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Jul 16, 2020

D&D 5e Lingering Injuries by Damage Type

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.

If you'd like a link to the Google Doc for ease of use, access it here!

Lingering Injuries by Damage Type

A lingering injury is gained when a player character is brought to 0 hit points. Roll a d20 based on the damage type and consult a table below. If a character has resistance to the type of damage that brings them to 0 hit points, they gain a +10 to the roll.

Acid

d20

Injury

1

Blindness. Your eyes are destroyed. You gain the blinded condition. Six levels of magical healing can restore your eyes.

2

Melted Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Six levels of magical healing can restore your lost hand.

3

Melted Foot or Leg. Your speed on foot is halved, and you cannot Dash. Six levels of magical healing can restore your damaged appendage.

4

Major Neuralgia. You are in constant pain from nerve damage. You have disadvantage on ability checks, attack rolls, and Constitution saving throws. Six levels of magical healing can heal your neuralgia, or if you spend two weeks resting, it changes to Minor Neuralgia.

5–7

Minor Neuralgia. You suffer from nerve damage pain. You have disadvantage on Constitution saving throws. Four levels of magical healing cures the neuralgia. If you spend one week doing nothing but resting, it resolves on its own.

8–10

Chemical Fume Inhalation. You gain a level of exhaustion which cannot be removed by normal means. You can only hold your breath for 10 seconds (2 rounds). Six levels of magical healing can heal your burned lungs. Otherwise, at the end of each long rest, make a DC 14 Constitution saving throw. After ten successes, the lungs recover on their own.

11–13

Blisters. You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Otherwise, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal.

14–16

Horrible Disfigurement. You have ugly, conspicuous acid burns. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Six levels of magical healing can remove the acid scars.

17–20

Acid Burn Scars. You have acid burns on your skin, but they don’t have any adverse effect. Four levels of magical healing can remove the acid scars.

Bludgeoning

d20

Injury

1

Cranial Trauma. Roll on the Psychic table.

2

Broken Arm. You can no longer hold anything with two hands, and you can hold only a single object at a time. Six levels of magical healing can mend your arm. If your arm is splinted with a successful DC 15 Wisdom (Medicine) check, then it will heal naturally in a month. 

3

Broken Leg. Your speed on foot is halved, and you cannot Dash. Six levels of healing magic can mend your broken leg. If your leg is splinted with a successful DC 15 Wisdom (Medicine) check, then it will heal naturally in a month.

4

Broken Ribs. Your ribs are painfully broken. You have disadvantage on ability checks and Strength saving throws, and you can only hold your breath for 1 minute. Six levels of magical healing can heal your bruised ribs. Alternatively, if you spend two weeks doing nothing but resting, they will heal naturally.

5–7

Bruised Ribs. Your ribs are painfully bruised. You have disadvantage on Strength checks and saving throws, and you can only hold your breath for 1 minute. Six levels of healing magic can heal your bruised ribs. Alternatively, if you spend ten days doing nothing but resting, they will heal naturally.

8–10

Major Concussion. You have disadvantage on Intelligence checks and saving throws, Wisdom checks, and Charisma checks, as well as Constitution saving throws to maintain concentration. Six levels of healing magic can heal your concussion. Otherwise, it becomes a Minor Concussion after two weeks.

11–13

Minor Concussion. You have disadvantage on Intelligence checks and saving throws. Magical healing cures the concussion. Otherwise, it heals on its own in two weeks. If you already have a Minor Concussion, you suffer a Major Concussion.

14–16

Severe Bruising. You suffer severe bruising over an extensive portion of your body. Anytime you suffer bludgeoning damage, you suffer an additional 1d4 damage. Magical healing cures the bruising. Otherwise, it heals on its own after a week.

17–18

Missing Teeth. 1d3 teeth were knocked out. Besides pain, a visible difference in your grin, and perhaps a slight lisp, you do not suffer any adverse effect. Three levels of magical healing restore your teeth.

19–20 

Broken Nose. Your broken nose is painful but doesn't have any adverse effect. Magical healing mends your nose, or it will heal on its own (albeit crooked) after a week.

Cold

d20

Injury

1

Frostbitten Eye. One of your corneas is damaged from frostbite. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Six levels of healing magic can restore your eye. If you have no eyes that remain undamaged after sustaining this injury, you're blinded.

2

Hypothermic Organ Damage. You have disadvantage on Strength, Dexterity, and Constitution ability checks and saving throws. Six levels of healing magic can heals the organ damage.

3

Gangrened Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Six levels of healing magic can restore your hand.

4

Gangrened Leg. Your speed on foot is halved, and you cannot use the Dash action. Six levels of healing magic can restore your leg.

5–7

Major Neuralgia. You are in constant pain from nerve damage. You have disadvantage on ability checks, attack rolls, and Constitution saving throws. Six levels of magical healing can heal your neuralgia, or if you spend two weeks resting, it changes to Minor Neuralgia.

8–10

Minor Neuralgia. You suffer from nerve damage pain. You have disadvantage on Constitution saving throws. Four levels of magical healing cures the neuralgia. If you spend one week doing nothing but resting, it resolves on its own.

11–13

Frostbitten Foot. Your speed on foot is reduced by 5 feet. Magical healing curesthe frostbite. Otherwise, your foot can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in two weeks.


14–16

Frostbitten Hand. You have disadvantage on Strength checks and on attack rolls with two-handed weapons. Magical healing cures the frostbite. Otherwise, your hand can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in two weeks.

17–20

Anosmia. You lose your sense of smell and taste. You automatically fail any Wisdom (Perception) checks related to smell or taste. Magical healing cures the anosmia.

Fire

d20

Injury

1

Blindness. Your eyes are destroyed. You are blinded. Six levels of magical healing can restore your eyes.

2

Partial Blindness. Your eyes are damaged. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Six levels of magical healing can restore your eyes. If you have already suffered partial blindness, you're blinded instead.

3

Third-Degree Burns. You have disadvantage on ability checks and Constitution saving throws, as well as vulnerability to fire and acid damage. Six levels of magical healing can cure the burns. Otherwise, someone can tend to the burns and make a DC 15 Wisdom (Medicine) check once every week. After four successes, the burns change to Second-Degree Burns. If you already have Third-Degree Burns, you must succeed on a DC 15 Constitution saving throw or die.

4

Second-Degree Burns. You have disadvantage on Constitution saving throws. Whenever you take fire or acid damage, you take an additional 1d4 points of damage. Six levels’ worth of healing magic cures this damage. Otherwise, they will heal on their own in four weeks. If you already have Second-Degree Burns, you instead suffer Third-Degree Burns.

5–7

Neuralgia. You suffer from nerve damage pain. You have disadvantage on Constitution saving throws. Four levels of magical healing cures the neuralgia. If you spend one week doing nothing but resting, it resolves on its own.

8–10

First-Degree Burns. You have superficial but painful burns. Whenever you take fire or acid damage, you take an additional 1 point of damage. Magical healing cures the burns. Otherwise, they will heal on their own in two weeks. If you already have First-Degree Burns, you instead suffer Second-Degree Burns.

11–13

Blisters. You have severe blisters. You have disadvantage on Dexterity checks. The blisters heal if you receive magical healing. Otherwise, someone can tend to the blisters and make a DC 15 Wisdom (Medicine) check once every 24 hours. After seven successes, the blisters heal.

14–16

Horrible Disfigurement. You have burns to the extent that the scars can't be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Six levels of magical healing can remove the burn scars.

17–20

Hair Loss. Your eyebrows, eyelashes, and a portion of your hair has been burned away, but will grow back over time.

Force

d20

Injury

1

Antimagic Aura. A 5-foot cube centered on you is affected as if by the antimagic field spell for 1d4 days.

2–3

Major Magical Disruption. A random magic item you are attuned to gains a Major Detrimental Artifact Effect, and you cannot break your attunement to the magic item until a remove curse spell is cast on it. If you are not attuned to any magic items, the effect occurs with the next magic item you attune to.

3–5

Unstable Body. Your body has become filled with unstable magical energy. Whenever you cast a spell, roll on the Scroll Mishap Table in the Dungeon Master’s Guide. If you are brought to 0 hit points from force or spell damage, you are reduced to dust as per the disintegrate spell. A dispel magic spell (DC 16) can cure this effect. Otherwise, it wears off after 1d6 weeks.

6–8

Brain Injury. Your brain has been addled by magic. You gain one form of long-term madness, as well as vulnerability to psychic damage. Magic such as the regenerate or greater restoration spell can restore your full brain function.

9–11

Minor Magical Disruption. A random magic item you are attuned to gains a Minor Detrimental Artifact Effect, and you cannot break your attunement to the magic item until a remove curse spell is cast on it. If you are not attuned to any magic items, the effect occurs with the next magic item you attune to.

12–14

Wild Magic Susceptibility. Your body chaotically warps magic around it. Whenever you cast a spell or a spell is cast on you, roll a d6. On a roll of 1, roll on the Wild Magic Surge Table in the Player’s Handbook. A dispel magic spell (DC 16) can cure this effect. Otherwise, it wears off after 1d6 weeks.

15–17

Magical Indigestion. Your body rejects magical substances. Whenever you ingest a potion or another magical substance, you become poisoned for 1d4 hours. A dispel magic spell (DC 16) can cure this effect. Otherwise, it wears off after 1d6 weeks.

18–19

Elemental Discord. You gain resistance to a random damage type and vulnerability to another damage type. Determine this randomly by rolling 2d6 and rerolling doubles: 1 - acid, 2 - cold, 3 - fire, 4 - force, 5 - lightning, 6 - thunder. A dispel magic spell (DC 14) can cure this effect. Otherwise, it wears off after 1d6 days.

20

Arcane Dearth. If you have spell slots, you only regain 1 slot of each level after a long rest. A dispel magic spell (DC 14) can cure this effect. Otherwise, it wears off after 1d6 days.

Lightning

d20

Injury

1

Brain Injury. You have suffered a brain injury. You gain one form of long-term madness, as well as vulnerability to psychic damage. Six levels of magical healing can restore your brain function.

2

Temporary Blindness. You are blinded for a week. Each level of magical healing you receive reduces this duration by a day.

3

Explosive Grounding of the Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Six levels of magical healing can restore your hand.

4

Explosive Grounding of the Foot. Your speed on foot is halved, and you cannot Dash. Six levels of magical healing can restore your foot.

5–7

Kidney Failure. Whenever you take poison damage or are brought below half of your hit point maximum, you are poisoned until you finish a short or long rest. Six levels of magical healing can restore your kidney function. Otherwise, it goes away after a month of rest.

8–10

Arc Flash. Roll on the Fire table.

11–13

Cardiac Injury. You gain a level of exhaustion that cannot be removed. If you fail a saving throw against being frightened, you gain another level of exhaustion that can be removed by normal means. Six levels of magical healing can restore your heart.

14–16

Muscular Breakdown. You have disadvantage on Strength checks and saving throws. Six levels of magical healing can restore your muscles. Otherwise, the breakdown will resolve on its own after a month.

17–20

Muscle Spasms. You have disadvantage on Dexterity checks. Magical healing cures your muscle spasms. Otherwise, they will resolve on their own after two weeks.


Necrotic

d20

Injury

1

Spiritual Injury. You gain disadvantage on death saving throws, and your hit points restore at half their normal rate, including from healing magic. Six levels of magical healing can restore your spirit, but such spells must be cast by a cleric, druid, or paladin. Otherwise, if you spend two weeks in prayer at a temple, the spiritual injury goes away on its own.

2

Moral Corruption. Your alignment shifts one step toward neutral evil. A greater restoration or ceremony spell can revert your alignment back to normal.

3

Major Organ Necrosis. You are in constant pain from organ damage. You have disadvantage on ability checks, attack rolls, and Constitution saving throws. Six levels of magical healing can heal your necrosis, or if you spend two weeks resting, it changes to Minor Necrosis.

4

Minor Organ Necrosis. You suffer from internal pain. You have disadvantage on Constitution saving throws. Four levels of magical healing cures the necrosis. If you spend one week doing nothing but resting, it resolves on its own.

5–7

Festering Wound. Your hit point maximum is reduced by 1d4 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Otherwise, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. On a success, the wound heals after you take a long rest.

8–10

Withered Hand. You have disadvantage on Strength checks and on attack rolls with two-handed weapons. Magical healing cures the withering. Otherwise, your hand can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in two weeks.

11–13

Withered Foot. Your walking speed is reduced by 5 feet. Magical healing cures the frostbite. Otherwise, your hand can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in two weeks.

14–16

Necrotic Stench. You smell faintly like rotting flesh. You have disadvantage on Charisma checks. Spells such as lesser restoration and greater restoration remove the smell.

17–20

Discoloration. You have a grayish pallor and splotchy skin. Four levels of magical healing turns your appearance back to normal.

Piercing

d20

Injury

1

Gouged Eye. One of your eyes was poked out. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Six levels of magical healing can restore your eye. If you already have an eye gouged out, you're blinded instead.

2

Punctured Lung. You gain a level of exhaustion that cannot be removed by normal means, and you can only hold your breath for 10 seconds (2 rounds). Six levels of magical healing can heal your punctured lung.

3

Organ Damage. You suffer from internal pain. You have disadvantage on Constitution saving throws. Four levels of magical healing cures the necrosis. If you spend one week doing nothing but resting, it resolves on its own.

4

Stomach Damage. Whenever you take poison damage or are brought below half of your hit point maximum, you are poisoned until you finish a short or long rest. Six levels of magical healing can heal your stomach damage. Otherwise, it goes away after a month of rest.

5–7

Festering Wound. Your hit point maximum is reduced by 2 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Otherwise, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. On a success, the wound heals after you take a long rest.

8–10

Maimed Leg. Your speed on foot is reduced by 5 feet. Magical healing cures the maimed leg. Otherwise, your leg can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in two weeks.

11–13

Maimed Shoulder. You have disadvantage on Strength checks and on attack rolls with two-handed weapons. Magical healing cures the withering. Otherwise, your hand can be treated with a successful DC 15 Wisdom (Medicine) check, in which case it will heal naturally in two weeks.

14–16

Compromised Immune System. Your blood has been exposed and is susceptible to infection. You have disadvantage on saving throws against disease and poison, and when you take poison damage, you take an additional 1d4 damage. Magical healing cures your risk for infection. Otherwise, the risk goes away on its own after two weeks.

17–20

Minor Scar. The scar doesn't have any adverse effect. Four levels of magical healing removes the scar.

Poison

d20

Injury

1

Systemic Toxicity. You are permanently poisoned and automatically fail saving throws against poison damage. Six levels of magical healing cures the toxicity. 

2

Disease. You are cursed with a random disease as per the contagion spell: blinding sickness, filth fever, flesh rot, mindfire, seizure, or slimy doom. Six levels of magical healing, or the disease will go away on its own after 7 days.

3

Major Liver Damage. Whenever you take poison damage or are brought below half of your hit point maximum, you are poisoned until you finish a short or long rest. Additionally, whenever you take poison damage, you take an additional 1d6 poison damage. Anytime you drink alcohol or take another drug, you take 1d6 poison damage. Six levels of magical healing can heal your liver damage. 

4

Compromised Immune System. You gain vulnerability to poison damage and disadvantage on saving throws against poison and disease. Six levels of magical healing cures your immune system.

5–7

Minor Liver Damage. Whenever you take poison damage or are brought below half of your hit point maximum, you are poisoned until you finish a short or long rest. Six levels of magical healing can cure your liver damage. If you already suffer from minor liver damage, you instead get Major Liver Damage.

8–10

Infected Lungs. You gain a level of exhaustion that cannot be removed by normal means, and you can only hold your breath for 10 seconds (2 rounds). Six levels of magical healing can heal your punctured lung.

11–13

Lingering Illness. Your hit point maximum is reduced by 2 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Otherwise, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. On a success, the wound heals after you take a long rest.

14–16

Nausea. You have disadvantage on Constitution saving throws. Magical healing cures your nausea. Otherwise, it will resolve on its own in two weeks.

17–20

Minor Nausea. You feel nauseated all the time. Magical healing cures your nausea. Otherwise, it will resolve on its own in one week.

Psychic

d20

Injury

1

Brain Injury. You have suffered a brain injury. You gain one form of indefinite madness, as well as vulnerability to psychic damage. Six levels of magical healing can restore your full brain function.

2–3

Insanity. You gain one form of long-term madness that lasts for 1d12 months. Magic such as the greater restoration spell can restore your sanity.

4–6

Severe Headaches. You have disadvantage on Wisdom checks and Wisdom saving throws, and saving throws to maintain concentration. Six levels of magical healing can cure your severe headaches. Otherwise, the headaches will become Minor Headaches in two weeks.

7–8

Panic Disorder. Whenever you roll initiative, you are affected as with by the confusion spell (DC 10). Six levels of healing magic can relieve your anxiety.

8–10

Mental Trauma. Whenever you suffer a critical hit or roll a 1 on an ability check, attack roll, or saving throw, you gain a form of short-term madness for 1 minute. Magic such as the greater restoration spell can restore your mental acuity.

11–13

Weak Persona. You have suffered damage to your sense of self. You have disadvantage on Charisma checks and saving throws, and you must reroll your personality traits for your background. Magic such as the greater restoration spell can restore your persona. Otherwise, it will go back to normal in 1d4 weeks.

14–16

Minor Headaches. You have disadvantage on Wisdom checks. Magical healing cures the headaches. Otherwise, they will resolve on their own in two weeks.

17–20

Nightmares. You wake up intermittently from sleep from bad dreams. You must spend your entire long rest sleeping in order to benefit from it. A calm emotions spell allows you to avoid this, and a lesser restoration or ceremony spell can cure the bad dreams. Otherwise, the bad dreams will go away after 2d4 days.

Radiant

d20

Injury

1

Blindness. Your eyes are destroyed. You gain the blinded condition. Six levels of magical healing can restore your eyes..

2

Temporary Blindness. You gain the blinded condition. Six levels of magical healing can restore your eyesight, or it will heal on its own in a week.

3

Sunlight Sensitivity. Your eyes become sensitive to bright light. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. Six levels of magical healing can cure the sensitivity.

4

Moral Purification. Your alignment shifts one step toward lawful good. A greater restoration or ceremony spell can return your alignment back to normal.

5–7

Severe Skin Tumors. You develop several painful skin tumors. You have disadvantage on Charisma and Wisdom checks. Six levels of magical healing can cure your skin tumors.

8–10

Skin Tumors. You develop several small, painless skin tumors. You have disadvantage on Charisma checks. Four levels of magical healing cures the skin tumors..

11–13

Luminescence. Your skin has been infused with radiant energy. You emit dim light in a 5-foot radius, have disadvantage on Dexterity (Stealth) checks made to hide, and you cannot benefit from being invisible. A dispel magic (DC 13) or greater restoration spell can cure this effect.

14–16

Grayout. You lose the ability to discern color, and if you have darkvision, you lose it. Magic such as the greater restoration spell can restore your sight.

17–20

Pallor. Your skin and hair are bleached several shades lighter than normal. Four levels of magical healing turns your appearance back to normal.

Slashing

d20

Injury

1

Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Six levels of magical healing restores your eye. If you are already suffering partial blindness, you're blinded instead.

2

Severed Hand or Arm. You can no longer hold anything with two hands, and you can hold only a single object at a time. Six levels of magical healing can restore the lost appendage.

3

Severed Foot or Leg. Your speed on foot is halved, and you cannot Dash. Six levels of magical healing can restore the damaged appendage.

4

Festering Wound. Your hit point maximum is reduced by 2 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Otherwise, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals.

5–7

Severed Fingers. You have disadvantage on Dexterity (Sleight of Hand) checks and checks made with thieves’ tools and other objects that require fine control. Spells you cast that have somatic components are cast with disadvantage. Six levels of magical healing can restore the severed fingers.

8–10

Hamstrung Tendons. Your speed on foot is reduced by 5 feet. Six levels of magical healing cures your hamstrung tendons. Otherwise, they can be treated with a successful DC 15 Wisdom (Medicine) check, in which case they will heal naturally in two weeks.

11–13

Severed Ear. You are hard of hearing. You have disadvantage on Wisdom (Perception) checks that require hearing. Six levels of magical healing can restore your severed ear.

14–16

Horrible Scar. You are disfigured with an ugly, conspicuous scar. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. Six levels of magical healing removes the scar.

17–20

Minor Scar. You have a visible scar. Four levels of magical healing removes the scar.

Thunder

d20

Injury

1

Brain Injury. You have suffered a brain injury. You gain one form of long-term madness, as well as vulnerability to psychic damage. Six levels of magical healing can restore your full brain function.

2

Deafness. Your eardrums have been destroyed. You are deafened. Six levels of magical healing can restore your hearing.

3

Shattered Ribs. Your ribs are painfully broken. You have disadvantage on ability checks and Strength saving throws, and you can only hold your breath for 10 seconds (2 rounds). Six levels of magical healing can heal your shattered ribs. Alternatively, if you spend a month doing nothing but resting, they will heal naturally.

4

Severe Headaches. You have disadvantage on Wisdom checks and Wisdom saving throws and on saving throws to maintain concentration. Six levels of magical healing can cure your severe headaches. Otherwise, the headaches will become Minor Headaches after two weeks.

5–7

Partial Deafness. Your eardrums have been damaged. You are hard of hearing. You have disadvantage on Wisdom (Perception) checks that require hearing. Six levels of magical healing can restore your hearing. If you’re already suffering partial deafness, you are deafened instead.

8–10

Acoustic Sensitivity. You gain vulnerability to thunder damage and advantage on Wisdom (Perception) checks made to listen. Magic such as the heal or regenerate spell can cure your hearing sensitivity.

11–13

Minor Headaches. You have disadvantage on Wisdom checks. Magical healing cures the headaches. Otherwise, they will resolve on their own in two weeks. If you already have Minor Headaches, you get Severe Headaches.

14–16

Tinnitus. You hear a constant ringing in your ears. You have disadvantage on spell attack rolls with spells that have verbal components. Also, at the start of each of your turns that you are concentrating, you must succeed on a DC 10 Constitution saving throw or lose concentration. Magical healing cures the tinnitus. Otherwise, it heals on its own in one week.

17–20

Vertigo. You have disadvantage on Dexterity checks. Magical healing cures the vertigo. Otherwise, it will resolve on its own in two weeks.