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# Critical Misses
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## Melee Attacks
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| d20 | Mishap |
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|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| 1-2 | **Weapon Break.** The force of your blow, or parrying that of your opponent’s, causes your weapon to snap in two. (For magical weapons roll an additional d10, on a 1 they break). |
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| 3-4 | **Goodbye Fair Blade!** Roll a Strength (Athletics) check DC 15, or your weapon flies d12 feet out of your hand in a random direction. If you have any movement and a bonus action left you can go and pick it up. Doing so you provoke an opportunity attack from anyone you pass within reach. |
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| 5-6 | **Wild Swing.** You overextend yourself going for the kill. Your opponent gains advantage on attack rolls against you for one turn. |
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| 7-8 | **Stuck Weapon.** Your weapon gets stuck in your opponent’s shield, weapon, armour, hide, or else in a tree or wall, or the ground. Roll a Strength check to see if you can free it using a bonus action. The DC is 8 + your strength modifier. Bludgeoning weapons with no sharp edge or spike can ignore and roll again. |
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| 9-10| **Ooops!** You hit an unintended foe in combat. Randomise all combatants within 5 feet and roll a second attack roll, if you beat their armour class roll damage as if they were your intended target. |
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| 11 | **Self Inflicted Wound.** Either via a deflection or sheer incompetence you manage to slice yourself with your own blade; roll normal damage and half it. (Applies to combatants using slashing weapons and flails only. Other weapon types roll again). |
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| 12-14| **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) check DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
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| 15 | **Pulled Muscle (Arms).** Roll a Constitution saving throw DC 15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed a long rest, or received magical healing. |
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| 16 | **Pulled Muscle (Legs).** Roll a Constitution saving throw DC 15 or the strain of combat causes you to pull a muscle in your leg. Your movement and dex. modifier (if positive) is halved (rounding down) and you have disadvantage on any ability checks that require lower body strength, until you have completed a long rest, or received magical healing. |
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| 17-18| **Loss of Nerve.** Contest your choice of Strength or Charisma (Intimidation) against their choice of Strength or Charisma (Intimidation). If one of you has landed a blow and the other hasn't they have advantage. If you lose you are frightened. You may repeat the saving throw at the end of each turn. |
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| 19 | **Broken Item.** In the hurly burly of combat, something fragile – like a magic potion – you’re carrying breaks. Randomise fragile objects you have in your possession and roll to determine which. (Note, better to do this when the combat is over). |
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| 20 | **A Little Accident.** Either through fear, excitement or simply needing to go, you soil yourself. 75% chance it’s only pee. |
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---
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## Ranged Attacks - Bows
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| d20 | Mishap |
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|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| 1-2 | **Weapon Break.** Your bow shaft snaps, or a mechanism in your crossbow breaks, and your weapon is now useless. (For magical weapons roll an additional d10, on a 1 they break). |
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| 3-5 | **String Break.** Your bowstring snaps and needs replacing. If you have a spare string measured and ready you need one minute to do so. |
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| 6-8 | **Loose String.** Your string comes loose. You lose this attack. Starting next turn you can make a Dexterity (Sleight of Hand) check DC 15 to fix it. Each attempt takes the entirety of your turn. |
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| 9-16| **Ooops!** You hit an unintended target. Randomise all combatants, both friends and foes, within 10 feet (for a short range attack, or 30 feet for a long range attack) and roll a second attack roll. If you beat their armour class roll damage as if they were your intended target. |
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| 17-18| **Ammo Accident.** Your quiver spills (50% strap broken, 50% you tilt it over by accident), and the remainder of your arrows (or bolts) fall to the floor. If you remain still you can use a bonus action to pick up one a round and still fire using your main action. If your quiver's strap is not broken you can use your main action to pick up 2d8 arrows and put them back in your quiver. |
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| 19 | **Pulled Muscle (Upper Body).** Roll a Constitution saving throw DC 15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed a long rest, or received magical healing. |
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| 20 | **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) check DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
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---
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## Ranged Attacks - Thrown
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| d10 | Mishap |
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|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| 1 | **Weapon Break.** The impact of your weapon hitting a tree, the ground, a shield etc. causes it to break. It is now useless. (For magical weapons roll an additional d10, on a 1 they break). |
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| 2 | **Pulled Muscle (Arms).** Roll a Constitution saving throw DC 15 or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed a long rest, or received magical healing. |
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| 3-4 | **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
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| 5-9 | **Ooops!** You hit an unintended random target. Randomise all combatants within 10 feet (for a short range attack, or 30 feet for a long range attack) of your intended target and roll a second attack roll. If you beat their armour class roll damage as if they were your intended target (discount sneak attack damage for Rogues). |
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| 10 | **WTF?** You launch a comically bad projectile attack nowhere near your intended opponent – it flies into a huge empty space (or at DM’s discretion a distant unintended target) taking your self confidence with it. Roll a Wisdom saving throw DC 15, or suffer disadvantage to attack rolls until you next score a hit on an opponent. |
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---
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## Natural Weapons
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| d10 | Mishap |
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|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| 1-2 | **Ouch!** You snap one or several teeth or claws against your victim's armour, shield or weapon. You receive 1d3 hp of damage, and furthermore you must subtract the result of the same d3 roll from damage done using this natural weapon from now on. (Ignore for tail attacks). |
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| 3-5 | **Wild Swing.** You overextend yourself going for the kill. Your opponent gains advantage on attacks rolls against you for one turn. |
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| 6-7 | **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
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| 8-10| **Loss of Nerve.** Contest your choice of Strength or Charisma (Intimidation) against their choice of Strength or Charisma (Intimidation). If one of you has landed a blow and the other hasn't they have advantage. If you lose you are frightened. You may repeat the saving throw at the end of each turn. |
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---
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## Spell Attacks
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| d10 | Mishap |
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|-----|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| 1 | **Woopsie!** You make a massive mess out of this one, and the effects of the spell go off in your face. You automatically fail any saving throw, and take damage as if you were the intended target. |
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| 2 | **Fiddlesticks.** You spill your spell components pouch. Recovering it takes one action. (If the spell you were casting has no material component roll again). |
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| 3-4 | **Slip Up.** You lose your footing. Roll Dexterity (Acrobatics) DC 15 or fall prone. Your turn has ended and melee attacks have advantage on you. |
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| 5-9 | **Ooops!** You hit an unintended random target. Randomise all combatants within 10 feet (for a short range attack, or 30 feet for a long range attack) of your intended target and roll a second attack roll. If you beat their armour class roll damage as if they were your intended target. At the DM's discretion you might also hit an unintended inanimate object, such as bale of hay or treasure chest. |
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| 10 | **Mental Blank.** Just as the pressure is on all that arcane (or divine) knowledge takes a running jump out your lughole. You can't recall your spell and you lose your action (but keep your spell slot). At the start of your next turn you have to roll a Wisdom saving throw DC 15 in order to be able to start casting again. |
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---
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## Too Many Fumbles?
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Your 20th level fighter complaining he's fumbling too often thanks to his four attacks a round? Two solutions:
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1. **Solution One:** Rule that only fumbles on the first attack count as critical misses. Rolling a 1 on a second or third or fourth attack results in just an automatic miss. (Additional attacks with an offhand weapon can still fumble however).
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2. **Solution Two:** Starting at level 5 offer PCs a special 'fumble saving throw'. If they roll their level or under on a d20 they do not have to roll on the critical miss table.
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---
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obsidianUIMode: preview
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cssclasses: json5e-note
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tags:
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- 07-Compendium/src/5e/dmg
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aliases: ["Madness"]
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---
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# Madness
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*Source: SRD / Basic Rules*
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In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
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## Going Mad
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Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as [contact other plane](07-Compendium/spells/contact-other-plane.md) and [symbol](07-Compendium/spells/symbol.md), can cause insanity, and you can use the madness rules here instead of the spell effects in the "Player's Handbook". Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.
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Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the New Ability Scores: Honor and Sanity||Sanity score from (see chapter 9, "Dungeon Master's Workshop"), a creature makes a Sanity saving throw instead.
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## Madness Effects
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Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.
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A character afflicted with **short-term madness** is subjected to an effect from the Short-Term Madness table for `1d10` minutes.
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A character afflicted with **long-term madness** is subjected to an effect from the Long-Term Madness table for `1d10 × 10` hours.
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A character afflicted with **indefinite madness** gains a new character flaw from the Indefinite Madness table that lasts until cured.
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## Curing Madness
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A [calm emotions](07-Compendium/spells/calm-emotions.md) spell can suppress the effects of madness, while a [lesser restoration](07-Compendium/spells/lesser-restoration.md) spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, [remove curse](07-Compendium/spells/remove-curse.md) or [dispel evil](07-Compendium/spells/dispel-evil-and-good.md) might also prove effective. A [greater restoration](07-Compendium/spells/greater-restoration.md) spell or more powerful magic is required to rid a character of indefinite madness.
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# Lingering Injuries – Variante Regeln und Erweiterte Tabelle
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## Variante Regeln
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### 1. **Bestätigung der Lingering Injury**
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Wenn ein Effekt dich dazu bringt, auf der Lingering Injuries-Tabelle zu würfeln, würfle zuerst einen **d20**:
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- **1–9:** Würfle normal auf der Lingering Injuries-Tabelle.
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- **10–20:** Der Effekt verursacht **keine** Lingering Injury.
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*Diese Regel reduziert die Häufigkeit von Lingering Injuries am Tisch.*
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### 2. **„Lose an Eye, I Choose You“**
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Wenn du einen **kritischen Treffer** gegen ein **gelähmtes oder bewusstloses** Wesen innerhalb von 5 Fuß erziehst, kannst du die Lingering Injury **selbst wählen**, anstatt auf der Tabelle zu würfeln.
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---
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### 3. **„You Fireballed My Leg Off!“**
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Ein Wesen kann eine Lingering Injury erleiden, wenn es eine **natürliche 1** auf einen Rettungswurf gegen einen Zauber, magischen Effekt oder eine Falle würfelt, die Schaden verursacht.
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---
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## Erweiterte Lingering Injuries-Tabelle
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| d100 | Injury |
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|------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| 1–2 | **Lose an Eye.** Nachteil auf **Wisdom (Perception)**-Würfe, die auf Sicht basieren, und auf **Fernkampfangriffe**. Magie wie *regenerate* kann das Auge wiederherstellen. Falls du keine Augen mehr hast, bist du **geblendet**. |
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| 3–4 | **Lose an Arm or a Hand.** Du kannst nichts mehr mit beiden Händen halten und nur noch ein Objekt gleichzeitig tragen. Magie wie *regenerate* kann die Gliedmaße wiederherstellen. |
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| 5–6 | **Lose a Foot or Leg.** Deine Gehgeschwindigkeit wird halbiert, und du musst einen Stock oder eine Krücke benutzen, um dich zu bewegen (außer mit Prothese). Du fällst nach einem **Dash** zu Boden. Nachteil auf **Dexterity (Balance)**-Würfe. Magie wie *regenerate* kann die Gliedmaße wiederherstellen. |
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| 7–8 | **Lose an Ear.** Nachteil auf **Charisma (Persuasion)**- und **Wisdom (Perception)**-Würfe, die auf Gehör basieren. Vorteil auf **Charisma (Intimidation)**. Magie wie *regenerate* kann das Ohr wiederherstellen. |
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| 9–10 | **Lose Nose.** Nachteil auf **Charisma (Persuasion)**- und **Wisdom (Perception)**-Würfe, die auf Geruch basieren. Vorteil auf **Charisma (Intimidation)**. Magie wie *regenerate* kann die Nase wiederherstellen. |
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| 11–15| **Blurred Vision.** Nachteil auf **Wisdom (Perception)**-Würfe, die auf Sicht basieren, und auf **Fernkampfangriffe**. Heilt durch magische Heilung oder nach **3 Tagen Ruhe**. |
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| 16–20| **Broken Arm or Hand.** Du kannst nichts mehr mit beiden Händen halten und nur noch ein Objekt gleichzeitig tragen. Heilt durch magische Heilung oder nach **30 Tagen Ruhe** (nach einem erfolgreichen **DC 15 Wisdom (Medicine)**-Check). |
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| 21–25| **Broken Foot or Leg.** Deine Gehgeschwindigkeit wird halbiert, und du musst einen Stock oder eine Krücke benutzen. Du fällst nach einem **Dash** zu Boden. Nachteil auf **Dexterity (Balance)**-Würfe. Heilt durch magische Heilung oder nach **30 Tagen Ruhe** (nach einem erfolgreichen **DC 15 Wisdom (Medicine)**-Check). |
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| 26–30| **Ringing Ears.** Nachteil auf **Wisdom (Perception)**-Würfe, die auf Gehör basieren. Heilt durch magische Heilung oder nach **3 Tagen Ruhe**. |
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| 31–35| **Limp.** Deine Gehgeschwindigkeit wird um **5 Fuß** reduziert. Nach einem **Dash** musst du einen **DC 10 Dexterity**-Rettungswurf bestehen, sonst fällst du zu Boden. Heilt durch magische Heilung. |
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| 36–40| **Lose a Finger.** Nachteil auf **Dexterity (Sleight of Hand)**- und **Feinwerkzeug-Würfe** (z. B. Dietrich) mit der betroffenen Hand. Falls du alle Finger einer Hand verlierst, gilt sie als verloren. Magie wie *regenerate* kann den Finger wiederherstellen. |
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| 41–45| **Break a Finger.** Nachteil auf **Dexterity (Sleight of Hand)**- und **Feinwerkzeug-Würfe** mit der betroffenen Hand. Heilt durch magische Heilung oder nach **10 Tagen Ruhe** (nach einem erfolgreichen **DC 10 Wisdom (Medicine)**-Check). |
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| 46–50| **Break an Item.** Ein zufälliger **nicht-magischer** Gegenstand, den du trägst, wird zerstört. (**1:** Waffe, **2:** Rüstung/Schild, **3–10:** anderer Gegenstand). |
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| 51–55| **Teeth Knocked Out.** Nachteil auf **Charisma (Persuasion)**. Bei Zaubern mit verbaler Komponente besteht eine **25% Chance**, dass der Zauber fehlschlägt (Aktion verbraucht, aber kein Slot/Material). Heilt durch magische Heilung. |
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| 56–60| **Festering Wound.** Dein **HP-Maximum** sinkt um **1 alle 24 Stunden**. Bei **0 HP** stirbst du. Heilt durch magische Heilung oder nach **10 erfolgreichen DC 15 Wisdom (Medicine)**-Checks (1 pro Tag). |
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| 61–65| **Open Wound.** Du verlierst **1 HP pro Stunde**. Heilt durch magische Heilung oder nach **10 erfolgreichen DC 15 Wisdom (Medicine)**-Checks (1 pro Stunde). |
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| 66–70| **Skull Fracture.** Vor jeder Aktion im Kampf: **DC 20 Constitution**-Rettungswurf. Bei Misserfolg verlierst du die Aktion und kannst bis zu deinem nächsten Zug keine Reaktionen nutzen. Heilt durch magische Heilung oder nach **30 Tagen Ruhe**. |
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| 71–75| **Punctured Lung.** Du kannst pro Zug **entweder eine Aktion oder eine Bonusaktion** ausführen, aber nicht beides. Heilt durch magische Heilung. Bei **beiden Lungen** fällst du auf **0 HP** und beginnst zu sterben. |
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| 76–80| **Internal Injury.** Vor jeder Aktion im Kampf: **DC 15 Constitution**-Rettungswurf. Bei Misserfolg verlierst du die Aktion und kannst bis zu deinem nächsten Zug keine Reaktionen nutzen. Heilt durch magische Heilung oder nach **10 Tagen Ruhe**. |
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| 81–85| **Broken Ribs.** Wie *Internal Injury*, aber **DC 10**. |
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| 86–90| **Horrible Scar.** Nachteil auf **Charisma (Persuasion)**, Vorteil auf **Charisma (Intimidation)**. Heilt durch magische Heilung **6. Stufe oder höher** (z. B. *heal*, *regenerate*). |
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| 91–95| **Painful Scar.** Die Narbe schmerzt bei Regen, Schnee oder Hagel. Im Kampf: **DC 15 Constitution**-Rettungswurf, sonst verlierst du die Aktion und kannst keine Reaktionen nutzen. Heilt durch magische Heilung. |
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| 96–100| **Minor Scar.** Kein mechanischer Nachteil, aber „chicks dig it“. Heilt durch magische Heilung **6. Stufe oder höher**. |
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---
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