All creatures have a Critical Injury Threshold equal to their Constitution Score plus their Level.
A creature recieves a critical injury when:
When a creature recieves a Critical Injury from physical damage (Bludgeoning, Piercing, or Slashing), roll on the table to determine the injury they receive.
Fall damage typically prioritizes breaking legs first, but the critical injury recieved from falling can vary depending on how the creature lands.
| Roll (1d8) | Injury | Injury Effect | Quick Fix (Medicine Check) | Treatment (Surgeon's Tools) |
|---|---|---|---|---|
| 1 | Collapsed Lung | -10 to move speed (minumum 5 feet). -2 to Death Saving Throws. | DC 17 | DC 15 |
| 2 | Broken Ribs | Suffer 1d8 damage every time you move more than 5 feet on your turn. | DC 15 |
DC 15 DC 20 (Medicine) |
| 3 | Broken Arm | Roll 1d2 to determine limb (1 = left, 2 = right). The arm cannot be used and all items held in the hand are dropped. | DC 15 |
DC 15 DC 20 (Medicine) |
| 4 | Foreign Object | Suffer 1d8 (per foriegn object) damage every time you move more than 5 feet on your turn. | DC 15 | Quick Fix Removes Injury |
| 5 | Broken Leg | Roll 1d2 to determine limb (1 = left, 2 = right). -20 move speed (minimum 5 feet), DC 16 Athletics or Acrobatics check to stay standing. | DC 15 |
DC 15 DC 20 (Medicine) |
| 6 | Torn Muscle | Roll 1d4 to determine limb (1 = left leg, 2 = right leg, 3 = left arm, 4 = right arm). -5 move speed per torn leg muscle, disadvantage on Dexterity Saving Throws. -2 to d20 rolls made using a arm with a torn muscle. | DC 15 | Quick Fix Removes Injury |
| 7 | Spinal Injury | Target gains the Incapacitated condition until the end of their next turn. -2 to Death Saving Throws. | DC 17 | DC 15 |
| 8 | Crushed Fingers | -4 to all checks involving that hand. | DC 15 | DC 15 |
Magic damage can also cause critical injuries; however, their injuries are mostly set.
| Damage Type(s) | Injury | Injury Effect | Removal |
|---|---|---|---|
| Fire, Radiant, Black Fire | Singed | -2 to all d20 rolls. | Quick Fix (DC 15 Medicine) |
| Cold | Frostbite | Halved move speed. | Quick Fix (DC 15 Medicine) |
| Lightning/Ancient Dragon Lightning | Shocked | Cannot take reactions for two turns. Creatures that recieve this critical injury again before it clears gain the Stunned condition until the end of their next turn (removing Shocked) | Clears after 2 of the affected creature's turns |
| Poison | Poisoned | Creature gains the Poisoned condition (unless it is immune). | Quick Fix (DC 15 Medicine) |
| Acid | Melted |
AC is reduced by 2 This effect does not cause a penalty to Death Saving Throws. |
Permanent on non-magical armor (DC 15 Smith's Tools check over 1 minute to clear or Mending Cantrip) This effect otherwise clears after 2 of the affected creature's turns. |
| Thunder | Tinnitus | Whenever you move more than 10 feet in a turn, you cannot move on your next turn. Additionally, you have a -2 to Perception Checks involving hearing. | Quick Fix (DC 15 Medicine) |
| Scarlet Rot | Scarlet Rot | Creature gains the Scarlet Rot condition (unless it is immune) | Clears after 1 minute |
| Necrotic | Necrosis | Creatures take an additional die of Necrotic damage when struck with Necrotic damage. This can stack. | Quick Fix (DC 15 Medicine) |
| Force | Impacted | Large or smaller creatures are pushed back 5 feet. Disadvantage on all attack rolls until the end of next turn | Clears after 1 of the affected creature's turns |
| Psychic | Befuddled | -2 to all d20 rolls. Must move 10 feet in a random direction at the start of turn. | Clears after 2 of the affected creature's turns |