TEXT: James Introcaso 
  worldbuilderblog.me 
  Lingering Injuries 
  Here are some variant rules you can add to the Lingering 
  Injuries module presented on pages 272 and 273 of 
  the Dungeon Master's Guide. 
  Variant Rule: Confirm Lingering 
  Injury 
  When you suffer an effect that would cause you to roll for a 
  lingering injury, first roll a d20. If you roll a 1-9, roll on the 
  Lingering Injuries table as normal. If you roll a 10-20, the 
  effect does not cause you to suffer a lingering injury. This 
  variant rule is meant to reduce the number of 
  lingering injuries which occur at the table. 
  Variant Rule: Lose an Eye, I 
  Choose You 
  When you score a critical hit by attacking a paralyzed 
  or unconscious creature within 5 feet of you, you can choose 
  the lingering injury which effects the creature as a result of 
  the critical hit instead of rolling on the Lingering Injuries 
  table. 
  Variant Rule: You Fireballed My 
  Leg Off! 
  In addition to the options already presented in the Dungeon 
  Master's Guide, a creature may sustain a lingering injury after 
  rolling a natural 1 on a saving throw against a spell, magical, 
  or trap effect that deals damage to the creature. 
   
  Variant Table: Expaneded 
  Lingering Injuries 
  The Expanded Lingering Injuries table is meant to expand the 
  injury options from the ones presented in the Dungeon 
  Master's Guide. Whenever you would roll on the 
  Lingering Injuries table, you can choose to roll on the 
  Expanded Lingering Injuries table instead. 
   
   
   
   
   
   
   
   
   
   
   
   
  Expanded Lingering Injuries 
  d100 Injury 
  1-2 
  Lose an Eye. You have disadvantage on Wisdom (Perception) checks 
  that rely on sight and on ranged attack rolls. Magic such as 
  the regenerate spell can restore the lost eye. If you have no eyes left 
  after sustaining this injury, you're blinded. 
  3-4 
  Lose an Arm or a Hand. You can no longer hold anything with two 
  hands, and you can hold only a single object at a time. Magic such as 
  the regenerate spell can restore the lost appendage. 
  5-6 
  Lose a Foot or Leg. Your walking speed is halved and you must use a 
  cane or crutch to move unless you have a peg leg or other prosthesis. 
  You fall prone after using the Dash action. You have disadvantage on 
  Dexterity checks made to balance. Magic such as the regenerate spell 
  can restore the lost appendage. 
  7-8 
  Lose an Ear. You have disadvantage on Charisma (Persuasion) checks 
  and Wisdom (Perception) checks that rely on hearing. You have ad-
  vantage on Charisma (Intimidation) checks. Magic such as 
  the regenerate spell can restore the lost ear. 
  9-10 
  Lose Nose. You have disadvantage on Charisma (Persuasion) checks 
  and Wisdom (Perception) checks that rely on smell. You have ad-
  vantage on Charisma (Intimidation) checks. Magic such as 
  the regenerate spell can restore the lost nose. 
  11-15 
  Blurred Vision. You have disadvantage on Wisdom (Perception) 
  checks that rely on sight and on ranged attack rolls. The injury heals if 
  you receive magical healing. Alternatively, the injury heals after you 
  spend three days doing nothing but resting. 
  16-20 
  Broken Arm or Hand. You can no longer hold anything with two 
  hands, and you can hold only a single object at a time. The injury heals 
  if you receive magical healing. Alternatively, the injury heals after 
  someone sets the bone with a DC 15 Wisdom (Medicine) check and 
  you spend thirty days doing nothing but resting. 
  21-25 
  Broken Foot or Leg. Your walking speed is halved and you must use 
  a cane or crutch to move. You fall prone after using the Dash action. 
  You have disadvantage on Dexterity checks made to balance. The 
  injury heals if you receive magical healing. Alternatively, the injury 
  
  James Introcaso 
  worldbuilderblog.me 
  heals after someone sets the bone with a DC 15 Wisdom (Medicine) 
  check and you spend thirty days doing nothing but resting. 
  26-30 
  Ringing Ears. You have disadvantage on Wisdom (Perception) checks 
  that rely on hearing. The injury heals if you receive magical healing. 
  Alternatively, the injury heals after you spend three days doing nothing 
  but resting. 
  31-35 
  Limp. Your walking speed is reduced by 5 feet. You must make a DC 
  10 Dexterity saving throw after using the Dash action. If you fail the 
  save, you fall prone. Magical healing removes the limp. 
  36-40 
  Lose a Finger. You have disadvantage on Dexterity (Sleight of Hand) 
  checks and Dexterity checks to use fine tools (such as thieves' tools) 
  using the hand with which you lost the finger. Magic such as 
  the regenerate spell can restore the lost finger. If you lose all the fin-
  gers from one hand, then it functions as if you had lost a hand. 
  41-45 
  Break a Finger. You have disadvantage on Dexterity (Sleight of 
  Hand) checks and Dexterity checks to use fine tools (such as thieves' 
  tools) using the hand with the broken finger. The injury heals if 
  you receive magical healing. Alternatively, the injury heals after 
  someone sets the finger with a DC 10 Wisdom (Medicine) check and 
  you spend ten days doing nothing but resting. 
  46-50 
  Break an Item. A randomly determined nonmagical item you hold, 
  wear, or carry on your person is broken or ruined. Roll a d10. On a roll 
  of 1, the item broken is a weapon, on a roll of 2 the item is armor or a 
  shield, and on a roll of 3-10 it is an item that's not a shield or weapon. 
  51-55 
  Teeth Knocked Out. You have disadvantage on Charisma (Persua-
  sion) checks. When you cast a spell with a verbal component there is a 
  25% chance the spell will not work. If the spell fails, you still used 
  your action to try to cast it, but the spell did not use any slots or mate-
  rial components. The injury heals if you receive magical healing. 
  56-60 
  Festering Wound. Your hit point maximum is reduced by 1 every 24 
  hours the wound persists. If your hit point maximum drops to 0, you 
  die. The injury heals if you receive magical healing. Alternatively, 
  someone can tend to the wound and make a DC 15 Wisdom (Medi-
  cine) check once every 24 hours. After ten success, the injury heals. 
  61-65 
  Open Wound. You lose 1 hit point every hour the wound persists. The 
  injury heals if you receive magical healing. Alternatively, someone can 
  tend to the wound and make a DC 15 Wisdom (Medicine) check once 
  every hour. After ten success, the injury heals. 
  66-70 
  Skull Fracture. Whenever you attempt an action in combat, you must 
  make a DC 20 Constitution saving throw. On a failed save, you lose 
  your action and can't use reactions until the start of your next turn. The 
  injury heals if you receive magical healing or if you spend thirty days 
  doing nothing but resting. 
  71-75 
  Punctured Lung. You can take either an action or a bonus action or 
  your turn, but not both. The injury heals if you receive magical heal-
  ing. If you puncture both lungs your hit points drop to 0 and you im-
  mediately begin dying. 
  76-80 
  Internal Injury. Whenever you attempt an action in combat, you must 
  make a DC 15 Constitution saving throw. On a failed save, you lose 
  your action and can't use reactions until the start of your next turn. The 
  injury heals if you receive magical healing or if you spend ten days 
  doing nothing but resting. 
  81-85 
  Broken Ribs. This has the same effect as Internal Injury above, except 
  that the save DC is 10. 
  86-90 
  Horrible Scar. You have disadvantage on Charisma (Persuasion) 
  checks and advantage on Charisma (Intimidation) checks. Magical 
  healing of 6th level or higher, such as heal and regenerate, removes 
  the injury. 
  91-95 
  Painful Scar. You have a scar which gets painful whenever it rains, 
  sleets, hails, or snows. Whenever you attempt an action in combat and 
  your scar is giving you pain, you must make a DC 15 Constitution 
  saving throw. On a failed save, you lose your action and can't use 
  reactions until the start of your next turn. The injury heals if you re-
  ceive magical healing. 
  96-100 
  Minor Scar. The scar doesn't have any adverse effect, but chicks dig 
  it. Magical healing of 6th level or higher, such as heal and regenerate, 
  removes the scar. 
   
   
  
SOURCE: textdata/thevault/_GM Books/World Building & Game Design/Game Mastering and Design/Tables/Lingering Injuries.pdf