00-40
No Critical Injury
You suffer no lasting harm.
Combat Reference
Lasting harm, recovery pressure, and death spiral rules
When a character is brought back from 0 HP, this system turns overkill damage and failed death saves into a lasting consequence roll.
Roll Formula
d100 + overkill damage + 5 per failed death saving throw
If you were at 12 HP and took 32 damage, the overkill damage is 20. If you also failed 2 death saves and rolled a 10, the final result is 40.
00-40
You suffer no lasting harm.
41-60
+1 to +20 to the next Critical Injury roll before the next long rest.
Your next Critical Injury roll before your next long rest increases by the amount above 40. A result of 41 adds +1; a result of 60 adds +20.
61
Movement speed reduced by 10 ft.
Your movement speed is reduced by 10 ft. until your next long rest or healed by Greater Restoration.
62
-2 to WIS checks and saves.
-2 to all WIS checks and saves until your next long rest or healed by Greater Restoration.
63
-2 to Perception and ranged attacks.
-2 on Perception checks and ranged attack rolls until your next long rest or healed by Greater Restoration.
64
-2 to CON checks and saves.
-2 to all CON checks and saves, including concentration, until your next long rest or healed by Greater Restoration.
65
-2 to all attacks.
-2 to all attack rolls until your next long rest or healed by Greater Restoration.
66
-2 to melee attacks.
-2 to all melee attack rolls until your next long rest or healed by Greater Restoration.
67
-2 to all saves.
-2 on all saving throws until your next long rest or healed by Greater Restoration.
68
No reactions.
You cannot take reactions until your next long rest or healed by Greater Restoration.
69
-2 to CHA checks and saves.
-2 to all CHA checks and saves until your next long rest or healed by Greater Restoration.
70
1d4 psychic damage at the start of your turn.
Take 1d4 psychic damage at the start of your turn while conscious until your next long rest or healed by Greater Restoration.
71
Movement speed halved.
Your movement speed is halved until your next long rest or healed by Greater Restoration.
72
Disadvantage on WIS checks and saves.
Disadvantage on all WIS checks and saves until your next long rest or healed by Greater Restoration.
73
Disadvantage on Perception and ranged attacks.
Disadvantage on Perception checks and ranged attack rolls until your next long rest or healed by Greater Restoration.
74
Disadvantage on CON checks and saves.
Disadvantage on all CON checks and saves, including concentration, until your next long rest or healed by Greater Restoration.
75
Disadvantage on all attacks.
Disadvantage on all attack rolls until your next long rest or healed by Greater Restoration.
76
Disadvantage on melee attacks.
Disadvantage on melee attack rolls until your next long rest or healed by Greater Restoration.
77
Disadvantage on all saves.
Disadvantage on all saving throws until your next long rest or healed by Greater Restoration.
78
No reaction; initiative becomes 0.
You cannot take a reaction and your initiative becomes 0 until your next long rest or healed by Greater Restoration.
79
Disadvantage on CHA checks and saves.
Disadvantage on all CHA checks and saves until your next long rest or healed by Greater Restoration.
80
1d6 psychic damage at the start of your turn.
Take 1d6 psychic damage at the start of your turn until your next long rest or healed by Greater Restoration.
81
Permanent disadvantage on INT checks and saves.
Disadvantage on INT checks and saves. This is permanent unless healed by a Wish spell or equivalent intervention.
82
Permanent disadvantage on WIS checks and saves.
Disadvantage on WIS checks and saves. This is permanent unless healed by a Wish spell or equivalent intervention.
83
Permanent disadvantage on CHA checks and saves.
Disadvantage on CHA checks and saves. This is permanent unless healed by a Wish spell or equivalent intervention.
84
Permanent disadvantage on initiative.
Disadvantage on initiative rolls. This is permanent unless healed by a Wish spell or equivalent intervention.
85
Permanent +10 to future Critical Injury rolls.
Add +10 to all future Critical Injury rolls. This is permanent unless healed by a Wish spell or equivalent intervention.
86
Permanent halved movement speed.
Your movement speed is halved. This is permanent unless healed by a Wish spell or equivalent intervention.
87
Permanent disadvantage on STR checks and saves.
Disadvantage on all STR checks and saves. This is permanent unless healed by a Wish spell or equivalent intervention.
88
Permanent disadvantage on DEX checks and saves.
Disadvantage on all DEX checks and saves. This is permanent unless healed by a Wish spell or equivalent intervention.
89
Permanent disadvantage on CON checks and saves.
Disadvantage on all CON checks and saves. This is permanent unless healed by a Wish spell or equivalent intervention.
90
Permanent disadvantage on death saves.
Disadvantage on death saving throws. This is permanent unless healed by a Wish spell or equivalent intervention.
91-100
Permanent -10 max HP.
Your max HP is permanently reduced by 10. This is permanent unless healed by a Wish spell or equivalent intervention.
101-200
Your character has died.
201+
Your character has died. Resurrection is impossible.