Difference between revisions of "Healing 5e"
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||2 || Head injury || You lose 1d4 Int, 1d4 Wis and 1d4 Cha when gaining this bodily injury. On your turns, make a DC 15 Con save or lose your action and reaction. | ||2 || Head injury || You lose 1d4 Int, 1d4 Wis and 1d4 Cha when gaining this bodily injury. On your turns, make a DC 15 Con save or lose your action and reaction. | ||
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||1 || Roll another d20-1+Con (min +1) twice | ||1 || Critical injuries || Roll another d20-1+Con (min +1) twice | ||
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Revision as of 19:05, 8 September 2022
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.
Lingering Injuries
If a character receives more damage than half their maximum HP in one turn or they become unconscious from HP loss, the player rolls a D20 and consults this table. If the character is unconsious, apply the effects after they regain consiousness.
Roll | Injury | Effect |
---|---|---|
20 | Surface wound | You take 1 hemorrhaging damage for 2 round. |
19 | Flesh wound | You take 1d2 hemorrhaging damage for 1d4+2 rounds. |
18 | ||
17 | ||
16 | ||
15 | Deep wound | You take 1d4+1 hemorrhaging damage for 1d6+3 rounds. |
14 | ||
13 | ||
12 | ||
11 | ||
10 | Arm injury | You can't use the injured arm on its own for anything heavy like lifting, attacking or crawling. You have disadvantage on strength checks/saves and on attack rolls that require two hands, or to grapple. Your lift capacity is decreased by 1/4. Your can't lift anything remotely heavy with the injured arm. |
9 | ||
8 | Leg injury | You lose 10ft of base speed (to a minimum of 5ft movement). All movement 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, you have to succeed on a DC 11 Acrobatics check or fall prone. |
7 | ||
6 | Light internal injury | You lose 1d2 Con when gaining this bodily injury. On your turns, make a DC 11 Con save or lose your action. |
5 | ||
4 | Serious internal injury | You lose 1d4 Con when gaining this bodily injury. On your turns, make a DC 15 Con save or lose your action and reaction. |
3 | Sight injury | You are blinded on one side and have disadvantage on any attack roll that is not Str based, on any Dex saves, and any Perception checks that rely on sight. If you use another mode than sight to percieve things, choose one. Only one perception mode is affected per Sight injury. |
2 | Head injury | You lose 1d4 Int, 1d4 Wis and 1d4 Cha when gaining this bodily injury. On your turns, make a DC 15 Con save or lose your action and reaction. |
1 | Critical injuries | Roll another d20-1+Con (min +1) twice |
Hemorrhaging
Hemorrhage damage is applied at the start of your turn. If you are unconscious below 1 HP, you fail the Death save this turn instead of taking damage.
Multiple Hemorrhaging injuries are applied cumulatively for the duration and the highest damage category is used per turn. Hemorrhaging can be stopped by a Medicine check DC 15, 8 points of magical healing or 8 points of fire damage. If the hemorrhage is stopped in this manner, the Lingering Injury still remains and is at risk of infection.
Injuries
If a character receives a second arm, leg or eye injury of the same kind, their positioning (player's choice) affects the outcome; either permanently lose the limb/eye (chopped off or so requires amputation), adding a Deep wound to the injury, or likewise injure a second limb/eye, making the character incapable of using them for anything but the lightest of tasks.
If multiple Internal injuries are added, it is hence treated as a Serious internal injury, not Light. Apply the Con damage as written and increase the DC of the Con save by 1 for a Light internal injury or 2 for an Internal injury. If the DC increases to 20, the character is in too much pain to perform actions or reactions but roll for any further Con damage normally if they receive another internal injury. If a character ever has less than 1 Con, they die.
Multiple Sight injuries either means the character loses the injured eye permanently or becomes completely blinded. If a character loses one eye permanently, Perception cheks that rely on sight permanently suffer disadvantage, but after 1d6 days they grow accustomed to the one-sided vision for Dex-based attacks and saves.
Multiple Head injuries simply apply ability damage and increase the DC to make actions by 2. If either Int, Wis or Cha ever is below 1, the character dies.
Healing a lingering injury
A lingering injury is healed by:
- A 3rd or higher healing spell used on the target
- 20 points of magical healing is applied directly to the injury (not used to replenish HP loss)
- A Lesser Restoration spell with a Tooth Component*
- A Greater Restoration spell (no material component needed)
- Amputation (medicine DC 15; also adds 4 levels of exhaustion, up to a maximum of 5)
- The target receives medical care (DC 15) three days in a row
- The target succeeds on its infection checks three days in a row
- The target succeeds on a total of six infection checks
A character who has taken ability damage and fought off infection can receive medical care in conjunction with a Long Rest (DC 15) to regain 1d2 ability points so lost. The regained points are added randomly.
Infection
An infection spreads from an untreated injury after 2 days have passed. On the morning of the 3rd day the character must succeeds on an Infection check (a DC10 Con save) or take 1 Con damage. A wound adds nothing to the DC but a bodily injury adds +3; add the highest modifier if the character has multiple injuries; not cumulative. Every day after the first 2 days also add +1, which is added cumulatively. I.e.: The first DC is either 11 for a wound or 14 for a bodily injury.
Any day when the character has successfully received medical care, no roll is required.
On the 4th and further Infection checks, the character takes 2 Con damage on a fail and 1 on a success.
Tooth Component
A Tooth Component can be used to enhance spells. These include either a pristine vampire, werewolf, dire wolf, ghoul or zombie tooth ground down as material component.
Pristine vampire or werewolf teeth also qualify as a Greater Tooth Component.
Lesser Restoration House Rule
Lesser Restoration can, in addition to its existing condition remedies, also use a Tooth Component as a material component to restore either a Lingering Injury or 1d2 ability damage (chosen by you). If a Greater Tooth Component is used, Lesser Restoration may remove two Lingering Injuries or 2d2 points of ability damage.
Scars
The character will retain scars from their injuries which can only be removed with a greater Restoration spell that specifically targets the scar.