When you gain the Staggered condition, you gain a Minor Injury. To determine the nature of the injury, determine the type of damage that triggered the injury and roll on the appropriate table below that corresponds to the damage type. If multiple types of damage caused the injury, use the type that dealt the majority of damage
Minor Injury Table
Severe Injury Table
Acid
2d10
Lingering Injury
Effect
2
Partial Blindness.
Your eyes are damaged. All Wisdom (Perception) checks and ranged attack rolls are Hindered. Magic such as the regenerate spell can heal the damage to your eyes. If you have already suffered partial blindness, you’re blinded.
3-5
Destroyed Hand.
You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage.
6-8
Destroyed Foot or Leg.
Your speed on foot is halved, and you must use a crutch or cane to move. Strained Movement and Impeded Movement reduces this further. You fall prone after using the Move action more than once per turn. You are Hindered on dexterity saving throws. Magic such as the regenerate spell can restore the damaged appendage.
9-13
Second Degree Burns.
You are Hindered on Constitution saving throws. Magic such as the regenerate spell cures this damage. Alternately, they will heal on their own in 4 weeks. If you already have second degree burns, you instead suffer third degree burns.
14-16
Major Neuralgia.
You have constant, painful nerve damage over a large portion of your body. All d20 rolls suffer a -2 penalty. Greater Healing of 4th level or higher, such as heal and regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting, it resolves on its own.
17-20
Minor Neuralgia
This has the same effect as Major Neuralgia above, except penalty is -1, and it will resolve on its own in ten days.
Bludgeoning or Force
2d10
Lingering Injury
Effect
2
Brain Injury.
You have suffered a brain injury. All d20 rolls with Intelligence, Wisdom, and Charisma checks are Hindered. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also Stunned. Magic such as the regenerate spell can restore your full brain function.
3-5
Broken leg.
Your speed on foot is halved, and you must use a crutch or cane to move. Strained Movement and Impeded Movement reduces this further. You fall prone after using Move action more than once per turn. You are Hindered on dexterity saving throws. If your leg is splinted with a successful DC 20 Wisdom (Medicine) check, then Greater Healing of 4th level or higher, such as heal and regenerate, mends the broken leg, or it will heal naturally in 8 weeks. If it is not splinted before it’s healed or allowed to heal, the effects remain until it is rebroken and splinted.
6-8
Broken arm.
You can no longer hold anything with two hands, and you can hold only a single object at a time. If your arm is splinted with a successful DC 20 Wisdom (Medicine) check, then Greater Healing of 4th level or higher, such as heal and regenerate, mends the broken arm, or it will heal naturally in 8 weeks. If it is not splinted before it’s healed or allowed to heal, the effects remain until it is rebroken and splinted..
9-13
Internal Injury.
You have internal bleeding. You gain weakness 5 to bleed damage and bleed damage is rolled at its highest value. Greater Healing of 4th level or higher, such as heal and regenerate, cures the internal injury, or if you spend ten days doing nothing but resting, it will heal naturally.
14-16
Broken Ribs.
You gain weakness 5 to bludgeoning damage. Greater Healing of 4th level or higher, such as heal and regenerate, cures the broken ribs, or if you spend ten days doing nothing but resting, it will heal naturally.
17-20
Major Concussion.
All skill checks with Intelligence, Wisdom or Charisma take a -2 penalty. Greater Healing of 4th level or higher, such as heal and regenerate, cures the Major Concussion. Alternately, it heals on its own in four weeks.
Cold
2d10
Lingering Injury
Effect
2
Ocular Damage.
One of your corneas is damaged from frostbite. All Wisdom (Perception) checks and ranged attack rolls are Hindered. Magic such as the regenerate spell can heal the damage to your eyes. If you have no corneas that remain undamaged after sustaining this injury, you’re blinded.
3-5
Gangrene of the Hand.
You can no longer hold anything with two hands, and you can hold only a single object at a time. Greater Healing of 4th level or higher, such as heal and regenerate, restores the crushed appendage.
6-8
Gangrene of the Foot.
Your speed on foot is halved, and you must use a crutch or cane to move. Strained Movement and Impeded Movement reduces this further. You fall prone after using the Move action more than once per turn. You are Hindered on dexterity saving throws. Greater Healing of 4th level or higher, such as heal and regenerate, restores the crushed appendage.
9-13
Frostbitten Foot.
Your speed on foot is reduced by 5 feet. You must make a DC 15 Dexterity saving throw after using the Move action more than once per turn. On a fail, you fall prone. Magical healing cures the frostbite. Alternately, your foot can be treated with a successful DC 20 Wisdom (Medicine) check, in which case it will heal naturally in 2 weeks.
14-16
Frostbitten hand.
Randomly determine which hand has been frostbitten. Rolls using this hand takes a -2 penalty. Magical healing cures the frostbite. Alternately, your hand can be treated with a successful DC 20 Wisdom (Medicine) check, in which case it will heal naturally in 2 weeks.
17-20
Major Neuralgia.
You have constant, painful nerve damage over a large portion of your body. All d20 rolls suffer a -2 penalty. Greater Healing of 4th level or higher, such as heal and regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting, it resolves on its own.
Fire
2d10
Lingering Injury
Effect
2
Lose an Eye.
All Wisdom (Perception) checks and ranged attack rolls are Hindered. Magic such as the regenerate spell can heal the damage to your eyes. If you have no eyes left after sustaining this injury, you’re blinded.
3-5
Fourth Degree Burns.
You are Hindered on d20 rolls with Strength, Dexterity, and Constitution. If you fail a saving throw against an effect that causes fire damage, you also gain the Stunned condition. Magic such as the regenerate spell cures this damage. If you already have fourth degree burns, you must succeed on a DC 11 flat check or die.
6-8
Third Degree Burns.
You are Hindered on Constitution saving throws. If you fail a saving throw against an effect that causes fire damage, you also gain the Stunned condition. Magic such as the regenerate spell cures this damage. Alternatively, someone can tend to the burns and make a DC 15 Wisdom (Medicine) check once every week. After ten successes, the burns heal. If you already have third degree burns, you instead suffer fourth degree burns.
9-13
Second Degree Burns.
You are Hindered on Constitution saving throws. Magic such as the regenerate spell cures this damage. Alternately, they will heal on their own in 4 weeks. If you already have second degree burns, you instead suffer third degree burns.
14-16
Major Neuralgia.
You have constant, painful nerve damage over a large portion of your body. All d20 rolls suffer a -2 penalty. Greater Healing of 4th level or higher, such as heal and regenerate, cures the neuralgia, or if you spend twenty days doing nothing but resting, it resolves on its own.
17-20
Minor Neuralgia
This has the same effect as Major Neuralgia above, except penalty is -1, and it will resolve on its own in ten days.
Lightning
2d10
Lingering Injury
Effect
2
Brain Injury.
You have suffered a brain injury. All d20 rolls with Intelligence, Wisdom, and Charisma checks are Hindered. If you fail a saving throw against bludgeoning damage, force damage, or psychic damage, you are also Stunned. Magic such as the regenerate spell can restore your full brain function.
3-5
Explosive Grounding of the Hand.
You lose a hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Greater Healing of 4th level or higher, such as heal and regenerate, restores the lost appendage.
6-8
Explosive Grounding of the Foot.
You lose a foot. Your speed on foot is halved, and you must use a crutch or cane to move. Strained Movement and Impeded Movement reduces this further. You fall prone after using the Move action more than once per turn. You are Hindered on dexterity saving throws. Greater Healing of 4th level or higher, such as heal and regenerate, restores the crushed appendage.
9-13
Kidney Failure
When you complete a Long Rest, you must succeed at a DC 20 Constitution saving throw or gain the Sickened condition until you complete a Long Rest. Greater Healing of 4th level or higher, such as heal and regenerate, cures the kidney failure.
14-16
Arc Flash.
Roll on the fire table.
17-20
Cardiac Injury.
You gain a level of exhaustion which cannot be removed by normal means. If you fail a saving throw against fear or fear effects, you gain another level of exhaustion that can be removed by normal means. Greater Healing of 4th level or higher, such as heal and regenerate, cures the kidney failure.
Necrotic
Note
I dont have a regenerate spell or equivalent
#Rule revision1