Difference between revisions of "Healing 5e"

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Pristine teeth found on corpse:
Pristine teeth found on corpse:
* Vampire -      <!-- CR13 - (2d2)* ~3 -->
* Vampire         <!-- CR13 - (2d2)* ~3 -->
* Vampire spawn <!-- CR5 - (1d2)* ~1,5 -->
* Vampire spawn   <!-- CR5 - (1d2)* ~1,5 -->
* Werebear       <!-- CR5 - (1d2)* ~1,5 -->
* Werebear       <!-- CR5 - (1d2)* ~1,5 -->
* Werewolf       <!-- CR3 - (1d4-2)* ~0,75 -->
* Werewolf       <!-- CR3 - (1d4-2)* ~0,75 -->
* Girallon Zombie <!-- CR3 - (1d4-2) ~0,75 -->
* Girallon Zombie <!-- CR3 - (1d4-2) ~0,75 -->
* Ghast         <!-- CR2 - (1d6-4) ~0,49 -->
* Ghast           <!-- CR2 - (1d6-4) ~0,49 -->
* Ogre Zombie   <!-- CR2 - (1d6-4) ~0,49 -->
* Ogre Zombie     <!-- CR2 - (1d6-4) ~0,49 -->
* Ghoul         <!-- CR1 - (1d8-6) ~0,37 -->
* Ghoul           <!-- CR1 - (1d8-6) ~0,37 -->
* Dire Wolf     <!-- CR1 - (1d8-6) ~0,37 -->
* Dire Wolf       <!-- CR1 - (1d8-6) ~0,37 -->
* Strahd Zombie <!-- CR1 - (1d8-6) ~0,37 -->
* Strahd Zombie   <!-- CR1 - (1d8-6) ~0,37 -->
* Wolf           <!-- CR¼ - (1d10-8) ~30 -->
* Wolf           <!-- CR¼ - (1d10-8) ~30 -->
* Zombie         <!-- CR¼ - (1d10-8) ~30 -->
* Zombie         <!-- CR¼ - (1d10-8) ~30 -->


Of these, a vampiric* or lycanthropic* tooth also qualifies as a "'''Greater Tooth Component'''", which may be a more powerful spell component. If less than 4 teeth are extracted from a (full) vampire, any slightly damaged teeth may still be used as a regular Tooth Component.
Of these, a vampiric* or lycanthropic* tooth also qualifies as a "'''Greater Tooth Component'''", which may be a more powerful spell component. If less than 4 teeth are extracted from a (full) vampire, any slightly damaged teeth may still be used as a regular Tooth Component.

Revision as of 12:42, 10 October 2022

Healing wounds is of the essence.

Healing for DnD 5e is used essentially as-is. Here is presented a "Lingering Injuries" add-on, inspired by DanDwiki [1]. The reason is to add deadliness to the system.


Medicine

Good article on MEdicine uses: https://rpg.stackexchange.com/questions/50771/is-there-a-real-use-for-the-medicine-skill

Lingering Injuries

If a character receives more damage than half their maximum HP in one turn or they have to roll death saves, the player rolls a D20 and consults this table. Multiple Lingering Injuries of the same type can mean permanent damage.

For every 2 (round down) Lingering Injuries the player already has, reduce 1 from the result.

Roll Injury Effect
20 Surface wound Gain Hemorrhage 1 (1d2 hemorrhaging damage for 1d2+1 rounds)
19 Flesh wound Gain Hemorrhage 2 (1d4 hemorrhaging damage for 1d4+2 rounds)
18
17
16
15 Deep wound Gain Hemorrhage 3 (1d6 hemorrhaging damage for 1d6+3 rounds)
14
13
12
11
10 Arm Injury You lose the ability to use the injured arm.
9
8 Leg Injury You lose the ability to use the injured leg.
7
6 Light Internal Injury You take 1d2 Con damage and gain +1 Internal Injury lvl.

Make a Con save DC 8 + (Internal Injury lvl²) (max DC 20). If you fail you become Stunned until the start of your turn.

5
4 Sight Injury You are blinded on one eye.
3 Serious Internal Injury You take 1d4 Con damage and gain +2 Internal Injury lvl.

Make a Con save DC 10 + (Internal Injury lvl²) (max DC 20). If you fail you become Stunned until the start of your turn.

2 Head Injury You take mental ability damage: 1d4 Int, 1d4 Wis and 1d4 Cha.

On your turns, until next Long Rest, succeed on a save of Int, Wis or Cha save (whichever is lower) DC 8, or lose your action and reaction that turn.

1 Critical Injury Roll twice on this table: d20 -1. You may add your Con modifier to the roll (note: this is not a "constitution check" but effects like "luck" applies).

If any of your physical ability scores ever reach below 1, you die. If any of the mental ones reach below 1, you become unconscious and it's not possible to wake you unless the score becomes more than 0.

Keep track of each Lingering Injury. Each needs to be cleaned before a Long Rest (15 minutes, Medicine DC 10 check) to not risk infection. Keeping a Lingering Injury clean is not the same as attempting to cure it.

Creatures with unusual numbers of limbs or eyes may be affected differently.


Healing a Lingering Injury

One Lingering Injury is healed by:

  • Succeeding on 3 (total) Injury Checks
  • Use a 3rd level or higher healing spell on the target
  • 20 points of magical healing applied directly to the Lingering Injury (not used to replenish HP loss)
  • A Lesser Restoration spell with a #Tooth Component (double with a Greater)
  • A Greater Restoration spell (no material component needed)


Injury Check

Following a Long Rest, make an Injury Check (Con DC 15):

  • Failure adds #Infection
  • Succeeding on 3 (total) Con checks heals the Lingering Injury
  • If you receive 1h successful medical care (Medicine DC 15) in conjunction with a Long Rest, you roll with advantage
  • Each Lingering Injury is tracked and rolled for separately

Hemorrhage

The Hemorrhage condition comes in levels:

  1. Level 1: 1d2 hemorrhaging damage for 1d2+1 rounds
  2. Level 2: 1d4 hemorrhaging damage for 1d4+2 rounds
  3. Level 3: 1d6 hemorrhaging damage for 1d6+3 rounds

Hemorrhage damage reduce the maximum hit points of the character and applies a level of Exhaustion for every 1/4 of the hit point total so damaged. If a character ever receives hemorrhage damage equal or greater than their hit point maximum, they die.

The damage is rolled and applied at the start of your turn. If you have received different levels of the Hemorrhage condition, use the highest level and use the longest duration. Hemorrhage levles don't increase or decrease by application, but by the highest you have received or the longest duration, whichever is worse.

The Hemorrhage condition can be removed by:

  • A Medicine check (DC 11 + Hemorrhage level)
  • 3 points of magical healing per Hemorrhage level
  • 1 point of fire damage per Hemorrhage level (note: avoid getting 0 HP again!)
  • Using the spells Lesser Restoration or Greater Restoration

Removing the Hemorrhage condition doesn't restore lost hit point maximum or remove the Lingering Injury that caused it that still needs to be cleaned.

Temporary hit point maximum loss caused by hemorrhage is recovered:

  • 1d8 points per long rest
  • 3d8 points per long rest by spending a whole day recuperating
  • 1 point per 8 points of magical healing spells of lower than 3rd level
  • 2d8 points per Lesser Restoration with a Tooth Component (4d8 with Greater Tooth Component)
  • All hit point maximum loss is healed with Greater Restoration

Injuries to Limb or Sight

If you receive a second injury of the same kind for limbs or sight, it's your choice how it lands on you, whether it deals a second damage to the injured body part or an injury to the second.

If an injured body part recives a second Lingering Injury, it is permanently disabled and probably will require amputation. It requires a Regeneration spell to restore.


Arm Injury

If your arm has a Lingering Injury, you can't use the injured arm for physical actions like lifting, shielding, attacking or crawling. You have disadvantage on Strength checks & saves and on attacks that requires the use of that hand (including Grapple). Your carry capacity is decreased by 1/4.

If your second arm also has a Lingering Injury, you are unable to perform any actions requiring arms. Your carry capacity is decreased to 3/4 due to lack of grip and the pain.


Leg Injury

If your leg has a Lingering Injury, your base speed is decreased by 10ft (to a minimum of 5ft of movement) and you take a -2 Dodge penalty. Any movement you make that isn't part of a Disengage, Tumble or movement to engage an enemy provokes opportunity attacks. You have disadvantage to climb and any Strength checks/saves involving your leg. If you Jump, Tumble or move further than your base speed on your turn (e.g: if you Dash), you have to succeed on a DC 11 Acrobatics check or fall prone.

If both of your legs have a Lingering Injury, your base speed is 0 and you can't perform any actions that require legs.


Internal Injury

The Internal Injury condition comes in cumulative levels and at the beginning of your turn you must succeed a Con save DC 10 + (Internal Injury lvl²) (max DC 20) to control your damaged body. If you fail you become Stunned until the start of your turn.

  1. DC 9 Con
  2. DC 12 Con
  3. DC 17 Con
  4. DC 20 Con
  5. DC 20 Con
  6. You die.

You don't need to roll saves out of combat, but your ability to do things is limited by the condition. Each level of Internal Injury must be removed to remove the condition but only one Medicine check to keep the wound clean is needed per day. Removing the last Internal Injury level removes the Lingering Injury but leaves some deformation or scar.

Reducing Internal Injury is done in the same way you would be #Healing Ability Damage. The difference is that when an Internal Injury level is reduced, the recepient gains the same levels of Exhaustion, unless it's a Greater Restoration spell. If a character would receive a 5th or higher level of Exhaustion in this way, instead receive as many so that she has 4.

Sight Injury

If you receive a second injury of the same kind for limbs or sight, it's your choice how it lands on you, whether it deals a second damage to the injured body part or an injury to the second.

If an injured body part recives a second Lingering Injury, it is permanently disabled and probably will require amputation. It requires a Regeneration spell to restore.

You are blinded on one side you have disadvantage on any attack roll that is not Str based, on any Dex saves, and any Perception checks that rely on sight. After a Long Rest, make a flat check DC17. On a success, you have grow accustomed to the one-sided vision for Dex-based attacks and saves. The Perception penalties persist while you have the Sight Injury or if you are permanently blinded.

If all your sources of sight are injured or permanently blinded, you are blind.


Head Injury

Multiple Head injuries simply apply ability damage. You don't need to saves out of combat, but your ability to do things is limited by the condition.


Infection

An infection can spread from an untreated Lingering Injury. If you have an Lingering Injury that has not been cleaned (15 minutes cleaning per Lingering Injury; Medicine DC 15) in conjunction with a Long Rest, you gain one Infection level for each.

If you have any Infection Levels after a Long Rest, you must make an Infection Check (Con DC 10 + Infection level).

  • If you succeed: Reduce the Infection level by 1.
  • If you fail: Take 1 Con damage and increase the Infection level by 1.
  • If you decrease the Infection level to 0, the condition is removed (but the Lingering Injuries are unaffected).

If you received successfull Medical care for 1 hour in conjunction with your Long Rest, you can make the check with advantage.

Even if you haven't reduced the infection level to 0, succeeding a 5th time on an Infection check clears it up.

On the 4th and further Infection checks, you take 1d2-1 Con damage even on a success and 1d2 on a failure.

Reduce Infection Levels:

  • 1 for each day you succeed on an Infection Check (Con DC 10 + Infection level)
    • One hour Medical care (Medicine 15) gives advantage to the check
  • 1d2 for each Lesser Restoration with a Tooth Component (2d2 with Greater Tooth Component)
  • All Infection Levels are healed with Greater Restoration

Healing Ability Damage

  • Non-magic means to regain ability points is prohibited while fighting off an #Infection
  • 1 on Long Rest if succeeding on a Con check DC 14.
  • 1d2 points by spending a whole day recuperating
  • 1 point if applied 1h medical care (DC15) in conjunction with a Long Rest
  • 1 point per 20 points of magical healing from spells/effects of lower than 3rd level and 2 points for spells of 3rd level and higher
  • 1d2 points per Lesser Restoration with a Tooth Component (2d2 with Greater Tooth Component)
  • All such damage on one ability score is healed with Greater Restoration

This is primarily meant for ability damage received from a Lingering Injury. Consult your DM if your dability damage is healed in this manner.

Tooth Component

A Tooth Component can be used to enhance spells and requires a pristine tooth from one of the evils of Barovia.

Pristine teeth found on corpse:

  • Vampire
  • Vampire spawn
  • Werebear
  • Werewolf
  • Girallon Zombie
  • Ghast
  • Ogre Zombie
  • Ghoul
  • Dire Wolf
  • Strahd Zombie
  • Wolf
  • Zombie

Of these, a vampiric* or lycanthropic* tooth also qualifies as a "Greater Tooth Component", which may be a more powerful spell component. If less than 4 teeth are extracted from a (full) vampire, any slightly damaged teeth may still be used as a regular Tooth Component.

Lesser Restoration

Lesser Restoration adds Hemorrhage to the list of conditions it can remove. In addition a caster using Lesser Restoration can apply a #Tooth Component as a material component to restore either a Lingering Injury, 1d2 infection levels, 1d2 ability damage, 1d2 Internal Injury levels, or 2d8 points of max HP loss (chosen by you). If a Greater Tooth Component is used, twice that is restored, or two of the normal conditions removed.

Remove Curse

In Barovia, the curse of Lycanthropy isn't as easy to cure as elsewhere. Remove Curse will turn any shape-changed beast into humans and then supress its Lycanthropy for 2d6 days. They will still feel the curse there, just out of reach, and know it will re-establish itself in a while. Remove Curse can permanently remove Lycanthropy if three Greater Tooth Components are used as material compnents in the casting, or in subsequent castings while the curse is supressed.

Greater Restoration works as normal without the need for any material components.


Scars

The character will retain scars from their injuries which can only be removed with a greater Restoration spell that specifically targets the scar.








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