingWhenever you take bludgeoning or force damage, you take 1 extra damage of that type.
18–20Aethyr ScarA faintly glowing scar marks where the force struck you. It has no effect on your abilities.
d20InjuryEffect
1Strained HeartYou 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.
2–4Lost HandOne 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.
5–8Nerve 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.
9–13Wasted MusclesYou have disadvantage on Strength checks and Strength saving throws.
14–17TremorsYour muscles twitch and spasm. You have disadvantage on Dexterity checks.
18–20Lightning ScarsBranching, fern-like scars spread across your skin. They have no effect on your abilities.
d20InjuryEffect
1Hollow SpiritSomething of your spirit has been drained away, leaving you listless. You have disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws.
2–4Lost HandOne 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.
5–8Draining WoundYour body resists being knit back together. Whenever you regain hit points from magical healing, you regain only half as many (rounded down).
9–13Festering WoundThe wound won’t close. Each dawn while it lasts, your hit point maximum is reduced by 1. If it reaches 0, you die.
14–17Deathly StenchYou smell of rot. You have disadvantage on Persuasion and Animal Handling checks.
18–20Grave PallorYour skin turns ashen, with gray patches across your face and hands. It has no effect on your abilities.
d20InjuryEffect
1Lost 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.
2–4Punctured LungYou can hold your breath for only half as long as normal, and you have disadvantage on Constitution checks.
5–8Internal BleedingWhenever you take damage, make a DC 12 Constitution saving throw. On a failure, you gain the Bleeding condition.
9–13Pierced 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.
14–17Festering WoundThe wound won’t close. Each dawn while it lasts, your hit point maximum is reduced by 1. If it reaches 0, you die.
18–20Lasting ScarYou carry a visible scar. It has no effect on your abilities.
d20InjuryEffect
1Ravaged BodyPoison has damaged you through and through. You have disadvantage on Strength, Dexterity, and Constitution checks and saving throws.
2–4Strained HeartYou 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.
5–8Tainted LiverWhen 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.
9–13VertigoThe 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.
14–17Lingering NauseaYou have disadvantage on Constitution checks, and you must succeed on a DC 10 Constitution saving throw to keep down a meal.
18–20Numbed SensesYou lose your senses of smell and taste, and you automatically fail ability checks that rely on them.
d20InjuryEffect
1Fractured MindYour 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.
2–4Lingering DreadYou 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.
5–8Shattered FocusYou have disadvantage on Investigation checks and on Constitution saving throws to maintain concentration.
9–13Night 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.
14–17MigrainesYou have disadvantage on Wisdom checks.
18–20Echoing WhispersFaint voices murmur at the edge of your hearing. You have disadvantage on Perception checks that rely on hearing.
d20InjuryEffect
1Ruined EyesBoth your eyes are destroyed: you’re Blinded.
2–4Charred FleshYour 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.
5–8Seared EyesYour eyes are scorched and water in bright light. You have disadvantage on Perception checks that rely on sight and on ranged attack rolls.
9–13Lingering 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.
14–17Blistered SkinRaw blisters cover your hands and arms. You have disadvantage on Dexterity checks.
18–20Sun-BleachedYour hair turns white, and any tattoos or pigments in your skin fade. It has no effect on your abilities.
d20InjuryEffect
1Lost LegOne 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.
2–4Lost HandOne 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.
5–8Severed TendonYour speed is reduced by 10 feet. After you take the Dash action, make a DC 12 Dexterity saving throw or fall Prone.
9–13Disfiguring ScarA scar or burn too large to hide marks you. You have disadvantage on Persuasion checks and advantage on Intimidation checks.
14–17Festering WoundThe wound won’t close. Each dawn while it lasts, your hit point maximum is reduced by 1. If it reaches 0, you die.
18–20Lasting ScarYou carry a visible scar. It has no effect on your abilities.
d20InjuryEffect
1Ruptured EardrumsYour eardrums burst: you’re Deafened.
2–4Skull FractureYou 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.
5–8Broken 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.
9–13ConcussionYou have disadvantage on Intelligence checks and on Constitution saving throws to maintain concentration.
14–17Ringing EarsYou have disadvantage on Perception checks that rely on hearing.
18–20Deep BruisingWhenever you take bludgeoning or force damage, you take 1 extra damage of that type.
d20InjuryEffect
1Strained HeartYou 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.
2–4Thin 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.
5–8Internal BleedingWhenever you take damage, make a DC 12 Constitution saving throw. On a failure, you gain the Bleeding condition.
9–13Bone-Deep WearinessYou always have at least Exhaustion 1, which finishing a long rest doesn’t remove.
14–17Slow RecoveryWhen you spend Hit Dice during a short rest, you regain only half as many hit points as you roll (rounded down).
18–20Ashen ComplexionYou look pale and drawn. It has no effect on your abilities.
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… more
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… more
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 FleshYour 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… moreMagical 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 MindYour 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… moreMagical 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 DreadYou 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… moreMagical 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 HandOne 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… moreOnly magic of 7th level or higher that restores lost body parts undoes it.
Lost LegOne 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… moreOnly 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 FractureYou have disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws. Whenever you fail a saving throw against bludgeoning, force, psychic, or… moreMagical 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 HeartYou 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… moreMagical 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 LiverWhen 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… moreMagical 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 AethyrThe 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… moreMagical 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.

Browse all Lingering Injuries

The combat runner tracks this rule for you. Each character at 0 hit points has a Stabilize button by their death saves. If you heal a character who isn’t stable, the runner asks you to roll a lingering injury for them: pick the damage type, roll the d20 (or enter your own roll), and add the injury to their conditions.