As a 5e Dungeon Master, I've been thinking about how low of stakes it is for players to "drop to 0 hit points." Getting that close to death should come with some serious repercussions—Players should remember each and every time they came that close to dying and have the scars to prove it. So I'm going to implement Lingering Injuries into my games. Rather than using the catch-all table in the Dungeon Master's Guide, I liked Farland's idea of doing it by damage type. After all, how could you bruise your ribs from taking acid damage?
This list is heavily based on Farland's, so thanks to him (them?) for doing the heavy lifting, but I made some changes; namely, making some things curable by "six levels' worth of healing spells," such as a cure wounds spell cast at 8th level, or eight 1st-level cure wounds spells, or a single heal spell, and I made Force its own table instead of sharing the table of Bludgeoning. I think Force is more than just getting pounded by something magical—a lingering injury from Force damage would mess up your own personal magic space.