### **1. Triggering Limb Loss** A character or creature may suffer limb loss in the following scenarios: #### **1.1 Critical Damage** - When a character is reduced to 0 hit points by a **critical hit**, roll on the **Limb Loss Table** to determine if a limb is lost. #### **1.2 Massive Damage** - If a single attack deals damage equal to or greater than half the creature’s maximum hit points, they must succeed on a **Constitution saving throw** or roll on the **Limb Loss Table** #### **1.3 Trap or Environmental Hazard** - Specific traps or hazards may sever limbs outright. #### **1.4 Failed Saves** - Certain spells or effects could lead to limb loss on a failed saving throw DM's discretion. --- ### **2. Limb Loss Table** When a limb loss effect is triggered, A **D20 Roll** may be used to determine the outcome: Example Table: | d20 Roll | Limb Loss Outcome | | -------- | ----------------------------------------------------------- | | 1–4 | Left Arm Severed | | 5–8 | Right Arm Severed | | 9–12 | Left Leg Severed | | 13–16 | Right Leg Severed | | 17–18 | Hand or Foot Severed (DM's choice) | | 19 | Minor Injury (no limb loss, but scar) | | 20 | Severe Disfigurement (scarred face, etc., but no limb loss) | DM's Descretion ### **3. Effects of Limb Loss** #### **3.1 Arm Loss** - **One Arm Lost**: - Disadvantage on attack rolls with weapons. - Cannot wield a shield or dual-wield weapons. - **Both Arms Lost**: - Unable to perform tasks requiring hands (Duh). - Requires assistance for most activities. #### **3.2 Leg Loss** - **One Leg Lost**: - Movement speed is halved. - Disadvantage on Dexterity checks and saving throws. - Cannot take the Dash action. - **Both Legs Lost**: - Movement speed reduced to 0. - Must be carried or use an appropriate mobility aid. #### **3.3 Hand or Foot Loss** - **Hand Loss**: - Cannot use items requiring two hands - Disadvantage on tasks requiring fine motor skills - **Foot Loss**: - Movement speed reduced by 10 feet. - Disadvantage on Dexterity checks. #### **3.4 Psychological Effects** - Characters may suffer **mental strain** or **trauma** from losing a limb. - Example Rule: DC 10 Wisdom saving throw or gain 1 level of exhaustion due to shock. - Characters may adapt to their limb loss over time: 1d4 weeks, the character no longer suffers disadvantage on certain checks #### **3.5 Lingering Injuries** - A failed Death Saving Throw or death results in rolling on a lingering injury table | Injury | Effect | | -------------------- | --------------------------------------------------------------------------------------------- | | Severe Scar | You are disfigured. You have disadvantage on Charisma (Persuasion) checks. | | Internal Injury | You have disadvantage on Constitution saving throws to maintain concentration. | | Broken Ribs | You have disadvantage on Dexterity and Strength saving throws. | | Burn Scars | You are sensitive to fire damage and have disadvantage on saving throws against fire effects. | | Severe Limp | Disadvantage on movement-related checks, such as Stealth or Acrobatics. | | Chronic Pain | You have disadvantage on Concentration checks. | | Facial Disfigurement | Disadvantage on Charisma (Deception and Persuasion) checks. | | Nerve Damage | One limb shakes uncontrollably, causing disadvantage on attack rolls using it. | | Partial Deafness | Disadvantage on Perception checks relying on hearing. | | Collapsed Lung | You can hold your breath for half as long and have disadvantage on Constitution checks. | | Minor Scar | No mechanical effect, but may have narrative implications. | | Phantom Pain | At the start of combat, roll a d6. On a 1, lose your first action due to pain. |