1 Credits Content, Design, and Editing: Thomas Pfeifer Art Direction and Consultation: Lakeysha Best Boy: Terry Special Thanks to: The Knights of Bohnenburg and Castle Ramrod: Lakeysha, Julie, Rachel, Mark, Adam, Rion, Erin, Hanna, and Jen - for being the eternal best. David, Michael, Stephan, and Heidi - for being awesome in general and letting Maxwell do what Maxwell does. And, of course, to my mom, dad, brother, and sister. All images and graphics contained in this material are free use and retrieved from: pixabay.com Cover font Nodesto Caps Condensed, retrieved from: https://drive.google.com/file/d/0B3104LRlxc9ecnJhVFFkbVlpS1U/view This work was designed using The Homebrewery. (https://homebrewery.naturalcrit.com/) Disclaimer: Maxwell's Manual of Malicious Maladies (and Miraculous Medicine) is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. This work contains material that is copyright Wizards of the Coast and/or other authors. All other original material in this work is copyright 2021 by Thomas Pfeifer. Maxwell's Manual of Malicious Maladies contains descriptions of injuries and violence potentially resulting in permanent disability.This work makes use of humor and hyperbole in reference to this content. The designer of this work understands that it describes aspects of physical and mental disability and has made every effort to avoid language and ideas that are ableist. At core is intended to be empowering and promote empathy and understanding for people with physical and mental disabilities. 2 Contents Introduction 4 How to Use This Book Part 1: Lingering Injuries .................................................... 4 Part 2: Surgical Treatment .................................................. 5 Part 3: Items, Magical and Mundane ................................ 5 Magical Healing The Regenerate Spell ........................................................... 5 Interaction with Injuries ...................................................... 5 Part 1: Lingering Injuries 6 How to Use This Section When Do Characters Roll on the Lingering injury Tables? ................................................................................. 6 Step By Step .......................................................................... 6 Damage Explanations .......................................................... 7 Lingering Injury Tables Acid Damage ......................................................................... 9 Bludgeoning Damage .......................................................... 10 Cold Damage ......................................................................... 11 Fire Damage .......................................................................... 12 Force Damage ....................................................................... 13 Lightning Damage ............................................................... 14 Necrotic Damage ................................................................. 15 Piercing Damage ................................................................. 16 Poison Damage .................................................................... 17 Psychic Damage ................................................................... 18 Radiant Damage ................................................................... 19 Slashing Damage ................................................................. 20 Thunder Damage ................................................................. 21 Anatomy Tables Scar Chart ............................................................................. 23 Large Limb Table ................................................................. 24 Small Appendage Table ...................................................... 24 Nonfunctional and Missing The Nonfunctional and Missing Conditions .................. 26 Part 2: Surgery 28 Surgery Rules Prepping the Patient ........................................................... 28 Initiating Surgery ................................................................ 28 Assisting with Surgery ...................................................... 28 Recovery ................................................................................ 28 Finding a Surgeon ............................................................... 28 List of Common Surgeries General Surgery ................................................................... 29 Save Sense Surgery ............................................................ 29 Save Limb Surgery .............................................................. 29 Amputation ............................................................................ 29 Example Surgery Part 3: Items and Accessibility 31 Item Lists Mundane Items ..................................................................... 31 Magical Items ........................................................................ 32 Maxwell's Farewell 34 3 Introduction W elcome, prospective student, to Maxwell's Manual of Malicious Maladies (and Miraculous Medicine). I am the distinguished surgeon, Maxwell Gonzolaz, though you may have heard of me by my popular moniker: Maxwell Hacks-Well. In this comprehensive (and dare I say, preeminent) guide you will find descriptions of all manner of injury: physical, mental, spiritual, and arcane. I will take you on a sanguinary journey through a universe of traumatic possibility and illustrate how you (an industrious and clever budding surgeon) can wrest your companions from the foulsmelling maw of death and dismemberment. You will also find within a variety of cutting-edge surgeries (pun intended) which are guaranteed* to get your compatriots back on their feet, especially if their feet were missing to begin with. But wait, my friend, there's more! When the worst happens (and you aren't around to prevent it, of course), maiming and dismemberment are no longer the end. Thanks to modern medical -- and magical -- technology there are a variety of options described within to get your kickers back kicking and your snatchers back snatching. Brilliant! So, my young pupil, oil up your bone saw, sharpen your scalpel, and get those bandages boiling, it's time to save some lives! 4 How to Use This Book This book is organized into three parts. The first part is a series of tables describing Lingering Injuries based on the 13 different damage types (acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, and thunder). Each table has a variety of injuries, conditions, and effects that increase the risk of combat and provide interesting and dire narrative opportunities. The second part is a system for characters to perform surgery. Surgery is a new and unique skill challenge that has the potential -- with a bit of talent and luck -- to treat some of the injuries described in the first section. The final section is a collection of mundane and magical items focussed on accessibility and allowing options for adventurers with physical disabilities. Part 1: Lingering Injuries Adventuring is a dangerous business, and combat a more dangerous business still. Your players are consistently encountering monsters, traps, hazards, and all manner of opportunities for injury and death. The Lingering Injury tables in this book provide an interesting way to give your campaign's conflict a risk of more permanent consequences. Why play with Lingering Injuries though? Overcome Your Limitations. Dungeons and Dragons is a game about narrative, creative problem solving, and overcoming obstacles. Whether it be an alchemist who paid an arm and a leg for his powers, a blind geomancer who "sees" through vibrations in the earth, a psionic professor confined to his wheelchair, or a blind attorney with his own version of justice, there are plenty of examples of characters in the media who never let their physical limitations stand in the way of their goals. Injuries are an opportunity for your characters to experience unique challenges and triumph over them. There is no injury so great that your character cannot be a hero. Risk and Reward. When characters can seemingly heal from even the more grievous injuries with a full night's rest, sometimes it's difficult to maintain immersion. Lingering injuries provide a ever-present risk that any combat encounter will have a serious consequence. Even so, the Lingering Injury tables were designed so that the probability the most serious injuries (such as losing an arm, leg, vision, or hearing) are relatively small compared to that chance your characters will end up with a purely cosmetic scar. Scars are Fun. These charts give your players the opportunity to pick up purely cosmetic reminders of struggles past (some of which even have some unique properties!). Give your players the opportunity to show off their battle scars in the local tavern. Let your players laugh at the hideous scar one took when they were fighting rats at Level 1 now that they are fighting dragons at Level 12. Let your Barbarian (who seems to take 90% of the party's damage) turn into a physical roadmap of your adventure history. Scars are interesting way to evolve your characters' appearance and bookmark the memories of their past struggles. Part 2: Surgical Treatment There are some injuries that potions, salves, and bandages just aren't enough for. Part 2 of this book describes Surgery, a new skill challenge that allows your characters the chance to mitigate the effects of injuries they've taken. With some skill and luck, your characters will be able to reattach an arm severed by a mighty attack, remove an arrowhead left behind in the chest of their comrade, neutralize acid threatening to permanently damage the vision of the sharp-eyed rogue, and more. Surgery is not without its risks, however, and no surgery is guaranteed to be successful. Ultimately, Surgery offers a second chance for your characters to avoid the permanent effects of some of the more dire lingering injuries. Part 3: Items, Magical and Mundane Despite your characters' best effort to prevent them, permanent injuries are going to occur. The final part of this book contains a variety of options -- both magical and mundane -- focussed on accessibility, so that no physical limitation will stand in their way. Magical Healing Maxwell Says: "Magical healing is a fickle thing, my friend. I've travelled far and wide, studied with clerics and scholars, and let me tell you, it's a rare spell that can do what I can with a scalpel and some catgut. "Your humble teacher Maxwell has been in one or two scraps himself, and seen a thing or three. Magical healing is great for getting you back on your toes in a pinch, but it sometimes it responds.... oddly. Most often it seals up your wounds lickity-split without so much as a weal or welt left behind. Other times, you're left with a wicked looking cicatrix that looks like it's been with you for since that time you played with daddy's sheep shears as a child, even though he told you not to. "Now, -- and mind you, this is still just a theoretical postulation -- I believe that magical healing (to its capacity) acts on the reflected image of oneself that lies deep within our inner soul. When a particularly grievous wound is taken it damages not only our physical body, but our spiritual sense of self. It traumatically changes our inner perception, and when we receive magical healing, that perception is outwardly reflected on the body. "Simply put: 'See stars? Get scars.' " Regenerate 7th-level transmutation Casting Time: 1 minute Range: tough Components: V, S, M (a prayer wheel, holy water, and healing potions worth at least 400 gold, which the spell consumes) Duration: 1 hour You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. This spell does not heal any injury or scar that is older than one week. This optional change gives Regenerate a new material component which may or may not be available to the characters, and lets them make the choice between attempting surgery or consuming potentially precious healing resources. It also does not instantly remove the scars and other marks your players may have collected during their adventures, so long as they are older than one week. Interaction with Injuries Though the DM always has the final ruling, magical healing is intended to be ineffective at treating lingering injuries unless the treatment section of the lingering injury chart specifies otherwise. Narratively, the magic is considered ineffective at treating the source of the injury or effect. For example, magical healing fixes up the damage from a standard long sword wound without any trouble, but can't knit together a broken bone. The Regenerate Spell Regenerate is a 7th level spell available to the Bard, Cleric, and Druid that threatens to make the entire lingering injury system obsolete. Where is the threat when a 13th level character can cure even the direst of injuries with the only cost being a night's rest? While most campaigns are played between 1st and 12th level, if you enjoy this system and want to DM for a higher-level campaign, you may want to alter the Regenerate spell as follows: 5 Part 1: Lingering Injuries M axwell Says: "From acid to thunder, you'll find all manner of injury, insult, infection, and affliction listed below. It is my humble hope that you witness only enough of them to keep you comfortably in business." How to Use This Section Below you will find three different sections. The first section is the Lingering Injury tables themselves. Your characters will roll on these tables to determine what manner of injury or affliction they've received. Second are the Anatomy Tables. You may need to use these tables to determine location of a scar or injury. The third section contains the mechanical effects for two new conditions, nonfunctional and missing. Some lingering injuries may apply one of these effects to a limb or other body part. When Do Characters Roll on the Lingering injury Tables? There are two different circumstances that will cause characters to roll on the Linger Injury tables: Critical Hits. Any time one of your characters receives a critical hit from any source (combat, traps, spell attacks, etc.) they roll 3d6 on the table that matches that damage type. If the critical hit deals more than one type of damage, they roll on the on the table for the type that dealt the majority. Critically Failed Saving Throws. Any time one of your characters critically fails a saving throw that would cause them to take damage (including spells, traps, environmental effects, etc.) they roll 3d6 on the table that matches that damage type. If the failed saving throw would cause them to take more than one type of damage, they roll on the table for the type that dealt the majority. 6 Step By Step 1.Roll on the Lingering Injury Tables The character receives a critical hit or critically fails a saving throw. Allow them to roll 3d6 to determine the injury or affliction they'll receive. 2. Roll on the Anatomy Tables, if needed Some options may have you roll on an Anatomy Table to determine the location of the injury or scar. The DM may always directly choose the location instead of rolling if it better fits the situation's narrative. If, by chance, you roll a situation that is physically impossible or simply doesn't make sense given the established narrative (one of your characters takes shrapnel to their left leg when it is already missing, for example), then there is no effect, and the character (luckily) escapes the situation without an injury. 3. Narrate the Injury and its Effects The DM narrates the result of the injury and describes any of its mechanical effects to the player. You may need to consult information in the section that describes the nonfunctional and missing conditions. 4. Treatment Some (though not all) injuries are treatable. Treatment allows characters to reduce the duration of injuries, or even potentially cure them altogether. Unless otherwise stated, any treatment that requires a Wisdom (Medicine) check takes one action. In general, it is assumed that each character will have one opportunity to attempt this Wisdom (Medicine) check. The DM may allow repeated attempts at a failed treatment check at their discretion, but after a success further treatment attempts are not allowed (to further decrease the injury’s duration). Assume that all characters are aware of the information in the treatment section of the lingering injury charts and understand how to tend to these injuries. As long as a character has a Healer's Kit it is assumed they will have any equipment needed for a treatment that requires a Wisdom (Medicine) check. Some more serious injuries will require surgery to treat. Surgery is a skill challenge described in Part 2 of this book. Even if an injury has no treatment listed, the DM is welcome to work with the character to find a cure that works well within the campaign's narrative. Damage Explanations Lightning Maxwell Says: "As you may have heard, knowing is half the battle (the other half generally being gratuitous violence). The better you understand the capabilities of these different styles of damage, the better you will be able to respond to them. Sharpen your quill, and take note..." They say lightning never strikes the same place twice, but ask any poor soul who's gone up against a Wizard with the Lightning Bolt spell...that's just a flagrant lie. Lightning damage can seize muscles, damage the heart, and even alter the brain. When treating lightning damage, always remember to look for the electricity's entry and exit point...after you are completely certain the patient is grounded, of course. Acid Necrotic A damage so nice, it burns you twice. Acid damage hurts you, but it also eats through your equipment if you're not careful. Any adventurer who has had the misfortune to come face-toface with a Black Ooze can tell you that. Magical equipment can generally recover from this damage...but dammit Jim, I'm a plague doctor, not a blacksmith. I stitch flesh, not clothing. You will have look to other expertise if you want your belongings repaired. Bludgeoning Ah, is there any sound more dissonant than the crunch of a broken bone? Few types of damage are more efficient at taking your limbs out of commission than bludgeoning. Do not forget to assess your patient's noggin, though. An errant club swing can result in a nasty concussion or a ruptured eardrum. Most often, though, bludgeoning leaves you with the colorful parting gift of a black eye or a broken nose. Not the prettiest accessories for polite company. Cold Simply put, the cold makes you slow and stupid. Expect your patients to be numb, clumsy, and frostbitten. Fortunately, there is an easy solution to almost every wintery woe: warm them back up. You will need a crackling fire, thick blankets, or at the very least, the body heat of a willing volunteer. Do not rewarm them too fast, mind you. Slow and gentle, like thawing meat from the icebox. Fire Fire burns. What more need you know? Fire damage presents a singular challenge for the industrious surgeon; it is rather difficult to reattach a limb turned to ash. You may also find your patients dangerously fatigued with heat exhaustion or heat stroke. It need not be said that if you happen to come across a patient who is still actively on fire...put them out! Force Strange things can happen when you use the raw force of magic. Most of the time it behaves and does the thing you want it to do, but every so often a small string will come loose. How is interacts with you or the environment around you is anyone's guess. As a small point of trivia, did you know that Druids were originally inspired to create the Reincarnate spell by studying the En Vivo Reincarnem effect and learning to reproduce it? It's not a bug, it's a feature! If you want to see the most harmful effects of necrotic damage, look inward, not outward. Necrotic damage erodes the soul. Necrotic damage is misery, and misery loves company. Treat what you can, but be aware your patient may need a Cleric more than they need a surgeon. Piercing Daggers and arrows and teeth, oh my! Treat piercing wounds gingerly, as they are likely to be painful and make movement and action more difficult in general. And always be wary of wounds to the abdomen. A perforated bowel left untreated is a death sentence. As a side note, I find that advising my patients never to run with scissors reduces the rate of piercing related complaints by a surprising amount. Poison Poison is difficult to physically treat, and I would advise you to make antitoxins a permanent part of your repertoire. There are many different types, some with the potential to harm the sensitive structures in your ears, liver, or even your blood itself. Remember not to induce vomiting unless you are certain the poison is not also corrosive. Psychic It is best not to even bother attempting to treat psychic injuries yourself. I had a stint practicing trepanning once, would not recommend. A surgeon is simply unqualified to treat afflictions of the brain. I refer all my patients with psychic related damage to a respectable psychological authority, such as your local phrenologist. Radiant I am still in the process of studying the enigma of radiant damage. The blindness I can treat. The mild burns I can treat. What I do not yet understand why some patients come to me with a soft, unearthly glow, or hair loss. Fear not, though! In time I shall find a merry cure to these as well. Slashing Here is a tip for you to scrawl, please underline it twice: the blood belongs inside the body. When you find a bleed, it is your responsibility to stop it as quickly as possible. Do not rely on magical healing to fix the issue, use pressure and tight bandages. Use of leeches not recommended; you want more blood inside the body, not less. Thunder The damage type you're most likely to experience after a poor performance by your resident Bard. Ha! I jest (mostly). Be wary of your eardrums and watch out for shrapnel. If you want to reattach a concussively amputated limb, you'd best keep a close eye on where it lands! 7 Lingering Injury Tables May you roll on them infrequently 8 Acid Damage 3d6 Injury Description 3 Ocular Acid has splashed over both of your eyes. You are blinded and both your eyes are nonfunctional. If you do Corrosion not receive treatment within 30 minutes your vision will be permanently missing. Treatment - A DC 20 Save Sense Surgery. 4 Dissolved Roll on the Large Limb Table. Acid coats your limb, and you hear the sizzle as it starts to dissolve. This limb Limb is nonfunctional. If you do not receive treatment within 30 minutes, the limb dissolves away and is missing. Treatment - A DC 20 Save Limb Surgery. You get 1 check for this surgery; if you do not meet the DC on the first check, the limb is lost. 5 Dissolved Roll on the Small Appendage Table. Acid splashes over your appendage and sizzles as it begins to dissolve. Appendage This appendage is nonfunctional. If you do not receive treatment within 30 minutes, the appendage dissolves away and is missing. Treatment - A DC 20 Save Limb Surgery. You get 1 check for this surgery; if you do not meet the DC on the first check, the appendage is lost. 6 Corroded Your weapon has been coated in corrosive acid and is getting duller by the second. Each round your weapon Weapon takes a cumulative -1 to Damage Rolls. When a mundane weapon reaches a -5 penalty it is destroyed. When a magic weapon reaches a -5 penalty all magical effects are suppressed for 1d4 days (after which the penalty disappears and the weapon functions normally). 7 Caustic Any friendly character you touch or otherwise interact with physically takes acid damage equal to your level. Coating Creatures you grapple take this damage at the beginning of their turn. This effect lasts 1 minute. Treatment - A DC 15 Wisdom (Medicine) check ends this effect. You may reattempt this check. 8 Caustic The acid has left you with a superficial, but painful burn. You take 1 point of acid damage per 5 feet of Burn movement while on initiative. Treatment - A DC 13 Wisdom (Medicine) check ends this effect. 9 Dissolved Your arcane focus or spell component pouch is dissolved and destroyed. If your arcane focus is magical, it Arcane instead has its magical effects supressed for 1d4 days and is unusable during that time. Medium 10 Dissolved Your shield is dissolved and destroyed. If your shield is magical, it instead has its magical effects supressed Shield for 1d4 days and is unusable during that time. 11 Dappled Roll on the Scar Chart. You have a silvery white speckled scar as a result of acid splashing on that area of Scar your body. 12 Corroded Your clothes have been corroded to the point of uselessness. If they are magic, they instead have any Clothes magical effects supressed for 1d4 days. You are luckily unharmed, apart from a potentially awkward situation with your party members. 13 14 Toxic You've inhaled the acid's toxic fumes causing you to cough and hack violently. You are incapacitated until Inhalation the end of your next turn. Caustic You've deeply inhaled the acid's toxic fumes causing you to go into a coughing fit. You are incapacitated for Lung 1d4 rounds. 15 Scaly Scar Roll on the Scar Chart. The acid injury has resulted in a scar that is gnarled and scaly with a light sheen the same color as the acid that damaged you. You gain +2 Natural Armor from it, or +1 if you already have a Natural Armor bonus. 16 Corroded The acid has covered your armor, slowly eating away at it. Each turn your armor takes a cumulative -1 Armor penalty to AC. When the armor's AC reaches 10, it is destroyed. If the armor is magical, its magical effects are instead suppressed for 1d6 days and it is unusable during this time (after which the penalty disappears and the armor functions normally). 17 Dissolved Acid has eaten into the essence of one of your magic items, expelling its arcane energy and rendering it Magic mundane. Choose a magic item on your person at random. That item loses all magical effects permanently. If the item's rarity is Legendary or Artifact, its magical effects are instead supressed for 3d6 days (and return to normal after this period). 18 Vocal Cord The acid's caustic fumes have wreaked havoc on your vocal cords. Your voice is nonfunctional and you are Damage mute. If you do not receive treatment within 30 minutes it will be permanently missing. Treatment - A DC 19 Save Sense Surgery. 9 Bludgeoning Damage 3d6 Injury Description 3 Ruptured A violent impact to the side of your head has caused your right eardrum to rupture. Your right ear is Right nonfunctional. If it is not treated within 24 hours, your hearing in this ear is permanently missing. Eardrum Treatment - A DC20 Save Sense Surgery. 4 Limb Torn Roll on the Large Limb Table. The enormous impact of the blow has caused your limb to be torn from its Asunder socket. The limb is missing and thrown 15 feet in a random direction. Treatment - A DC 22 Save Limb Surgery. 5 Lost Tooth A blow to your face has knocked one of your teeth clean out of your mouth. Treatment - A DC 15 Wisdom (Perception) check will allow you to recover the tooth. A DC 19 General Surgery within 1 day of the injury occurring allows you to reinsert the tooth. 6 Concussion A mighty strike to your head has left you with dizziness, nausea, and a lingering headache. Any time you make an Intelligence, Wisdom, or Charisma saving throw you are also stunned until the end of your next turn. This condition lasts 1d12 days. Treatment - A DC 15 Wisdom (Medicine) check reduces the duration of this injury by 1d8 days. 7 Wind You gasp for breath as the blow knocks you flat onto your back. You are prone and you lose concentration. Knocked out of You 8 Numb Left The force of the impact jars your nerves and sends a spreading numbness through your left arm. You drop Arm anything you are holding with that arm and it is nonfunctional for 1d4 turns. Treatment - Any amount of magical healing will end this effect. 9 Broken You feel a sharp pain as the blow lands directly on one of your extremities. Roll on the Small Appendage Appendage Table. That appendage is broken and nonfunctional for 1d12 days. Treatment - A DC 12 Wisdom (Medicine) check reduces the duration of this injury by 1d10 days. 10 Dislocated Roll to randomly determine the left or right arm. The intensity of the blow has forced your shoulder joint Shoulder from its socket. This arm is nonfunctional. Treatment - While on initiative, make a DC 18 Constitution check as a bonus action to force the joint into place and end this injury. Off initiative, a DC 18 Wisdom (Medicine) check will end this injury. 11 Black Eye You've got yourself a good ol' fashioned shiner. It will resolve on its own in 1d6 days, but you may look out of place in polite company until then. 12 Broken Nose A sharp impact to your face has left you with a painfully broken nose. Treatment - A DC 8 Wisdom (Medicine) check will set your nose properly, otherwise it has a 50% chance of healing slightly crooked in 1d6 days. The DC of this check increases by 2 each time your nose is broken. 13 Numb The force of the impact jars your nerves and sends a spreading numbness through your right arm. You drop Right Arm anything you are holding with that arm and it is nonfunctional for 1d4 turns. Treatment - Any amount of magical healing will end this effect. 14 Bruised Your entire body aches and you are left with some extensive ugly bruises. Any time you make a Strength Black and (Athletics) or Dexterity (Acrobatics) check you take bludgeoning damage scaled to the damage that caused Blue the lingering injury: 1-10 damage (1d4), 11-20 damage (1d6), 21-30 damage (1d8), 31-40 damage (1d10), >40 damage (1d12). This injury resolves on its own in 1d4 days. 15 Aching Bones Roll on the Scar Chart. The ache of your injury never completely leaves you and even years later you sometimes feel a twinge of pain. The bones in/around the area rolled ache 6 hours before (roll 1d6): 1) Rain, 2) Bright Sunshine, 3) Snow, 4) Fog, 5) Storms, 6) Calamities and Natural Disasters 16 Broken Limb Roll on the Large Limb Table. This limb is broken and nonfunctional for 1d12 days. Treatment - A DC 15 Wisdom (Medicine) check reduces the duration of this injury by 1d8 days. 17 Crushed Roll on the Large Limb Table. Your limb is crushed to the point of uselessness and permanently Limb nonfunctional. If it isn't reconstructed, the limb will not regain functionality. Treatment A DC 23 Save Limb Surgery. 18 Ruptured A violent impact to the side of your head has caused your left eardrum to rupture. Your left ear is Left nonfunctional. If it is not treated within 24 hours, your hearing in this ear is permanently missing. Eardrum Treatment - A DC20 Save Sense Surgery. 10 Cold Damage 3d6 3 4 5 6 7 Injury Description Chilblains You've been frigid one too many times and your skin easily develops a rash and blisters in cold. You have disadvantage to Constitution checks and saving throws made to resist the environmental effects of cold. Frozen Cornea Roll to randomly determine the right or left eye. The frigid air has frozen over the surface layer of your eye. The eye is nonfunctional. If not treated within 12 hours, your vision will be permanently missing. Treatment - A DC 20 Save Sense Surgery. If the player spends a short rest rewarming the area within 15 minutes of the injury occurring, this DC is decreased to 10. Extensive Roll twice on the Small Appendage Table. These appendages are firm, frigid, pale, and nonfunctional. If not Frostbite treated within 15 minutes they will necrotize and fall off in 1d4 days (after which they are missing). Treatment - A short rest slowly rewarming the appendages. Severe Your core body temperature has plummeted dangerously low. While on initiative you function as if Hypothermia affected by both the Slow and Confusion spells. If untreated for one hour, you fall unconscious. Treatment - A short rest slowly rewarming yourself ends this effect. The Shivers You are so cold your hands are shaking uncontrollably and your voice quavers as you speak. The next three spells you cast have a 50% chance to fail. This effect ends after three spells are attempted. 8 Frost Nipped Your hands are so cold you barely have any feeling in them. Your next three attacks have disadvantage. Fingers 9 Frozen in You attempt to move your feet but find the intensity of the cold has frozen you directly to the ground. Place You are restrained. If you are flying or otherwise not contacting a surface, there is no effect. Treatment - A Strength check (DC equals half the damage that caused the lingering injury or 10, whichever number is higher) as an action allows you to break free. 10 Hypothermia The extreme cold has leeched away a large amount of your body heat. While on initiative you function as if affected by the Slow spell. If untreated for two hours, the condition advances to Severe Hypothermia. . Treatment - A short rest slowly rewarming yourself ends this effect. 11 Pale Blue Dot Roll on the Scar Chart. This body area is left with a pale, blue-tinged scar. 12 Cold Brand Roll on the Scar Chart. This area of your body has been cryo-branded, and will result in a defined, pale scar. Any hair on the affected area will grow back white. 13 Frost Nipped You cannot take the dash action. This effect lasts 1d6 rounds. Toes 14 The Umbles You are cold. So cold. You stumble. You fumble. You tumble. You mumble and grumble. You cannot take the disengage action for 1d6 turns. 15 Heart of Ice Roll on the Scar Chart. In a freak instance of chance, the cold has interacted with a thread of natural magic within you. This area of your body is permanently frigid (though to you it feels pleasantly cool) and it radiates a faint aura of Transmutation. You have advantage on Constitution checks and saves made to resist the environmental effects of cold. You may supress this effect by maintaining concentration. 16 Frost Bitten Roll on the Small Appendage Table. This appendage is firm, frigid, pale, and nonfunctional. If not treated Appendage within 15 minutes it will necrotize and fall off in 1d4 days (after which it is missing). Treatment - A short rest slowly rewarming the appendage. 17 Frost Bitten Roll on the Large Limb Table. Your limb is frozen, rigid, numb, and nonfunctional. If not treated within 15 Limb minutes the limb will necrotize and fall off in 1d4 days (after which it is missing). Treatment - A short rest slowly rewarming the limb. 18 Slowed Reflexes The cold has permanently damaged your nerves and your reflexes have become dull and sluggish. You have disadvantage on initiative checks. 11 Fire Damage 3d6 Injury Description 3 Heat You just can't take the heat. Any exposure causes you to sweat, turn beet red, and become quickly Intolerance fatigued. You have disadvantage on Constitution checks and saving throws made to resist the environmental effects of heat. 4 Immolated Roll on the Large Limb Table. The limb is charred black, completely covered in extensive burns, and Limb nonfunctional. If untreated within 24 hours the limb will necrotize and fall off in 1d4 days (after which it is missing). Treatment - A DC 21 Save Limb Surgery. You get 1 check for this surgery; if you do not meet the DC on the first check, the limb is lost. 5 Immolated Roll on the Small Appendage Table. The appendage is charred black, completely covered in extensive Appendage burns, and nonfunctional. If untreated within 24 hours the appendage will necrotize and fall off in 1d4 days (after which it is missing). Treatment - A DC 21 Save Limb Surgery. You get 1 check for this surgery; if you do not meet the DC on the first check, the appendage is lost. 6 Third Degree You have a deep burn penetrating through your skin, resulting in a cracked, red wound. While on Burn initiative you take 1 fire damage for every 5 feet of movement. In addition, you take 1d4 fire damage every time you take an action or bonus action. This injury lasts 1d8 days. Treatment - A DC 16 Wisdom (Medicine) check reduces the duration of this injury by 1d8 days. 7 Heat Sweat breaks out on your brow, your pulse is thready, and your muscles feel weak. You take 1 level of Exhaustion exhaustion. Treatment - A long rest or the Greater Restoration spell removes this exhaustion as usual. 8 First Degree An angry red burn flashes over your skin. It's tender and painful to move. While on initiative you take 1 Burn fire damage per 10 feet of movement. This injury heals in 1d6 days. Treatment - A DC 10 Wisdom (Medicine) check reduces the duration of this injury by 1d6 days. 9 Heat Stroke It's so hot you feel faint. Your muscles are cramping. It feels as if your blood is about to boil in your body. You take 2 levels of exhaustion. Treatment - A long rest or the Greater Restoration spell removes this exhaustion as usual. 10 Second Your skin bubbles and blisters as the burning flashes over it. While on initiative you take 1 fire damage Degree Burn per 5 feet of movement. This injury heals in 1d8 days. Treatment - A DC 12 Wisdom (Medicine) check reduces the duration of this injury by 1d8 days. 11 Burn Scar Roll on the Scar Chart. This area of your body is left with a creased and wrinkled burn scar. 12 Branded Roll on the Scar Chart. This area of your body is left with a defined, slightly depressed branding scar. 13 Ignited You. Are. On. Fire. Dancing flames lick around your body. At the beginning of your turn, you take fire damage scaled to the damage that caused the lingering injury: 1-10 damage (1d2), 11-20 damage (1d4), 21-30 damage (1d6), 31-40 damage (1d8), >40 damage (1d10). Treatment - You may use an action to extinguish the flames. 14 15 Searing The temperature around you skyrockets, flash-heating everything nearby. Any flammable objects being Temperatures worn or wielded are ignited. You drop anything metal you are carrying in sudden shock. Treatment - You may extinguish any worn or wielded items that were ignited with a bonus action. If you attempt to pick up any dropped items, make a Constitution saving throw (DC equals half the damage that caused the lingering injury or 10, whichever number is higher) to brave the heat and retrieve them. Inner Fire Roll on the Scar Chart. In a freak instance of chance, the heat has interacted with a thread of natural magic within you. This area of your body is permanently hot (though to you it feels pleasantly warm) and radiates a faint aura of Transmutation. You have advantage on Constitution checks and saving throws made to resist the environmental effects of heat. You may supress this effect by maintaining concentration. 16 Incinerated Roll on the Small Appendage Table. The blazing fires have scoured through until nothing but ash remains. Appendage The appendage is missing and the resulting wound is cauterized. 17 Incinerated Roll on the Large Limb Table. The voracious fire has devoured your limb, leaving nothing but smoking Limb cinders in its wake. The limb is missing, and the resulting wound is cauterized. 18 Airway Burn You inhale the scorching air around you and it burns a path straight down to your lungs. Your sense of taste and smell are nonfunctional If not treated within 24 hours they will be permanently missing. Treatment - A DC20 Save Sense Surgery. 12 Force Damage 3d6 Injury Description 3 Third Eye Something vital, yet intangible within you falls deathly silent. You feel...disconnected. You lose the ability to Blinded communicate telepathically. All magical communication that specifically targets you fails (such as the Message, Sending, and Telepathic Bond spells). Your mind cannot be read or detected. 4 Pertinax Your spells struggle to take and always seem like they need a little something extra. Any spell with a Machina material component cost requires double that cost to cast. If the spell consumes the components, double the cost in components are consumed. 5 Null Arcana As the arcane energy strikes you, you feel something within you sputter and fizzle. You lose the ability to cast spells through any means (including class features, racial traits, or magical items) for 1d4 days. 6 Ligo Secare You feel the abrupt and disconcerting recoil of a severed connection. You lose attunement to anything you are currently attuned to. You may not attune to anything for 1d4 days. 7 Wild Magic An errant thread of magic comes loose, slipping away from you and causing havoc. The creature or source Feedback of the damage rolls on the Wild Magic Surge Table (PHB pg.104). 8 Wild Magic An errant thread of magic comes loose, slipping towards you and causing chaos. Roll on the Wild Magic Surge Surge Table (PHB pg.104). 9 Null Scola You can feel the magic pulse and resonate with the arcane residue that clings to you from the last spell you cast. There's a searing feeling deep in your mind. You lose the ability to cast spells from the same school of magic as the most recent spell you've cast for 1d4 days. 10 Mana You feel an almost anticlimactic pop and then, nothing. All your spell slots are harmlessly expended. You Discharge may reprepare spells as usual after a long rest or as your class dictates. 11 Lingering Roll on the Scar Chart. Sometimes there are strange side effects when you deal with raw magical energy. Aura This body part emits faint, misty whisps of arcane energy with the following color and faint magical aura (roll 1d4): 1) Orange, Conjuration, 2) Red, Evocation, 3) Blue, Abjuration, 4) Green, Transmutation. 12 Lingering Roll on the Scar Chart. Sometimes there are strange side effects when you deal with raw magical energy. Aura This body part emits faint, misty whisps of arcane energy with the following color and faint magical aura (roll 1d4): 1) Black, Necromancy, 2) White, Enchantment, 3) Yellow, Illusion, 4) Violet, Divination. 13 Mana Burn You feel the energy tug violently at your arcane essence until a portion of it tears loose. One of the highest level spell slots you have available to cast is harmless expended. You may reprepare this spell slot as usual after a long rest or as your class dictates. 14 Mana Syphon You feel the energy suck away your arcane essence and are left with a lingering feeling of emptiness. Two of the highest level spell slots you have available to cast are harmless expended. You may reprepare these spell slots as usual after a long rest or as your class dictates. 15 Imbuant Roll on the Large Limb Table. When the arcane energy has been expelled and the pain recedes, you flex Artus your limb and find some of that energy has decided to stick with you. Unarmed strikes and weapons wielded by this limb count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 16 Dessico Vis Your magical equipment fizzles and starts to emit a high-pitch whine. You're pretty sure it's not supposed to do that... Choose one of your magical items that has charges at random and roll 1d4. That many charges are immediately expended (targets chosen at random, if necessary) and the item's maximum charges are permanently reduced by that amount (to a minimum of 1). 17 Anathema You shake your head from the force of the arcane blow and, it's gone. The knowledge, that is, not your Magicka head. You lose the ability to cast your most recently cast spell permanently. You can never cast this spell again by any means (including class features, racial traits, or magical items). If your class allows you to replace spells on your spell list when leveling up, you may replace this spell normally. 18 En Vivo You experience the feeling of something unlocking, something leaving, something returning, and then Reincarnem grinding bones, stretching muscles, and sliding viscera. When it's all over you're left gasping for breath, and you're different. You change race as if the Reincarnate spell had been cast on you. 13 Lightning Damage 3d6 3 Injury Description Arrhythmia Electricity surges into the core of your being, causing your heart to stutter. It is far more difficult for you to handle physical activity without becoming greatly fatigued. Any time you would take levels of exhaustion you take one additional level. Treatment - A DC25 General Surgery. 4 Cardiac Arrest As the electricity leaves your heart, it beats one last time before silence. You are unconscious and dying, your hit points drop to 0. Treatment - If you are stabilized your heart gallops back to life, you are no longer unconscious, and your hit points return to the total they were at before they dropped to 0. 5 Muscle Avulsion Roll on the Large Limb Table. Your muscle has contracted so strongly that its been torn free of the bone. Your limb is nonfunctional and will not properly heal without surgery. Treatment - A DC 20 Save Limb Surgery. 6 7 Personality Your brain has been damaged by the electrical surge and you're not acting like yourself. You take a flaw Change chosen randomly or by the DM. Treatment - After each long rest roll a d20. On a 19 or 20, the flaw disappears. Muscle Spasms Your muscles twitch in repetitive patterns and you have difficulty coordinating your movement. You have disadvantage on all Dexterity based attacks, checks, and saves for 1d4 turns. 8 Electrocution Your muscles seize, your eyes roll back, and you cannot seem to force your body to function. You are paralyzed until the end of your next turn. Critical hits as the result of your paralysis do not cause you to roll another lingering injury. Treatment - The Lesser Restoration spell removes this paralysis as usual. 9 10 True Your body convulses and seizes, you can hardly even think, much less move it. You are paralyzed for 1d2 Electrocution rounds. Critical hits as the result of your paralysis do not cause you to roll another lingering injury. Treatment - The Lesser Restoration spell removes this paralysis as usual. Numbed Nerves Your nerves are shot, you feel numb, and you're having trouble making your body respond with the speed you need it to. You cannot take reactions for 1d4 days. Treatment - A DC 14 Wisdom (Medicine) check reduces the duration of this injury by 1d4 days. 11 Grounding Roll twice on the Scar Chart. Each area of your body is left with a round scar, one where the electricity Scar entered, and one where the electricity left. 12 Lictenburg Roll on the Scar Chart. This area of your body is left with a Lictenburg Figure, a scar resembling lightning Figure that runs along the path the current took through your body. 13 Arc Flash The electricity's current has ignited you aflame. At the beginning of your turn, you take fire damage scaled to the damage that caused the lingering injury: 1-10 damage (1d2), 11-20 damage (1d4), 21-30 damage (1d6), 31-40 damage (1d8), >40 damage (1d10). Treatment - You may use an action to extinguish the flames. 14 Lightning The electricity crackles around your body for a second, looking for the closest thing to discharge to. The Rod electricity then arcs from you to the nearest creature carrying metal weapons or wearing metal armor. This creature takes lightning damage equal to half the damage that caused the lingering injury. 15 Static Arc Roll on the Scar Chart. In a freak instance of chance, the electricity has interacted with a thread of natural magic within you. This body part emits a small electrical arc of energy every few minutes. If you use an action to touch this body part to a character with 0 hit points they become stable in the same manner as the Spare the Dying cantrip. You may suppress the arcing effect by maintaining concentration. The limb emits a faint aura of Evocation. 16 Destructive Roll on the Small Appendage Table. The electricity has violently exited your body at this point, charring it Grounding to the point of being nonfunctional. If not treated with 24 hours, the appendage will necrotize and fall off in 1d4 days (after which it is missing). Treatment - A DC 21 Save Limb Surgery. 17 Heart Shocked through the heart, and you're to blame. Any time you are charmed or frightened you take 1 level Palpitations of exhaustion. Treatment - A DC25 General Surgery. 18 Brain Injury The electricity lances across the wiring of your brain, short circuiting your neurons and changing you permanently. Your alignment shifts one step towards neutral on the law/chaos axis. If it is already neutral, treat this roll as a 15. 14 Necrotic Damage 3d6 Injury Description 3 Corrupted Soul You've bore witness to a deep darkness and even now you can feel its touch lingering on your soul. Your alignment shifts one step towards evil. If you are already evil, treat this roll as a 15. 4 Tenuous Grip You feel like you've seen the face of death and can recall its grim visage with ease. You require one less on Life failed death saving throw before you die. 5 Necrotic Wound Your wound festers with a dark energy. It resists both magical and natural healing. Your maximum hit points are reduced by the amount of damage that caused the lingering injury. Treatment - A DC 18 General Surgery check or the Greater Restoration spell. 6 Withered Away You feel frail, drained, as if your life's very essence has been stolen away from you. You have disadvantage on Strength (Athletics) checks and both Strength and Constitution saving throws for 1d4 days. 7 Malicious Outburst You are filled with a blind rage and an overwhelming violent compulsion. You immediately use your reaction to make a melee attack against the nearest creature (at random). You spend the next 1d4 turns pursuing and attacking whatever creature is closest to you, regardless of if they are friendly or not. Treatment - Any spell or effect that would end a Barbarian's rage also ends this effect. 8 Sorrow All positive emotion within you shatters like a mirror are you are left only with painful, distracting shards. If you have Inspiration, you lose it. You lose any nonmagical effect granting you a temporary bonus or advantage (such as Bardic Inspiration, Barbarian Rage, the Dodge action, or the Help action). 9 The Stench of Your are plagued by the lingering stench of rotting flesh. It clings to you and is perceivable by anyone Decay within 5 feet of you. For 1d6 days you have disadvantage on all Charisma based checks. Treatment - Scouring clean in a long, hot bath will reduce the duration of this effect by 1d6 days. 10 Cursed You feel the negative energy latching on to you, actively working against you. You are afflicted as if by the Bestow Curse spell, with the specific curse chosen at random, or by the DM. For the purpose of identifying targets, the source of the damage is assumed to be the caster of the curse. The curse lasts until the next sunrise. Treatment - A Remove Curse spell will end this effect, as usual. 11 Shadow Scar Roll on the Scar Chart. You are left with a curious scar that appears to be a shadow over the wounded area. No amount of light seems to be able to eliminate this shadow. 12 Dark Vessels Roll on the Scar Chart. You are left with a lingering blackness along the veins in this area of your body. 13 Mitotic Rejection You cannot be magically healed for 1d6 turns. This includes spells which restore hit points, cure conditions, and raise the dead. 14 Path to Your You are struck by a short, traumatic vision of your own demise, and your heart is filled with dread at this Grave portent. You have vulnerability to the next source of damage that harms you, after which this effect ends. Treatment - The Remove Curse spell ends this effect. 15 Phantom Limb Roll on the Large Limb Table. This limb is pale, bloodless, and dead. Yet somehow...you can still move it normally. The limb emits a faint aura of Necromancy. You can supress this effect with an effort of concentration. This renders your physical limb inanimate and a ghostly, phantom limb appears from within it, staying attached to you. This incorporeal limb can pass through creatures and objects and interact with both the Material Plane and the Border Ethereal Plane. If the Phantom Limb ever spends more than 6 seconds inside an object, it flickers from existence and you take 1d6 force damage. Treatment - Any spell that returns the dead to life will return your limb to normal, provided you follow the spell's normal requirements. 16 Insidious Slowly, you feel the building urge to destroy something beautiful. You have 1d6 days to commit an act Compulsion of senseless destruction or violence (outside of what would be normal behavior for your character). If you do not do this within the time limit, the compulsion builds to distracting levels, and you have disadvantage to all attack rolls, ability checks, and saving throws until you do. 17 Chronoscarred Every cell in your body protests as the they are assaulted by the flow of time itself. Your body ages 1d10 years. Your mind is unaffected. 18 Felt the Dark A small mote of corrupt power has taken residence within you and you feel a tiny part of your soul become unhinged. You take a flaw that would be considered malevolent, violent, cruel, or volatile. 15 Piercing Damage 3d6 Injury Description 3 Gouged You've taken grievous damage directly to your right eye. Your eye is nonfunctional. If untreated within 8 Right Eye hours, your vision will be beyond saving (and be considered missing). Treatment - A DC20 Save Sense Surgery. 4 Severed Roll on the Large Limb Table. Through precision or just sheer luck, the blow has severed a nerve in one of Nerve your major limbs. This limb is nonfunctional and will not heal properly without surgery. Treatment - A DC 22 Save Limb Surgery. 5 Severed Roll on the Small Appendage Table. You feel a stabbing pain in your appendage, and then an instant Small numbness. The appendage is nonfunctional and will not heal properly without surgery. Nerve Treatment - A DC20 Save Sense Surgery. 6 Deep The superficial wound closes easily, but the attack has left an insidious contamination deep inside. At the Infection end of every long rest, roll your class's hit die and reduce your max hit points by this amount. If this effect reduces your hit points to 0, you fall unconscious and will die in 1d6 days. Treatment - Once per day you may attempt a DC 22 Constitution saving throw or a DC 17 Wisdom (Medicine) check. A success on either cures the infection. The Greater Restoration spell restores the max hit point damage as usual, but does not cure the infection. 7 Deep You bite back a snarl as the attack penetrates just a little bit deeper. You take one extra damage die of Perforation whatever type the damage was dealt with. 8 Punctured The attack sinks into the meat of your arm. It's probably not serious, but the pain makes you treat your arm Arm gingerly. You no longer get one free object interaction per turn. This effect lasts 1d8 turns. Treatment - Any amount of magical healing will end this effect. 9 Punctured You cough up blood. The wound has made it past your ribs and into your lung. You make Strength Lung (Athletics) and Dexterity (Acrobatics) checks at disadvantage for 1d6 days. Treatment - A DC 15 Wisdom (Medicine) check reduces the duration of this injury by 1d4 days. 10 Ran The attack went in one end and out the other. Luckily, it's missed anything vital, but you can still feel the Through agony of it in every motion you make. Bonus actions require a full action instead. This effect lasts for 1d4 days. Treatment - A DC 15 Wisdom (Medicine) check reduces the duration of this injury by 1d2 days. 11 Gnarled Roll on the Scar Chart. You are left with a raised, gnarled scar on this area of your body. Scar 12 Depressed Roll on the Scar Chart. You are left with an indented, depressed scar on this area of your body. Scar 13 Punctured The attack sinks into the meat of your leg. It's probably not serious, but the pain of it makes you treat your Leg leg gingerly. Your speed is reduced by 10 feet for 1d8 rounds. Treatment - Any amount of magical healing will end this effect. 14 Visceral What did that attack even hit? Your liver? Your spleen? Whatever it was, who knew it could hurt so much? Pain You let out an ear-splitting cry of pain. If they enemy wasn't aware of you, they sure are now. Every creature within 60 feet of you knows your exact location, and you are no longer hidden. 15 Roguish Roll on the Scar Chart. You are left with a scar that somehow gives you a distinct roguish charm. When this Scar scar is visible you have a +1 bonus to Charisma (Deception) checks. If you collect multiple Roguish Scars, this bonus does not stack. 16 Foreign The attack is over, but it's left something left behind. An arrowhead, a chip from the creature's tooth, or the Body broken point of a sword, perhaps. Whatever it is, you can still feel it cutting within you. Any time you use an action, bonus action, and movement on the same turn you are incapacitated until the end of your next turn. Treatment - A DC 19 General Surgery removes the foreign body and ends this effect. 17 Perforated You look down at your stomach and a wave of cold fear washes over you. You've taken a gut wound, and it's Gut only a matter of time until it turns septic. You are poisoned. Every 24 hours you gain 1 level of exhaustion. This level of exhaustion may not be removed by nonmagical means. Treatment - A DC 21 General Surgery. Any effect that cures disease will remove 1 level of exhaustion. A Lesser Restoration spell temporarily removes the poisoned condition for 24 hours. A Greater Restoration spell removes exhaustion levels as usual, but does not stop the infection. 18 16 Gouged You've taken grievous damage directly to your left eye. Your eye is nonfunctional. If untreated within 8 hours, Left Eye your vision will be beyond saving (and be considered missing). Treatment - A DC20 Save Sense Surgery. Poison Damage 3d6 3 Injury Description Ototoxicity Roll to randomly determine your left or right ear. The poison has spread to the delicate structures in your inner ear. This ear is nonfunctional, and if not treated within 12 hours, your hearing will be damaged beyond repair (and be considered missing). Treatment - A DC20 Save Sense Surgery. 4 Vertigo You feel dizzy, the world seems to be shifting under your feet. The problem only gets worse when you're near a great height. You have disadvantage on Dexterity (Acrobatics) checks. You have disadvantage on all attacks and ability checks when you are within 5 feet of a height 15 feet or greater. 5 Anemic When the poison has run its course you are left with a permanent weakness. Your carrying capacity is reduced by half. 6 Lingering Poison 7 Splitting You can feel your head pounding as the poison pumps through your veins. You gain no advantage from Headache short rests until you take a long rest. The poison is particularly strong and you can't seem to shake free of it. You are poisoned for 1d6 days. Treatment - After each long rest you may make a Constitution saving throw (DC equals half the damage that caused the lingering injury or 10, whichever number is higher). On a success, you are no longer poisoned. Any effect that cures poison (such as the Lesser Restoration spell) instead temporarily suppresses the poison for one hour. 8 Virulent Poison You can physically feel the poison eating away at you from the inside, and the adrenaline pumping through you is only helping to force it throughout your body. At the beginning of your turn you take poison damage scaled to the damage that caused the lingering injury: 1-10 damage (1d2), 11-20 damage (1d4), 21-30 damage (1d6), 31-40 damage (1d8), >40 damage (1d10). This effect continues until you are off initiative. Treatment - Any spell or effect that cures the poisoned condition will end this effect. 9 Cyanotic Your lips turn blue, you're out of breath and you feel like you can't suck in enough air no matter how hard you try. You suffer three levels of exhaustion. Treatment - You may remove these levels of exhaustion with either a long or a short rest. Any spell or effect that removes one level of exhaustion instead removes all three. 10 Blurred Vision Your eyes cloud over, your vision blurs, and distinct shapes become amorphous blobs. You have disadvantage on Wisdom (Perception) checks relying on vision and all ranged attacks for 1d4 days. If you have darkvision, you lose it for this duration. Treatment - A DC 15 Wisdom (Medicine) check reduces the duration of this injury by 1d2 days. 11 Residual Roll on the Scar Chart. The poison has had the interesting effect of dying your skin. This area of your body Pigmentation has taken on a light shade the same colour as the poison, or roll to determine the color randomly (1d4): 1) Green 2) Purple 3) Orange 4) Blue. 12 Scarred Veins Roll on the Scar Chart. Your veins have been scarred in this area, leaving them slightly raised and pigmented the same color as the poison, or roll to determine the color randomly (1d4): 1) Green 2) Grey 3) Red 4) Brown. 13 Nausea You feel a sick, oily feeling deep in your stomach and bile roiling up your throat. You have disadvantage on all ability checks for 1d6 rounds. 14 Vomiting You feel sick, and without warning, the last meal you ate is purged from your stomach. You are incapacitated until the end of your next turn, and you have disadvantage on all ability checks for 1d2 rounds. 15 Unexpected Roll on the Scar Chart. The poison has interacted with your body in a thoroughly unexpected way, causing Mutagen a strange alteration in appearance. This area of your body takes on a physical attribute somehow related to the source of the poison (such as green scales from the poison breath of a dragon). At the DM's discretion, this new attribute may give you a +1 bonus to an ability check. 16 Inefficient You feel hungry all the time, and it's very difficult for you to gain weight. You require double the normal Metabolism amount of food and water per day. 17 Slowed You hardly ever feel hungry, and it's very easy for you to gain weight. You require half the normal amount Metabolism of food and water per day. Potions you use require one full minute to take effect instead of taking effect immediately. 18 Liver Cirrhosis The poison has left your liver scarred and damaged. There's never been a better time to give up drinking. Any amount of alcohol you consume gives you the poisoned condition. Alcohol or other drugs affect you for double their normal duration. You have disadvantage on any Constitution checks or saving throws made to resist poison. 17 Psychic Damage 3d6 Injury 3 Apathy Description You mind has been indelibly altered, and you just find it more difficult to care. Your alignment shifts one step towards neutral on the good/evil axis. If it is already neutral, treat this roll as a 15. 4 Crippling Unconsciously, you brain has made a connection between something random and the pain it felt, now you Phobia can't help but associate the two. The DM chooses something unique about the source of the damage or the current setting. Any time you move within 15 feet of this thing you are frightened until you move at least 50 feet away from it. 5 Insomnia Your brain feels wired, and you cannot force it to rest no matter how hard you try. You cannot benefit from short or long rests for 1d4 days (You do not regain HD, cannot regain spell slots or prepare spells, and do not heal). During this time you are immune to magical sleep. 6 A Taste of You feel something within your mind come a touch unhinged. Roll on the Long Term Madness Table (DMG Madness pg.260). This effect lasts 1d10 x 10 hours. 7 Terrified You feel a bubbling terror rising into your throat, and suddenly all you can think of is getting away. You are terrified of the source of the damage as if affected by the Fear spell (saving throw DC equals half the damage that caused the lingering injury or 10, whichever number is higher). 8 Frightened A sudden jolt of intense fear lances through you from your scalp to your toes. You are terrified of the source of the damage as if affected by the Fear spell until the end of your next turn. 9 A Touch of You feel your mind stretch as if to the point of breaking, and then all of the sudden things become clear Madness again. Roll on the Short Term Madness Table (DMG pg.259). This effect lasts for 1d10 minutes. 10 Persistent Your head throbs, the light aggravates you, and all you want is for the pounding to stop. You cannot benefit Migraine from a short rest for 1d4 days. 11 Tic The psychic assault has left you with a small vocal or motor tic; a brief compulsive behavior you find difficult or impossible to suppress. The DM may choose a specific tic or roll to determine the tic randomly (1d6): 1) Eye twitching, 2) Finger clicking, 3) Touching other people or things, 4) Grunting, 5) Repeating a sound or phrase, 6) Grimacing. 12 Nosebleeds You now tend to experience nosebleeds when you exert a great force of mental effort. The nosebleeds occur when (roll 1d6): 1) You are frightened, 2) You are charmed, 3) You make an Intelligence saving throw, 4) You make a Wisdom saving throw, 5) You make a Charisma saving throw, 6) You take psychic damage. 13 Charmed Against all logic, you feel yourself becoming warm and endeared. You are charmed by the source of the damage as if under the effects of the Charm Person spell. This effect lasts until the end of your next turn. Treatment - Taking any amount of damage from the source of the charm ends this effect. 14 Enamoured A bit confused, you feel a wave of unexpected affection wash over you. You are charmed by the source of the damage as if under the effects of the Charm Person spell. This effect lasts 1d4 rounds. Treatment - Taking any amount of damage from the source of the charm ends this effect. 15 Illusory Limb Roll on the Scar Chart. In a freak instance of chance, the physic assault has interacted with a thread of natural magic within you. The appearance of this body part keeps subtly shifting, though it feels exactly the same as before. This area of your body is permanently under the effect of a Minor Illusion spell and emits a faint aura of Illusion. You can suppress or control this effect with an effort of concentration, otherwise the body part slowly shifts through minor changes in colour, size, shape, and appearance seemingly in relation to your general mood. The spell save DC for this illusion is 10 + your current level. 16 Temporary Your attempts to be understood are met with nothing but narrowed eyes and confused looks. You lose Aphasia proficiency with all languages except common, which you can understand, but not speak. You cannot read or write. Any attempt to speak a language results in a garbled string of seemingly random words. This effect lasts 1d4 days. Treatment - Any spell that allows the caster to comprehend the literal or implied meaning of communication will function as normal. 18 17 Night Terrors You tend to wake up in the middle of the night in a cold sweat, the horrors you've seen replaying in your mind. You regain only 1/4 of your HD on a long reast, instead of half (rounded down). 18 Paranoia You find it difficult to stop being distracted by the feeling that there is someone or something out to get you. Whenever you must maintain concentration, roll 1d4. This is the maximum amount of rounds you may maintain concentration for that spell or effect. Radiant Damage 3d6 Injury Description 3 Purged The purging light has scoured clean the filth in your soul. Your alignment shifts one step towards good. If your Soul alignment is already good, treat this roll as a 15. 4 Blinded Roll randomly for the right or left eye. Even through closed lids all you can see is an empty whiteness. Your eye is nonfunctional, and if not treated within 24 hours your vision will be permanently missing. Treatment - A DC 20 Save Sense Surgery. 5 Irradiated The energy that washed over you has left you with a lingering feeling of sickness and nausea. You are poisoned for 1d4 days. During this time, you slowly lose all the hair on your body. After 1d12 days, it begins to regrow at the normal rate. 6 Flash Burn You were unprepared for the overwhelming torrent of brilliance and stared right into it. You are blinded for 1d6 days. Treatment - A DC 15 Wisdom (Medicine) check reduces this injury's duration by 1d4 days. 7 Razzle You blink the spots from your eyes, but your vision is taking a while to return. You are blinded for 1d4 turns. Dazzled Treatment - A Lesser Restoration spell will cure this condition as usual. 8 Dazzled Lights dance in your vision and you shake your head in an attempt to clear it. You are blinded until the end of your next turn. Treatment - A Lesser Restoration spell will cure this condition as usual. 9 Unearthly Oddly, after the radiance of the attack fades you are left with a dull, green glow. This affects you in the same Glow manner as the Faerie Fire spell, though the effect itself is non-magical. It last 1d20 hours. 10 Penitent You seem to have lost your stomach for killing. The thought of taking a life fills you with abject disgust. You Mercy may not willingly take a life. Any damage dealt by you that reduces a creature’s hit points to 0 automatically knocks them out instead of killing them. This effect lasts 1d4 days. 11 Prismatic Roll on the Scar Chart. You are left with smooth scar on this part of your body that seems to shimmer through Scar the prismatic colors when the light catches it. 12 Bleached Roll on the Scar Chart. This area of your body is left bleached a bone white, and hair no longer grows on it. 13 Sunburn The light sears a painful red burn into your skin. You take 1 radiant damage per 10 feet of movement while on initiative. This injury lasts 1d4 days. Treatment - A DC 12 Wisdom (Medicine) check reduces this injury's duration by 1d4 days. 14 15 16 A Brief You've received a brief glimpse of something greater and you can't help but pause for a moment of distracted Stillness contemplation. You cannot take reactions for 1d4 turns. of the Soul Halo Roll on the Scar Chart. This area of your body flares with a sudden radiance, which then dies down to a soft, dull glow. It emits bright light in a 5 foot radius, dim light in an additional 5 foot radius, and has a faint aura of Evocation. An effort of concentration can either suppress this effect or flare the light to the brightness of a torch. Forced As the energy of the attack passes, you have a revelation clawing at the edge of your brain, you're sure of it. Epiphany You have 1d6 days to withdraw from activity and spend 24 hours alone in silent, individual contemplation about your god, belief set, or yourself. After this, you come to an enlightening realization. If you do not do this within the time limit, the nagging urge builds to distracting levels and you have disadvantage to all attack rolls, ability checks, and saving throws until you do. 17 Fountain As the divine energy fades you feel as if some of the great burden of time has left with it. Your body is 1d10 of Youth years younger. Your mind is unaffected. 18 Seen the You feel as if you've seen a glimpse of something greater than yourself, and a tiny mote of that light has come Light to rest on your soul. You take a flaw that would be considered benevolent, self-sacrificing, unyielding, or militant. 19 Slashing Damage 3d6 Injury 3 Sliced Eye Description Roll to randomly determine your left or right eye. You've taken a grievous wound across this eye. It is nonfunctional, and if not treated within 12 hours, your vision will be permanently missing. Treatment - A DC20 Save Sense Surgery. 4 Severed Limb Roll on the Large Limb Table. The intensity of the blow has sliced your limb clean off. It lands severed at your feet and is considered missing. Treatment - A DC 22 Save Limb Surgery. 5 Severed Roll on the Small Appendage Table. The savagery of the blow has severed one of your small appendages. Appendage It lands at your feet and is considered missing. Treatment - A DC 22 Save Limb Surgery. 6 Exsanguinating The attack has hit one of your vital points and opened a large artery. You are bleeding out. At the end of each turn, take one level of exhaustion. Treatment - A DC 16 Wisdom (Medicine) check staunches bleeding. On a failed save you do not take a level of exhaustion at the end of your next turn. You may reattempt this check. 7 Hemorrhaging You see blood pour from your wound and you feel a bit light headed. At the end of each turn you take damage to your maximum hit points scaled to the damage that caused the lingering injury: 1-10 damage (1d4), 11-20 damage (1d6), 21-30 damage (1d8), 31-40 damage (1d10), >40 damage (1d12). Treatment - A DC 11 Wisdom (Medicine) check staunches the bleeding. You may reattempt this check. 8 Bleeding You see blood trickling from your wound. It's not a lot, but it adds up. At the end of each turn you take damage to your maximum hit points scaled to the damage that caused the lingering injury: 1-10 damage (1d2), 11-20 damage (1d4), 21-30 damage (1d6), 31-40 damage (1d8), >40 damage (1d10). Treatment - A DC 10 Wisdom (Medicine) check staunches the bleeding. You may reattempt this check. 9 Festering Wound Your wound looks angry near its edges and stubbornly refuses to heal. You cannot heal hit points through nonmagical means (such as short or long rests). Treatment - Once per long rest you may make a DC 18 Wisdom (Medicine) check to heal this injury. 10 Leg Laceration You've taken a long, painful slash to one of your legs. Your speed is reduced by 10 feet. This injury lasts 1d8 days. Treatment - A DC 15 Wisdom (Medicine) check reduces the duration of this injury by 1d6 days. 11 Sinuous Scar Roll on the Scar Chart. You are left with a thin, sinuous scar on this area of your body. 12 Hypertrophic Roll on the Scar Chart. You are left with a thick, raised scar on this area of your body. Scar 13 14 Stubborn Bleeding You see blood trickling from your wound. It must be a nicked vein because it's difficult to staunch. At the end of each turn you take damage to your maximum hit points scaled to the damage that caused the lingering injury: 1-10 damage (1d2), 11-20 damage (1d4), 21-30 damage (1d6), 31-40 damage (1d8), >40 damage (1d10). Treatment - A DC 14 Wisdom (Medicine) check staunches the bleeding. You may reattempt this check. Stubborn With every beat of your heart you can feel your lifeblood spilling out. At the end of each turn you take Hemorrhaging damage to your maximum hit points scaled to the damage that caused the lingering injury: 1-10 damage (1d4), 11-20 damage (1d6), 21-30 damage (1d8), 31-40 damage (1d10), >40 damage (1d12). Treatment - A DC 15 Wisdom (Medicine) check staunches the bleeding. You may reattempt this check. 15 Aesthetic Scar Roll on the Scar Chart. You are left with a scar that look particularly well placed on you. When this scar is visible you have a +1 bonus to Charisma (Persuasion) checks. If you collect multiple Aesthetic Scars, this bonus does not stack. 16 Traumatic Roll on the Small Appendage Table. The savage slash has cloven your appendage from you, flinging it Amputation into the distance. It lands 15 feet away in a random direction and is considered missing. Treatment - A DC 22 Save Limb Surgery. 17 Hamstrung You feel the cut rake across the back of your leg, and you stumble, crying out in pain. Your speed is reduced by 10 feet. Treatment - A DC20 Save Limb Surgery. 18 Sliced Ear Roll to randomly determine your left or right ear. You've taken a grievous wound across this ear. It is nonfunctional, and if not treated within 12 hours, your hearing will be permanently missing. Treatment - A DC20 Save Sense Surgery. Note: Damage to maximum hit points caused by loss of blood heals at a rate of the character's HD + their Constitution modifier per long rest (the same rate as recovering from surgery). This damage is cured by the Greater Restoration spell as usual. 20 Thunder Damage 3d6 Injury 3 Ruptured Eardrums Description The sonic assault has blown out your eardrums. You are deafened and your ears are nonfunctional. If not treated within 24 hours, your hearing will be permanently missing. Treatment - A DC20 Save Sense Surgery. 4 Concussive Roll on the Large Limb Table. The concussive blast has torn your limb clean off and sent it sailing through Amputation the air. It lands 30 feet from you, pushed away from the direction of the attack and is considered missing. Treatment - A DC 22 Save Limb Surgery. 5 Small Roll on the Small Appendage Table. The concussive blast has torn your appendage free and sent it flying. Concussive It lands 30 feet away from you, pushed away from the direction of the attack, and is considered missing. Amputation Treatment - A DC 22 Save Limb Surgery. 6 Leg Shrapnel The attack has turned small fragments of debris in the surrounding area into deadly ballistic projectiles, many of which have found their way deep into your leg muscles. Your speed is reduced by 10 feet. Treatment - A DC 22 General Surgery. 7 Disorientation The force of the blast has left you reeling. You are stunned until the end of your next turn. 8 Percussive As the attack's thunderous echo fades, you find that your hands are empty. Anything you were holding is Disarming wrenched free of your grip and lands 50 feet from you, pushed away from the direction of the attack. 9 Tinnitus You are left with an annoying ringing in your ears. You have disadvantage on perception checks related to sound for 1d6 days. Treatment - A DC 12 Wisdom (Medicine) check reduces the duration of this injury by 1d4 days. 10 Deaf and Dazed You are bowled over by the percussive assault and the only thing you hear is an atonal ringing. You are knocked prone and deafened for 1d6 hours. 11 Extensive Bruising Roll on the Scar Chart. You have some massive, ugly bruising in this area, but it looks worse than it feels. The bruising will fade after 1d8 days. 12 Speckled Scar Roll on the Scar Chart. The ballistic debris has left you with a speckled scar in this area. 13 Knocked Around The force of the blast has knocked you backwards. You are pushed away from the source of the damage an amount of feet scaled to the damage from the lingering injury: 1-10 damage (5 ft.), 11-20 damage (10 ft.), 21-30 damage (15 ft.), 31-40 damage (20 ft.), >40 damage (25 ft.). 14 Blown Away The concussive wave sends you flying back. You are blown away from the source of the damage an amount of feet scaled to the damage from the lingering injury: 1-10 damage (10 ft.), 11-20 damage (20 ft.), 21-30 damage (30 ft.), 31-40 damage (40 ft.), >40 damage (50 ft.). 15 Acoustic Roll on the Scar Chart. In a freak instance of chance, the sonic assault has interacted with a thread of Dead Zone natural magic within you. Everything around this part of your body seems strangely...silent. All noise within a half foot radius of this area of your body is inaudible as if under the effect of a Silence spell, and the area emits a faint aura of Illusion. An effort of concentration will supress this effect. 16 Arm Shrapnel Roll to randomly determine the left or right arm. The attack has turned small fragments of debris in the surrounding area into deadly ballistic projectiles, many of which have found their way deep into your arm muscles. Attacks made by this arm have disadvantage. Shields used by this arm provide 1 AC instead of 2 AC. Treatment - A DC 21 General Surgery. 17 18 Barotrauma The concussive force reverberates through the gas inside your lungs, doing major damage to them. You can only hold your breath for half the normal duration. In addition, the blood vessels in your eyes have ruptured, turning the whites of your eyes the color of your blood for 1d6 days. Unlucky Shrapnel Roll to randomly determine your left or right eye. An unlucky piece of shrapnel has ricocheted straight into your eye. This eye is nonfunctional. If not treated within 4 hours, your vision permanently missing. Treatment - A DC20 Save Sense Surgery. 21 Anatomy Tables May Your Scars Bring you Glory 22 d100 Body Area Scar Chart d100 Body Area d100 Body Area 51 Left Hip 76 Back of Right Hand 52 Left Arm 77 Right Thumb d100 Body Area 53 Left Arm 78 Right Index Finger 1 Head 26 Left Chest 54 Left Arm 79 Right Middle Finger 2 Head 27 Left Chest 55 Left Arm to Elbow 80 Right Ring Finger 3 Face 28 Left Chest 56 Left Arm to Elbow 81 Right Pinky Finger 4 Face 29 Right Chest 57 Left Arm to Elbow 82 Left Leg 5 Forehead 30 Right Chest 58 Left Hand 83 Left Leg 6 Left Cheek 31 Right Chest 59 Left Hand 84 Left Leg 7 Right Cheek 32 Upper Back 60 Left Palm 85 Left Leg to Knee 8 Chin 33 Upper Back 61 Back of Left Hand 86 Left Leg to Knee 9 Hair/Horns/Scalp 34 Upper Back 62 Left Thumb 87 Left Leg to Knee 10 Nose 35 Left Upper Back 63 Left Index Finger 88 Left Foot 11 Tongue 36 Left Upper Back 64 Left Middle Finger 89 Left Foot 12 Lips/Mouth 37 Left Upper Back 65 Left Ring Finger 90 Toes on Left Foot 13 Eyes/Over Eyes 38 Right Upper Back 66 Left Pinky Finger 91 Right Leg 14 Left Eye/Over Eye 39 Right Upper Back 67 Right Arm 92 Right Leg 15 Right Eye/Over Eye 40 Right Upper Back 68 Right Arm 93 Right Leg 16 Ears 41 Along Spine 69 Right Arm 94 Right Leg to Knee 17 Left Ear 42 Lower Back 70 Right Arm to Elbow 95 Right Leg to Knee 18 Right Ear 43 Lower Back 71 Right Arm to Elbow 96 Right Leg to Knee 19 Neck 44 Lower Back 72 Right Arm to Elbow 97 Right Foot 20 Neck 45 Stomach 73 Right Hand 98 Right Foot 21 Back of Neck 46 Stomach 74 Right Hand 99 Toes of Right Foot 22 Throat 47 Stomach 75 Right Palm 100 Player's Choice 23 Chest 47 Left Hip 24 Chest 49 Left Hip 25 Chest 50 Right Hip 23 Further Anatomy Tables Large Limb Table 1d20 24 Limb Small Appendage Table 1d20 Appendage 1 Entire Left Arm 1 Left Index Finger 2 Left Arm Above Elbow 2 Left Middle Finger 3 Left Arm Below Elbow 3 Left Ring Finger 4 Left Hand 4 Left Pinky Finger 5 Left Hand 5 Right Index Finger 6 Entire Right Arm 6 Right Middle Finger 7 Right Arm Above Elbow 7 Right Ring Finger 8 Right Arm Below Elbow 8 Right Pinky Finger 9 Right Hand 9 Left Big Toe 10 Right Hand 10 Left 2nd Toe 11 Entire Left Leg 11 Left Middle Toe 12 Left Leg Above Knee 12 Left 4th Toe 13 Left Leg Below Knee 13 Left Pinky Toe 14 Left Foot 14 Right Big Toe 15 Left Foot 15 Right 2nd Toe 16 Entire Right Leg 16 Right Middle Toe 17 Right leg Above Knee 17 Right 4th Toe 18 Right Leg Below Knee 18 Right Pinky Toe 19 Right Foot 19 Two Random Fingers 20 Right Foot 20 Two Random Toes Nonfunctional and Missing May Your Injuries Never Be Greater than the Strength of your Will 25 The Nonfunctional and Missing Conditions Maxwell's Manual introduces two new conditions, nonfunctional and missing. These two conditions are the same in terms of how they affect characters mechanically. They may differ, however, in how the injury is treated surgically, or what types of items are available to characters to assist with their injury. If the distinction is important, it will be listed in the surgery or item's description. Nonfunctional describes a limb or sense that has been damaged to the point where it ceases to function. A leg broken by a greatclub, ears temporarily deafened by a violent percussive attack, or fingers in the early stages of frostbite are considered to have the nonfunctional condition. Missing describes a limb or sense that is permanently gone, destroyed, or otherwise unattached from the body. An arm severed by the mighty swing of a greatsword, a leg incinerated by the flame of a dragon, or an untreated spray of acid into a character's eyes are all considered to have the missing condition. The following tables describe the mechanical effect that nonfunctional or missing body parts have on players: Note: Some of these effects are the same as the Lingering Injury Table found on page 272 of the DMG, while others are expanded on or completely new. If playing with Maxwell's Manual, it is recommended you only use the effects listed here. The Remarkable Adaptability of the Human (and elf, dwarf, etc.) Body The human body is an incredible thing, and the human will even more so. The longer a person lives with an injury or disability, the more they are able to adapt to it. Many of the penalties listed here may be able to be overcome with practice, training, and resilience. Maxwell Says: "I once, in the folly of youth, made the lamentable error of challenging a man missing an arm to an arm wrestling competition. Little did I consider his normal day involved doing the same work with one arm that I did with two. "Long story short, I ended up setting my first broken bone." 26 Vision # Effect One You have disadvantage on Wisdom (Perception) Eye checks that rely on sight and on ranged attack rolls. Both You are blinded. Eyes Hearing # Effect One You have disadvantage on Wisdom (Perception) Ear checks that rely on hearing. Both You are deafened. Ears Sense of Smell and Taste Effect Smell You cannot smell. You automatically fail any ability check that requires smell. Taste You cannot taste. You automatically fail any ability check that requires taste. Speaking Effect Voice You cannot speak. You automatically fail any ability check that requires the use of your voice. You cannot use your voice to provide the verbal component of spells. You have disadvantage on Charisma ability checks unless you are proficient in gestural language or are communicating telepathically. Upper Body # Effect 1 Arm You can no longer hold anything with two hands, or and you can only hold a single object at a time. You Hand have disadvantage on Strength and Dexterity based ability checks that would normally require the use of both arms (such as a Strength [Athletics] ability check made to climb, or a Dexterity ability check made to use thieves' tools). At the DM's discretion, a character may be able to eliminate these penalties over time through practice and training. Both You can no longer hold anything. You automatically Arms fail any ability check that normally requires the use or of both arms. At the DM's discretion you may Hands attempt ability checks requiring the use of one arm, as long as you have a reasonable way to do so (such as particularly dexterous feet, or a prehensile tail). Phalanges # Fingers 1 The loss of one finger provides no significant Finger penalty to your character, though depending on which it was your character may lose the ability to express rude gestures. 2 Melee weapons wielded by this hand have Fingers disadvantage on attacks unless they have the light or finesse property. You may wield two-handed weapons as normal. 3 All weapons wielded by this hand have Fingers disadvantage on attacks unless they have the light or finesse property, except crossbows. You have disadvantage on Dexterity (Slight of Hand) checks using this hand, and any ability check to use tools that require delicate precision (such as thieves' tools or surgeons' tools). At the DM's discretion, a character may be able to eliminate these penalties over time through practice and training. 4 You take the same penalties as if you had lost one Fingers hand. You can no longer wield weapons or shields with this hand unless you have a way to strap them to your arm. Lower Body # Effect 1 You require the use of assistive equipment to walk, Leg such as a cane, crutches, or a prosthesis. Without or this equipment your speed is halved and you fall Foot prone after using the dash action. You have disadvantage on dexterity checks made to balance. Both You require the use of assistive equipment to move, Legs such as a wheelchair. Without this equipment, your or speed is 10 feet, and you are unable to stand from Feet prone. Phalanges # Toes (total) 4 or The loss of up to four toes provides no significant Less penalty to your character, apart from losing the ability to properly recite "This Little Piggy Went to Market". 5 - 8 When using the dash action, your speed is reduced Toes by 10 feet. 9 - When using the dash action, your speed is reduced 10 by 10 feet. You have disadvantage on Dexterity checks made to balance. 27 Part 2: Surgery M axwell Says: "Ah, surgery. Nothing makes you feel quite so alive as being elbow deep in blood and humors. Surgery, as you will find out my friend, is more of an art than a science. Something out of place? Excise it. Something need to be in place? Stitch it. Once you know the basics, my apt pupil, it's off on your own like a baby bird falling from the nest. Prepping the Patient Surgery pits the skill of the surgeon against the life force of the patient. Surgeries are meant to be difficult, and many of them may require multiple consecutive attempts before the surgery is successful. Be careful, however, as the longer the surgery takes, the more unstable your patient may become... Attempting surgery requires three things: A Set of Surgeons' Tools. From catgut to clamps, from bandages to bone saws, surgeon's tools contain all the necessary equipment to attempt any surgery. A Character Proficient with Surgeons' Tools. Surgery is a specialized skill and impossible to attempt by anyone untrained. A Controlled Environment. This means a stable setting free of threats and distractions for the duration of the surgery. Ideally a dedicated room. At the least, a stable encampment. Concentration. Surgery requires concentration, so the surgeon may not also concentrate on a spell at the same time as performing surgery. Initiating Surgery Once the three requirements above are met, a character may initiate the skill challenge. Each round of the skill challenge takes place as follows: Surgeons' Tools Check. The character attempting the surgery makes an surgeons' tools ability check (generally using either Dexterity or Intelligence) opposed by the DC of the surgery. Each attempt takes 30 minutes. If the character meets or exceeds the DC, the surgery is a success. If they fail to meet the DC, they have not yet succeeded and may be able to reattempt. Max Hit Point Damage. The character undergoing surgery takes damage to their maximum hit points equal to their class's hit die (for example, a Barbarian takes 1d12 of damage to their maximum hit points). If the DC is failed by 10 or more, the character undergoing surgery takes two hit dice worth of damage to their max hit points instead. This damage represents trauma to the body through surgery and loss of blood. It occurs whether or not the surgery was a success. Decision to Continue. If the DC was not met, it increases (cumulatively) by 1. The surgeon may choose to either proceed with surgery and make another surgeons' tools ability check or abandon the surgery. Dying Patients. If the character's maximum hit points are ever reduced to 0, they are dying. If the surgeon immediately abandons the surgery at this point they are stabilized and regain 1 to their max hit points. If the surgeon proceeds with the surgery, the character dies. 28 Assisting with Surgery Maxwell Says: "I always strive to have the maximum available amount of hands possible, both in my help and on my patients." Second Surgeon. A character may use the help action to assist with surgery only if they are also proficient in surgeons' tools. In this case, the surgeon rolls their surgeons' tools check with advantage. Assessing the Patient A character proficient in Wisdom (Medicine) may assist the surgeon by assessing the patient's condition. After max hit point damage is done, they may roll a Wisdom (Medicine) ability check: Wisdom (Medicine) DC Information Known 8 You know if the patient has 0 HP and is dying. 10 You know if the patient has 15 or less HP. 15 You know if the patient is above or below half their original maximum health 20 You know the patient's exact HP If the surgeon chooses to assess the patient, they make their next surgeons' tools ability check with disadvantage. Splitting their attention between the patient's vital signs and the surgery itself is distracting and they need their whole focus to do their best surgical work. Other Ways to Help. Any spell, ability, or mechanic that gives advantage or a bonus to ability checks functions as normal, but only pertains to a single surgeons' tools check unless its duration extends beyond 30 minutes. These include bonuses gained from effects such as (but not limited to) Inspiration, Bardic Inspiration, Guidance, Enhance Ability, and the Lucky feat. Recovery Damage to maximum hit points inflicted by surgery recovers at a rate of 1 class HD + the character's Constitution modifier per long rest. For example, a Barbarian with a Constitution score of 18 would recover 1d12 + 4 to their maximum hit points after a long rest. The Greater Restoration spell cures this damage to maximum hit points as usual. Finding a Surgeon The adventuring party should be able to find surgeons in any major city with little trouble, though they may not be cheap. The average surgeon charges 500 gold for a surgery, and the most skilled surgeons charge up to double that (though for a higher success rate, it may be worth the money). Finding a surgeon in a mid-sized town or smaller village is more difficult. There is a 50% chance an NPC proficient with surgeons' tools resides in any given mid-sized town, and only a 10% chance in a smaller village. Even if the party manages to find someone who knows their way around a scalpel, often these people are more used to treating injured farm animals than they are people. List of Common Surgeries Below is a collection of standard surgeries that you are able to perform with a set of surgeons' tools. The specific surgery required for each different injury is listed in the treatment area of the Lingering Injuries Tables. General Surgery General surgery is the most standard surgery and can be used for a wide variety of applications. Removing the broken tip of a weapon from inside someone, stitching back together a perforated bowel, or removing necrotic tissue so a wound can properly heal would all be considered General Surgery. General surgery has no additional rules or requirements unless they are listed in the treatment section of the injury. Save Sense Surgery A Save Sense Surgery attempts to save one of the character's senses, such as vision or hearing. Reconstructing a slashed ear or neutralizing acid splashed into an eye are examples of injuries requiring a Save Sense Surgery. Sensory structures are generally delicate and small, and as a result, all one is often able to do is repair the surrounding area, apply salves and bandages, and hope for the best. As a result, you may only ever make one surgeon's tool's ability check for a Save Sense Surgery. If it is not successful on the very first try, then the surgery was a failure. After a Save Sense Surgery, characters must wait 1d4 days before they remove the bandages and dressings to see if the surgery was successful. Save Limb Surgery A Save Limb Surgery is attempted when you want to reverse damage done to a limb or small appendage. Reattaching a severed limb, treating an immolated arm, or reconstructing a crushed leg are all examples of injuries requiring a Save Limb Surgery. When a limb is missing, the surgeon is racing against the clock. Each hour that the limb is considered missing before the surgery begins increases the DC of the surgery by 1. A Gentle Repose or Feign Death spell cast on the limb eliminates this DC increase for their duration. A limb recovering from this type of surgery is weaker than normal and takes a penalty similar to if the Resurrection spell had been cast on it: The limb takes a −4 penalty to all attack rolls, saving throws, and ability checks requiring its use. Every time the character finishes a long rest, the penalty is reduced by 1 until it disappears. Amputation Sometimes a body part is beyond saving. Sometimes a character is bitten in the arm by a werewolf and wants to prevent lycanthropy by any means necessary. For those occasions, there is Amputation. Amputation grants the missing condition to a body part. Amputation's DC is always 10. 29 Example Surgery Maxwell Says: Now, let me regale you with a story of one of my first surgeries, the account of how I, the great Maxwell, saved the arm of one of my good friends, Ferrin the Barbarian. Ferrin: Ferrin walks into Maxwell's shop, carrying his severed arm by the wrist. There's tacky, drying blood coating the right side of his body. He says, "Maxwell...I got hurt a bit." Maxwell: "Certainly, certainly!" Maxwell says, clapping his hands together, "Now, what seems to be the problem?" Ferrin: Ferrin holds his arm out to Maxwell and attempts to shrug. Maxwell: "Ah, of course! That little thing. A paltry issue for one such as myself. Please, lay yourself down on the table, make yourself comfortable, and I'll have it fixed up in no time at all." Ferrin: Ferrin wastes no time in laying himself down on the operating table, and sets his severed arm across his chest. DM Ferrin came to you as soon as he could, but it took him an hour to reach you, so that's going to increase the DC of the Save Limb Surgery from 22 to 23. Maxwell: "Nothing I can't handle." Maxwell spreads his set of surgeons' tools out on the tray beside the operating table and applies an anesthetic to knock out Ferrin for the surgery. DM: Okay, you're all set to begin. Make a surgeons’ tools check using Intelligence. Maxwell: Maxwell rolls an 11 and adds 7 to his roll for a total of 18. DM: Not quite good enough to complete the surgery. You've began to reattach blood vessels, but the surgery is proving to be trickier than you expected. (In secret, the DM rolls the Barbarian's HD, 1d12, and gets a 9. This is subtracted from Ferrin's maximum hit point total of 40 to get 31.) Do you want to continue the surgery? The DC has now increased to 24. Maxwell: Of course I'll continue! Maxwell wipes the sweat from his brow and steadies his scalpel. He again rolls a surgeons' tools check using Intelligence. He rolls a 5 and adds 7 for a total of 12. DM: Uh-oh. Maxwell's nicked an artery and Ferrin is bleeding profusely. Maxwell spends the majority of that check attempting to control the bleeding. (Since Maxwell missed the surgery's DC by more than 10, Ferrin takes two Barbarian HD, 2d12, of damage to his maximum hit points. The DM rolls a 3 and a 7, decreasing Ferrin's maximum hit point total to 21.) Do you want to keep trying? The DC is now 25. Maxwell: Maxwell feels a bit concerned about the amount of blood Ferrin has lost and would like to assess the patient before he continues. 30 DM: Okay, roll a Wisdom (Medicine) check to assess Ferrin. Maxwell: Maxwell rolls a 16 and adds 4 to his roll, for a total of 20. DM: Ferrin is looking a bit pale from blood loss, but he's still breathing regularly and appears stable. With that Wisdom (Medicine) check, you know that Ferrin has 21 hit points left. Maxwell: "Ha! Still plenty of life left in you yet." Maxwell continues the surgery. DM: Okay, since you've split your attention while keeping an eye on Ferrin's vital signs, you'll make your next surgeons' tools check with disadvantage. Maxwell: Maxwell rolls another surgeons’ tools check using Intelligence. He rolls a 20 and a 16, so with disadvantage and the 7 he adds, his total comes to 23. DM: So close! Maxwell continues to stitch the arm back into place, but his work isn't quite done. The surgery has been going on for a while at this point though, and Maxwell is beginning to get a bit fatigued. (In secret, the DM rolls the Barbarian's HD, 1d12, and gets a 12. This brings Ferrin's maximum hit point total down to only 9.) Do you want to continue the surgery? The DC is at 26 now, it's getting pretty high. Maxwell: Maxwell never gives up, he can feel he's getting close! Maxwell again rolls a surgeons' tools check using Intelligence. He rolls a 19 and adds 7 for a total of 26. DM: Even though Maxwell's fingers are aching and cramped at this point, he finishes suturing the arm into place. (In secret, the DM rolls the Barbarian's HD, 1d12, and gets a 6. This brings Ferrin's maximum hit point total down to just 3.) As you finish the last stitch you see the sutures shimmer briefly red as the healing potion imbued in them begins to dissolve, giving Ferrin's tissue a head start in knitting back together. The surgery is successful. Maxwell: Maxwell wipes the blood from his hands and bends his cramped fingers into a thumbs-up, "Easy as pie." Maxwell then brings a vial of smelling salts underneath Ferrin's nose, rousing him back to consciousness. Ferrin: "Urg...I feel...faint... Maxwell, how much blood did I just lose?" DM: Maxwell, you look down and see that you are practically wading in red. A large pool has spread out from the operating table. Ferrin, your maximum hit points are down to 3. Maxwell: Maxwell gives a nervous chuckle, "A bit, friend, just a bit. You were never in any real danger." Ferrin: Ferrin weakly flexes the fingers of his newly reattached arm, "Well, I guess I can't argue with the results. I'd give you a high five, but I don't know if I can lift it yet." Maxwell: "No need, the sentiment is enough. Another successful surgery for Maxwell Gonzolaz!" Part 3: Items and Accessibility M axwell Says: "Well, my studious apprentice, you have made it this far, and so you are deserving of the explanation for the asterisk on the very first page of this manual. The bitter truth is, try and we might, we cannot save them all. We cannot fix every injury, every illness, every ill. I lied, and I hope you will forgive me. Nothing is guaranteed. "Sometimes a surgery is unsuccessful despite your best efforts, and you need to resort to other options. There are all manner of equipments out there that can help get your patient back on their feet, swinging dragons, slaying swords, and whatnot. No pupil of mine is going get a complete education without knowing about all of them." A Note on Prosthetics It can be challenging to get used to wearing a prosthetic limb after a new injury. Some prosthetics take weeks of practice before they begin to feel natural. As a DM, you may decide to not to give your players some of the mechanical benefits of wearing a prosthetic right away to reflect this. Mundane Items Cane. From a simple stick to an ornate staff, a cane helps you move about. Canes require one arm to use and allow you to ignore up to 10 feet of movement penalty caused by a lingering injury to one leg. Captains' Hook. This wickedly curved hook has a reputation for being associated with dastardly pirates. You may attach this hook in place of a missing hand. While attached, the hook is a weapon that deals 1d4 piercing damage and has the light and finesse properties. Crutches. Crutches are a mobility aid that allows you to move with the help of their upper body when your lower body is injured. Crutches require two arms to use and allow you to ignore any movement penalty caused by a lingering injury. Ear Trumpet. This item resembles a curled horn. When you hold the narrow end your ear canal you may ignore any disadvantage to Wisdom (Perception) checks made to hear that were caused by a lingering injury. Ironsights. This delicate crosshair attachment can be fitted to any crossbow with a DC 15 Tinker's Tools check. While fitted, you may ignore the penalty to ranged attacks when one of your eyes is nonfunctional or missing. Modular Prosthetic. This is a prosthetic attachment with an empty port at its end that may be attached in place of a missing arm or hand. The prosthetic's port can be adjusted to accept any set of tools, from a piton hammer in Climber's Kit to a bow of a violin. Wearing this prosthetic allows you to use any set of tools or instrument normally, provided you are proficient with them. Shield Strap. This set of leather straps can be affixed to any shield with a DC 15 Tinker's Tools check. They allow the shield to be attached to an arm missing a hand or with a below-the-elbow amputation. A shield with this modification requires an action to don or doff. While the shield is strapped to your arm, you have advantage to any checks made to disarm it. Simple Arm Prosthetic. This is a prosthetic attachment with a hook or simple grasping mechanism that may be attached in place of a missing arm or hand. Wearing this prosthetic allows you to ignore the penalty to ability checks normally requiring the use of both arms. This prosthetic may not be used to make attacks. Simple Leg Prosthetic. This is a prosthetic attachment with a simple peg or bent band of metal that may be attached in place of a missing leg or foot. Wearing this prosthetic allows you to ignore the movement and Dexterity check penalties associated with your injury. Springheel. This gadget of Gnomish make appears to be a clockwork foot featuring a heavy spring coiled within its heel. It may be attached to a missing leg or foot where it acts as a Simple Leg Prosthetic. As an action you may compress the spring and lock it in place. The next time you make a Strength (Athletics) ability check to jump, the mechanism fires, releasing the spring and giving you advantage on this check. Strap-In Saddle. This saddle is specifically constructed for people who have lost the use of their legs and includes leather straps that secure the rider in place. Mounting and dismounting this saddle requires an action instead of half of your movement. You have advantage on Dexterity saving throws made to prevent being thrown from your mount while using this saddle. Surgeons' Tools. This black leather bag contains everything you'd need to perform surgery, including anesthetics, scalpels, clamps, bandages, salves, and catgut sutures imbued with healing potion residue to help speed healing and prevent infection. Proficiency with these tools allows you to add your proficiency bonus to any ability check you make to perform surgery. Proficiency with surgeons' tool is required to attempt surgery. Sword Cane This seemingly simple cane houses a thin, wickedly sharp blade. Normally, this object functions as a cane. A character may use an object interaction to draw or sheathe the blade inside. While drawn, it functions as a rapier (dealing 1d8 piercing damage with the finesse property). While the blade is drawn, the character does not get the movement penalty reduction the cane offers. 31 Wheelchair. A wheelchair facilitates movement for a character without the use of one or both legs. Using a wheelchair allows you to move at your normal speed. While on initiative, any amount of movement with the wheelchair requires an object interaction (one object interaction allows both movement and the dash action). On difficult terrain, your speed is 10 feet. White Cane. A white cane is a several foot long cane used by people who are blind to get a sense of their surroundings. If a blinded character trains with a white cane for two months (or a shorter duration at the DM's discretion) they may use it to gain blindsight out to their reach. Working Animal. Any animal with an Intelligence of 3 or greater is capable of being a working animal. These rigorously trained animals are taught from birth to be highly attentive to their master and their surroundings. Whenever you would make a Wisdom (Perception) check you may have your working animal make the Wisdom (Perception) check instead. Your working animal can use body language to communicate non-specific information based on the result of the check, such as "everything is fine", "be cautious", or "danger ahead". New Language: Gestural Gestural is a silent language conveyed with hand gestures, body language, and facial expressions. It is used as a form of communication for creatures of all races who are deaf, mute, or simply find it easier to communicate without the use of sound. While different races may have different dialects, as long as both characters are proficient in Gestural they are able to understand and converse with each other. Magical Items Amulet of the Chimera Wondrous item, very rare (requires attunement) This small amulet features a polished green stone that seems to emit a sickly light. While attuned to this amulet you may have a character perform a DC 22 Save Limb Surgery to graft a body part onto you from any creature that shares your size category. To attempt this surgery, your equivalent body part must be considered missing. After one year the new limb becomes permanent. If you remove the amulet or otherwise unattune from it before that time, the limb begins to reject and will necrotize and fall off within 1d6 days. While you are attuned to this amulet you have disadvantage on Constitution saving throws made to resist disease. The amulet emits an Abjuration aura. Artificer's Prosthesis Wondrous item, uncommon (requires attunement) This clockwork limb appears to have additional slots, latches, and switches along its body. The Artificer's Prosthesis functions identically to a Prosthetic Limb (TCE pg.134), but with the following additions: 32 Any Artificer may spend a short rest tinkering with this prosthesis and incorporating up to three light weapons or small wondrous items into its make. While wearing this prosthesis you may access these items with a free action and activate them using a gesture from the prosthesis (using the weapon or item’s normal action cost). A non-Artificer incorporating items into this prosthesis may attempt a DC 20 Tinker's Tools check over a short rest. On a success, they may incorporate one item. Corpsmen's Spectacles Wondrous item, uncommon (requires attunement) These simple wire spectacles require an object interaction to take on and off. While worn, the skin of all creatures within 10 feet of you appears invisible, resulting in a clear view of their muscle and sinew. While this grim view may not be appropriate for daily wear, it is singularly useful when treating injuries. While you are wearing these spectacles, you have advantage on any Wisdom (Medicine) check made to treat a lingering injury. Ersatz Ear Wondrous item, common This artificial ear replaces one that is missing. The item itself resembles a small nautilus shell and adheres to your head when placed just behind the ear. While the ersatz ear is adhered, it can’t be removed by anyone other than you, and you can see hear through it as if it were your normal ear. Ethereal Eye Wondrous item, very rare (requires attunement) This small sphere of glass appears to have a ghostly grey fog undulating within it. If you are missing an eye and imbed it in that eye socket, the Ethereal Eye allows you to see into the Ethereal Plane. This sight stops when you close that eye. Attempting to look into both the Ethereal Plane and the Material Plane at the same time results in a barrage of sensory information. Looking into these planes simultaneously results in you taking 1 psychic damage per round. The eye has an aura of divination. Cloak of Arcane Authority Wondrous item, rare (requires attunement) This ostentatiously embroidered cloak was originally used as an at-a-glance way to display your association with the arcane. While wearing this cloak you may speak a command word to hover a few inches above the ground and move at half your speed. You maintain this speed regardless of any difficult terrain or movement penalties granted from injuries. You cannot be knocked prone. This effect continues until you speak the command word, even if you are unconscious or incapacitated. This cloak has an aura of Transmutation. Fable Fish Wondrous item, rare (requires attunement) Oddly, this earring does not resemble a fish at all, but rather an elongated, yellow teardrop. When you wear it, you understand any audible speech within 30 feet of you as if under the effects of a Comprehend Language spell. You perceive this translated language telepathically. The Fable Fish has an aura of Divination. Fire Finger Wondrous item, common-uncommon (requires attunement) Fire fingers are the pet project of a (rather eccentric) wizard who had more than one of her fingers bitten off in an illconceived attempt to breed swamp dragons. These magical prosthetics attach to your hand in place of a missing finger. They function identically to the finger while in place, removing any penalty associated with the missing finger. Fire fingers may contain the same spells as any wand of common or uncommon rarity. Casting from the fire finger merely requires pointing the finger and may be done even while wielding an item in the same hand. You can detach or reattach a fire finger as an action, and it can't be removed against your will. It detaches if you die. Gift of the Faerie Queen Wondrous item, very rare (requires attunement) This item, unnervingly, resembles an eyeball with a dark purple iris down to the smallest detail (including a slightly moist feeling). It functions identically to an Ersatz Eye (XGE pg.137), but with the following additions: While removed, you may use concentration to see through the eye. If at any time you are on a different plane as the eyeball, this effect continues to function for 1d6 days before you are unattuned. Gift of the Merfolk King Wondrous item, very rare (requires attunement) This item resembles a simple, innocuous looking seashell. It functions identically to an Ersatz Ear, but with the following additions: While removed, you may use concentration to hear through the seashell. If at any time you are on a different plane as the seashell, this effect continues to function for 1d6 days before you are unattuned. Gloves of Signing Wondrous item, common These thin leather gloves have red stitching that appears to shimmer softly as the fingers of the glove move. If you are proficient in Gestural and sign using these gloves, the gloves translate the gestures into Common. This 'speech' retains the intended emphasis, volume, and tone of your signing. You may use this 'speech' as the verbal component for your spellcasting. These gloves emit a faint aura of Illusion. The Legerde-Main Wondrous item, uncommon The Legerde-Main resembles a half foot diameter bowl engraved with arcane runes and sigils. If you hold the bowl to an end of a missing arm or hand, it adheres and shrinks to cup the area. A spectral hand then appears, similar to the Mage Hand cantrip. This hand hovers in place of where your hand would be, and you may move it within your arm's reach at will. It can only attack with light weapons, cannot activate magic items, and can only carry up to 20 pounds. An unarmed attack with this hand deals Force damage instead of Bludgeoning damage. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die. Periapt of the Third Eye Wondrous item, common (requires attunement) This pink pearl on a thin silver chain is designed to sit in the middle of your forehead. You may attune to it by painting a small dot the same colour as your eyes onto the pearl. While wearing the periapt you may open a telepathic link with one creature at a time, allowing you to send and receive thoughts in any language you understand. This telepathic link functions out to a range of 30 feet. Seeds of the Serene Druid Wondrous item, rare (requires attunement) These small seeds always occur in pairs within an iridescent purple shell. The seeds are attuned to when one is placed in each of your ears. Over a 24 hour period, small vines sprout from these seeds, wrapping around your ears and sprouting delicate, green leaves. While you are attuned to the seeds, your hearing is considered nonfunctional and you are deafened. Through the vines in your left ear, you may understand animals as if permanently under the effects of a Speak with Animals spell. Through the vines in your right ear, you may understand plants as if permanently under the effects of a Speak with Plants spell. You may communicate freely with both plants and animals as described in the respective spells. You may unattune from the seeds by pulling the vines from your ears. Your normal hearing is restored, but the plants die within seconds if one or both are removed. The Tremblestick Wondrous item, rare (requires attunement) This thin, three-foot-long rod appears to be made of a smooth black metal and resonates with a subtle vibration when touched to the ground. If you are blinded and hold the Tremblestick to the ground, you gain blindsight in a 30 foot radius. In addition, the rod vibrates rhythmically in response to impending attacks, warning you and giving a +2 bonus to your AC. 33 Maxwell's Farewell W ell, my pupil, you've been burning the midnight oil at both ends, and ol' Hacks-Well is proud of you. Open the back packet of this manual to find enclosed your honorary graduation scalpel. It is my sincere hope that while using it you are fondly reminded of our time together. If I leave you with one thing, I want it to be a deep instilled feeling that it is worth it to help others. Both crutches and kind words can help people get back on their feet. Giving a person their hearing back means nothing if you're not willing to listen to them. And finally, if I ever find out you've turned down a child because they can't pay for treatment, I will personally hunt you down and beat you with my Surgical Stick (patent pending). Good wishes, good tidings, and may your injuries never be greater than the strength of your will. Related Items and Media: Ersatz Eye - a magical prosthetic eye (XGE pg. 137) Prosthetic Limb - a magical prosthetic limb (TCE pg. 134) Combat Wheelchair - an all-in-one wheelchair for adventuring and combat Click here Archmage Hegis' Arcane Prosthesis - an accessibility related module Click here Disabilities, Prosthetics, and Guide Animals - an accessibility related module Click here Inclusive Game Spaces - a module related to inclusivity (including disability) in gaming spaces Click here A Note from the Author I hope you enjoyed Maxwell's Manual of Malicious Maladies, it has been a project of mine for quite a while and nothing would be more rewarding to me than to know people are using it and enjoying it. If you have any particularly notable stories, I would love to hear them. Email me at maxwellsmanual@gmail.com with stories, thoughts, comments, or just a kind word. Happy adventuring! 34