Persistent injuries come about as the result of accidents, mistakes, and lapses in judgement from a variety of sources. Many encounters incorporate natural injuries, and the most common avoidance is having a skill or technology to offset hazardous conditions. A character who is “Wounded” suffers immediate (damage) and longer term effects. The source of the wound may describe other specific effects, but always suffers the Common Wounding (the “Wounded” Condition) effects. Surviving persistent injuries is usually just a matter of time and natural healing, though some are so grievous they will alter the form and function of a character forever. One cannot have a Wound and be Hale.
Systemic: Damage done to the entire dermal, organ and bone at a single impact.
Minor Wounds: Wounds that can be gotten over quickly.
Major Wounds: Wounds that will take a long time to heal and recover from.
Grievous Wounds: Permanent disfigurement, chronic pain, and deep scars.
Common Wounding: 1) The target gains a level of Exhaustion (cumulative, to a maximum of 5 – i.e. cannot kill), 2) Their sequence of Death Saves starts with one failure. They lose any advantage on their physical ability checks, and lose 5′ of movement. A character automatically becomes Wounded when:
Minor Wounding: The effects of 1 Minor Wound are typically negated after a Short Rest is completed; Additional ones take a Short Rest for each. Lesser Restoration can heal 1 Minor Wound. Heal and Regeneration will both remove all Minor Wounds.
Major Wounding: The effects of 1 Major Wound are negated after a Long Rest is completed; Additional ones take a Long Rest for each. Greater Restoration can heal one Major Wound or all Minor Wounds. A character that takes a number of Major Wounds equal to or greater than their Proficiency Bonus dies immediately unless they accept a Grievous Wound: Grievous Wounds can also be the result of traumatic fumble of horrible situation.