Combat Wounds

This rule is inspired by Savage Worlds. The idea is that a wounded creature cannot fight as effectively as when uninjured, introducing a tangible difference in combat performance once damage is taken.

HP Condition
100% Normal
<50% -1 all d20
<25% -2 all d20

Permanent Injury

This rule draws heavy inspiration from Steinhardt’s Guide. When you take a single hit that deals damage greater than half of your total hit points, or when an attack reduces you to 0 hit points, you suffer a permanent injury. The location of the injury depends on where the blow lands (the DM rolls a d8). Such injuries can be replaced with prosthetics or healed with the Regenerate spell.

D8 Injury Effect
1 Lost Eye You lose one of your eyes. You have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks that rely on sight. The area in which enemies can flank you becomes wider. If this result occurs again, you become fully blinded.
2 Lost Arm You suffer a severe injury or lose one of your arms. You can’t use two-handed weapons, and you can’t perform any action that requires the use of both hands.
3 Lost Leg You suffer a severe injury or lose one of your legs. Your movement speed is halved, you can’t take the Dash action, and you have disadvantage on Athletics and Acrobatics checks. If you receive this result again, you cannot move without assistance.
4 Damaged Torso You are easily fatigued, require twice as many rations during a long rest, and have disadvantage on Constitution saving throws made to resist the poisoned condition.
5 Chest Trauma A severe wound to your chest has damaged vital organs. You need a Strength score of 20 to wear heavy armor. You can’t take the Dash action, and when performing an action with a heavy weapon or item, make a DC 13 Constitution saving throw or lose your bonus action on your next turn.
6 Head Injury A powerful blow to your head disrupts your cognitive functions. You have disadvantage on Concentration checks and Intelligence saving throws. When you take a critical hit, make a DC 10 Constitution saving throw or become stunned until the end of your next turn.
7 Groin Wound You suffer constant pain and difficulty moving quickly. Your speed is reduced by 10 feet, and you have disadvantage on all Charisma (Persuasion) checks, as your posture often shows visible discomfort.
8 Crushed Throat A strike to your throat leaves you mute. You can’t perform any action that requires speech, cast spells with a verbal component, or communicate verbally. You have disadvantage on Charisma (Performance) and Charisma (Persuasion) checks.