Your best bet is the Ersatz Eye, a common magic item listed on page 137 of Xanathar's Guide to everything:
Wondrous item, common (requires attunement)
eye replaces a real one that was lost or removed. While the ersatz eye
is embedded in your eye socket, it can’t be removed by anyone other
than you, and you can see through the ...
Use Regenerate, a 7th level spell.
It is on the Bard, Cleric, and Druid spell lists.
You can also use a Wish to duplicate this spell without needing to worry about it going badly (evil genie does not apply when duplicating spells up to 8th level).
One of the effects of the spell is:
The target’s severed body members (fingers, legs, tails, and so on), if ...
Generally I follow a health status report system (when asked how each creature looks) like this:
100% - Uninjured or in perfect condition
>75% - Minor injuries, doesn't show any signs of slowing, just a few minor inconveniencing injuries
>50% - Injured, visibly wounded with some nondebilitating injuries, but still fighting strong
<50% - ...
The regenerate spell
The most straightforward RAW way of getting missing bodyparts back is to have somebody cast regenerate on you.
The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
As far as I know, there are 2 basic ways to regrow a limb:
Regenerate, a 7th level Cleric/Bard/Druid spell
Ring of Regeneration (DMG p 191) - note that in order to regrow a limb, the user must be attuned to the ring for 1d6 + 1 days and have at least 1 hp for the entire peirod (meaning that if you die, the time period restarts)
Alternatively, you ...
While there are no rules for simply broken arms or legs there are rules for losing an arm or leg.
From the DMG on Lingering Injuries
Lose a Foot or Leg. Your speed on foot 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 ...
Magic items that let you see
The classic official eye replacement is the Eye of Vecna, though it's an artifact, and a nasty one at that (DMG 224):
To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a ...
Your wild shape forms will have legs (if it is supposed to)
Wild shape allows you to take the form of an animal.
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before.
When you wild shape you take the complete form of whatever you are shaping into. The size, shape, and/or condition of your druid ...
Upcast spells (cast with a 6th level slot) count as 6th level spells, but it's unclear whether this would apply to the Horrible Scar rule
In the PHB, p. 201, under Spell Slots:
Casting a Spell at a Higher Level
When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For ...
Yes, it's a very good trade-off.
Every level-up, you will gain additional hitpoints. However, +1 AC is hard to get once you maxed out your armour options (which you most likely already have at level 7). Especially as a STR-based fighter and considering the way lower AC totals high-level 5e characters can achieve.
The +1 will put you above other fighters, ...
Roll for Shoes doesn't really have a "combat system" as such — unless you houserule one in, of course. Rather, combat in RfS is basically handled using the same general mechanics as everything else: the player rolls Nd6, where N is the level of the skill they're using, and tries to beat the GM's roll.
The thing to keep in mind is that RfS is a ...
Creatures are not injured while they have at least one Hit Point
This might sound confusing, but Hit Points are not health. Player's Handbook describes Hit Points as an abstraction of character's possibilities to avoid death:
Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with ...
The 5e Dungeon Master's Guide contains an optional rule on p.272:
A creature might sustain a lingering injury under the following circumstances:
When it takes a critical hit
When it drops to 0 hit points but isn't killed outright
When it fails a death saving throw by 5 or more.
When an injury happens, the player ...
The rules simply didn't take the flying case into account. You'll notice there is no reference in any of the entries in the table to losing a wing instead of an arm. I think it was simply written before these flying races became playable.
The highlighted text makes perfect sense if you are restricted to using your legs to move around but makes no sense if ...
Healing is constantly referred to in the rules as regaining hit points. The Lingering Injuries table says magical healing so that's exactly what it means; hit points regained through magical means.
The PHB says:
magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant.
So yes, potions count.
In the case of a ...
There's a few points here. First off, even on a critical hit, it's up to DM fiat as to whether the NPC just dies outright, or takes HP damage, or whatever. If this is an important, named NPC, you probably want to have them take damage rather than just declaring them dead or dying.
If you decide to have the attack deal critical damage against HP, then do ...
I'm still not convinced that my answer here doesn't duplicate this question, but I digress.
There are no "limb regrowth" options readily available at level 3
Your options, as I see them:
Take it back. It feels bad, but we've all done it. No one is satisfied by it, but sometimes we, as DMs, get ourselves into situations that we're not ...
Here's how to figure this out.
First, let's think about monster attack bonuses at your level. I looked at three example CR7 monsters. The giant ape has +9 to hit. The oni has +7 to hit. The shield guardian has +7 to hit. So let's say that the average monster has a +8 to hit you.
With an 18 AC, you'll be hit 55% of the time; with a 19 AC, you would be ...
Real-world-damage is classified in several different ways in D&D 3.5
Hit point damage
What are hit points? Hit points are your capability to not take the fatal blow, but are also how wounded you are.
Are these two definitions a dycothomy? Well, as with every abstraction I'm prone say yes.
Poisons that only get applied by harming you enemy and drawing ...
Yes, any part of the body broken off while stoned is still lost when restored
The Flesh to Stone spell states:
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
Likewise the Basilisk entry in the MM states:
Unfortunately for [creatures turned to stone], any parts lost in stone ...
There is little or no RAW for in-depth injuries in D&D 5E, neither causing them nor healing them. Characters hurt in battle from hit point loss are assumed to be "worn down" in a generic fashion. There are a couple of special states (unconscious and dying), which also avoid dealing with the nature of wounds.
I think your ruling that a lethal attack, ...
Pay a spellcaster for their services.
I can think of a few spells that would work, but some of it gets a bit weird. As far as I know, none of them require the missing body part.
Clone - 8th level wizard spell. Requires you to die, though.
Resurrection - 7th level bard/cleric spell. Also requires you to die.
Regenerate - 7th level Bard/Cleric/Druid spell
The comments on the original post have some interesting and useful commentary and ideas. Damage is one the issues addressed by the creator.
For damage, we had this cartoony thing where you get busted up and humiliated in one scene, and then we don't really talk about the damage afterwards - unless you want to! Being badly beaten has effects in the fiction,...
RAW yes, RAI probably not.
Let's analyze Mending's description:
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
1. RAW clarification: Doubly optional
While the whole Lingering Injuries section describes an optional rule, the list of situations which inflict them is also just a suggestion:
It's up to you to decide when to check for a lingering injury. A
creature might sustain a lingering injury under the following
circumstances: (DMG 272, emphasis mine)
So the ...
However things got a little complicated after that....
You're right, this is a little complicated. The tl;dr is "there's no hard-and-fast rule for this, but here are some guidelines from the books and from experience."
The Dungeon Master's Guide has some advice...
The authors knew this would come up, have played lots of D&D, and have a ...
Rules as written, there are no injuries like this. Literally nothing in the rules inflicts them, the rules don’t specify what effects they have on your stats or abilities, and so on.
Injury is entirely abstracted to the realm of HP damage, and to a lesser extent, ability score damage.
There are two references to the concept in the rules: regenerate, and ...
From the Developer Answered Questions thread on the FFG Forums (found inside the General Combat Question collapse):
Rules as written a character would not suffer a second Critical Injury if the character takes more damage and is already incapacitated.
However, since the character is incapacitated and cannot defend himself, the GM would be perfectly within ...