### **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.
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### **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. |