Difference between revisions of "Healing 5e"

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


On your turns, until next Long Rest, succeed on a cognitive save (whichever is lower of Int, Wis or Cha) DC 8, or lose your action and reaction that turn.
On your turns, until next Long Rest, succeed on a cognitive save (whichever is lower of Int, Wis or Cha) DC 8, or lose your action and reaction that turn. Don't roll out of combat, but it should affect actions appropriately.


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

Revision as of 21:16, 3 November 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 You gain Bleed-out (Lower your maximum HP by 1 per two levels (min 1))
19 Flesh wound You gain Hemorrhage +1 (Lower your maximum HP by 1 per level +1)
18
17 Artery wound You gain Hemorrhage +2 (Lower your maximum HP by 2 per level +2)
16
15
14 Deep wound Gain Hemorrhage +3 (Lower your maximum HP by 3 per level +9)
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 & gain +1 Internal Injury lvl. Succeed on Con save DC 8 + (Internal Injury lvl²). Fail = 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 & gain +2 Internal Injury lvl. Succeed on Con save DC 8 + (Internal Injury lvl²). Fail = Stunned until the start of your turn.
2 Head Injury You take mental ability damage: 1d4 Int, 1d4 Wis and 1d4 Cha. Succeed at lowest save of Int, Wis or Cha DC 8, or lose your action & reaction until the start of your 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.

Injury Check

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

  • Failure
    • Cleaned injury for 15 min before long rest: No effect
    • NOT cleaned for 15 minutes before long rest: Adds #Infection
  • Succeeding on 2 Injury 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.


Healing a Lingering Injury

One Lingering Injury is healed by:

  • Succeeding on 2 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)


Hemorrhage

The wound bled you out before it was stopped. You feel weaker. Instead of 2 Injury Checks, you need to succeed in one per Hemorrhage level, reducing the score by 1 for each success.

The Hemorrhage condition comes in levels:

  1. Bleed-out: Lower your maximum HP by 1 per two levels (min 1).
  2. Level 1: Lower your maximum HP by 1 per level +1.
  3. Level 2: Lower your maximum HP by 2 per level +2.
  4. Level 3: Lower your maximum HP by 3 per level +3.
  5. Level 4: Lower your maximum HP by 4 per level +4.
  6. Level 5: Lower your maximum HP by 5 per level +5.
  7. If you would gain any higher level of hemorrhage you die instead.

Additional hemorrhage injuries increase the Hemorrhage level, updates the hit point total if character level has changed, and applies a level of Exhaustion every time hemorrhage is gained. If a character would die from Exhaustion in this way, instead take 1d4 Con damage.

The Hemorrhage levels can be reduced by:

  • A Medicine or Constitution check (DC 11 + Hemorrhage level), once per long rest. Another character may make the Medicine check.
  • The full amount of magical healing needed to "heal" the current Hemorrhage level.
  • Using the spells Lesser Restoration (1) or Greater Restoration (all)

Removing the Hemorrhage condition removes the Lingering Injury that caused it, but not any infection levels they may have.


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 to 3/4.

If your second arm also has a Lingering Injury, you are unable to perform any actions requiring arms. Your carry capacity is decreased to 1/4 due to lack of grip and the pain.


Leg Injury

If your leg has a Lingering Injury, which has the following effects:

  • Base speed is decreased by 10ft (to a minimum of 5ft of movement)
  • -2 Dodge penalty
  • Disadvantage any Strength checks/saves involving the leg
  • All strenous activities (like Jump, Tumble or Dashing) risks falling. Succeed on a DC 11 Acrobatics or Athletics 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

Internal injuries are dangerous. Any time an internal injury is gained, deal the appropriate Con damage (D2/D4), increase the Internal Injury level and discount any previous Injury Check successes.

While suffering an internal injury, at the beginning of every turn make a Con save DC 8 + (Internal Injury lvl²) (max DC 20) to control the pains in 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 should be limited by the condition.

The Internal Injruy is healed either if the Lingering Injury is healed by Injury Checks or if Internal Injury levels are reduced to 0.

Reducing Internal Injury is done in the same way as #Healing Ability Damage.

When a character loses the Internal Injury condition, she still retains a level of Exhaustion in its place. This doesn't happen if a Greater Restoration spell is used. If a character would have died of Exhaustion this way, they instead receive 1d4 Con damage.


Sight Injury

You are blinded on one side, causing disadvantage on any actions, abilities or saves requiring sight and -5 to passive perception for sight.

After a Long Rest, make a flat check DC17. On a success, you have grow accustomed to the one-sided vision and instead of disadvantage, you instead have a -2 penalty to these things. The effects are replaced by the Blinded condition if you lose sight in all your eyes.

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. It requires a Regeneration spell to restore.


Head Injury

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

On your turns, until next Long Rest, succeed on a cognitive save (whichever is lower of Int, Wis or Cha) DC 8, or lose your action and reaction that turn. Don't roll out of combat, but it should affect actions appropriately.

Multiple Head injuries simply apply ability damage. You don't need to make 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.

Non-magic means to regain ability points is prohibited while fighting off an #Infection

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 Str/Dex/Con damage (randomly) 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. A damaged or cavity-filled tooth will not work. As it's extracted, it's immediately apparent if it's a useable tooth or not.

Pristine teeth found on corpse:

  • Vampire
  • Vampire spawn
  • Werebear
  • Werewolf
  • Ghast
  • 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.


Hitpoint loss

If no other rule applies, suggestion:

Temporary hit point maximum loss 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






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