Difference between revisions of "Healing 5e"

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== Lingering Injuries ==
== 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.
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.


{|class="wikitable"
{|class="wikitable"
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!|Roll !! Injury !! Effect
!|Roll !! Injury !! Effect
|-
|-
||20 || Surface wound || You take 1 hemorrhaging damage for 2 round.
||20
|| Surface wound
|| Gain Hemorrhage 1 (1d2 hemorrhaging damage for 1d2+1 rounds)
|-
|-
||19
||19
|rowspan="4"| Flesh wound
|rowspan="4"| Flesh wound
|rowspan="4"| You take 1d2 hemorrhaging damage for 1d4+2 rounds.
|rowspan="4"| Gain Hemorrhage 2 (1d4 hemorrhaging damage for 1d4+2 rounds)
|-
|-
||18
||18
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||15
||15
|rowspan="5"| Deep wound
|rowspan="5"| Deep wound
|rowspan="5"| You take 1d4+1 hemorrhaging damage for 1d6+3 rounds.
|rowspan="5"| Gain Hemorrhage 3 (1d6 hemorrhaging damage for 1d6+3 rounds)
|-
|-
||14
||14
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|-
|-
||10
||10
|rowspan=2"| Arm injury
|rowspan=2"| Arm Injury
|rowspan="2"| 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.
|rowspan="2"| You lose the ability to use the injured arm.
|-
|-
||9
||9
|-
|-
||8
||8
|rowspan=2"| Leg injury
|rowspan=2"| Leg Injury
|rowspan=2"| 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.
|rowspan=2"| You lose the ability to use the injured leg.
|-
|-
||7
||7
|-
|-
||6
||6
|rowspan=2"| Light internal injury
|rowspan=2"| Light Internal Injury
|rowspan=2"| You lose 1d2 Con when gaining this bodily injury. On your turns, make a DC 11 Con save or lose your action.
|rowspan=2"| Add one level of Internal Injury and you take 1d2 Con damage.  
|-
|-
||5
||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.
||4
|| Sight Injury
|| You are blinded on one eye.
|-
|-
||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.
||3  
|| Serious Internal Injury
|| Add two levels of Internal Injury and you take 1d4 Con damage.
|-
|-
||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 take mental ability damage: 1d4 Int, 1d4 Wis and 1d4 Cha. On your turns, make a DC 13 Con save or lose your action and reaction.
|-
|-
||1 || Critical injuries || '''Roll twice''' on this table, adding your Con bonus -1 to the result (min +1).
||1 || Critical Injury || '''Roll twice''' on this table, adding your Con bonus -1 to the result (min +0).
|-
|-
|}
|}


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.


=== Hemorrhaging ===
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. This is in addition to any specific medical care to heal the injury.
Hemorrhage damage is applied at the start of your turn. If you are in the process of making Death saves, you fail the Death save this turn instead of taking damage. If you have received more than one type of hemorrhaging damage, pick the highest damage roll but add the duration cumulatively unto itself.


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


=== 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.
=== Healing a Lingering Injury ===
A Lingering Injury is healed by:
* Following a Long Rest, make a Con check DC 22 minus days since the injury. Natural 20 counts as 21.
* Use a 3rd level or higher healing spell on the target
* 20 points of magical healing applied directly to the injury (not used to replenish HP loss)
* A Lesser Restoration spell with a Tooth Component*
** An additional Lingering Injury can be healed if a Greater Tooth Component is used.
* A Greater Restoration spell (no material component needed)
* The target receives 1h medical care (Medicine DC 15) in conjunction with a Long Rest, three days in a row
 
 
=== Hemorrhage ===
The Hemorrhage condition comes in levels:
# 1d2 hemorrhaging damage for 1d2+1 rounds
# 1d4 hemorrhaging damage for 1d4+2 rounds
# 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.
 
 
=== Limb/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.
 
 
=== 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 by 3/4 due to lack of grip and the pain.
 


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.
=== 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.


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.
If both of your arms 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 levels and at the beginning of your turn you must succeed a Con save to control your damaged body:
# DC 11 Con save or lose your action and reaction.
# DC 14 Con save or lose your action and reaction.
# DC 16 Con save or become Stunned.
# DC 17 Con save or become Stunned and prone.
# DC 17 Con save or become Dying (retaining HP). If you succeed on this save twice, regardless if you became Dying between successes, your Internal Injury level is reduced to 4.
# You die.
 
You don't need to make Con saves out of combat, but your ability to do things is limited by the condition.
 
Multiple application of the Internal Injuries condition increases the condition's level. 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 Internal Injury condition doesn't remove the Lingering Injury that caused it and still remains and is at risk of inflammation.
 
 
=== Sight Injury ===
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 1d6 days you grow accustomed to the one-sided vision for Dex-based attacks and saves but 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.
 
The risk of losing your actions go away after your next Long Rest.
 
 
 
=== Special Healing ===
Temporary hit point maximum loss caused by hemorrhage is healed:
* 1d8 points per long rest
* 1 point per 8 points of magical healing spells of lower than 3rd level
* 2 points per 8 points of magical healing spells of 3rd level or greater
* 2d8 points per Lesser Restoration with a Tooth Component (4d8 with Greater Tooth Component)
* All such damage is healed with Greater Restoration
 
Ability damage from Lingering Injuries is healed:
* Non-magic means to regain ability points is prohibited while fighting off an infection
* 1 point every 3rd Long Rest
* 1 point if applied medical care (DC15) in conjunction with a Long Rest
* 1 point per 20 points of magical healing spells of lower than 3rd level
* 1 points per 15 points of magical healing spells of 3rd level or greater
* 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
 
Reducing Internal Injury levels:
* 1 level every 3rd Long Rest
* 2 levels exchanged for 2 Exhaustion levels by spending a whole day recuperating (maximum 4 levels)


=== 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 ===
=== 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.
An infection can spread from an untreated injury. Following the Long Rest after you got the injury you gain one level of the Infected condition (two, if you have more than one Lingering Injury) and make an Infection check (Constitution DC 8 + Infection level). If you fail, you take 1 Con damage and increase the Infection level by one (two, if you have more than one Lingering Injury).
 
Following your next Long Rest you
 
 
On the morning of the 3rd day and until the Infected condition is healed or the character is dead, the character must succeed on an Infection check (a Constitution DC10 + Infection level) or take 1 Constitution damage and gain a level of Infection. So if you had a mere Flesh Wound, the infection level would be 1 and your DC would be 11, but if you had a Head Injury, the infection level would be 4 and the DC would be 14.
 
Should you suffer from multiple Lingering Injuries, start by adding Infection levels from the worst, then add one level for every additional Lingering Injury you currently have.
 
If you or someone else applies successful medical care (Medicine DC 15) in conjunction with the Long Rest, no Infection check is required.
 
If you receive successful medical care (Medicine DC 15) or you succeed on the Infection check three days in a row, the infection clears up.
 
succeeds on its infection checks three days in a row
* The target succeeds on a total of six infection checks


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.
On the 4th and further Infection checks, the character takes 2 Con damage on a fail and 1 on a success.


as long as character has at least one injury older than 2 days


=== Tooth Component ===
=== Tooth Component ===

Revision as of 23:20, 8 September 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.


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.

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 Add one level of Internal Injury and you take 1d2 Con damage.
5
4 Sight Injury You are blinded on one eye.
3 Serious Internal Injury Add two levels of Internal Injury and you take 1d4 Con damage.
2 Head Injury You take mental ability damage: 1d4 Int, 1d4 Wis and 1d4 Cha. On your turns, make a DC 13 Con save or lose your action and reaction.
1 Critical Injury Roll twice on this table, adding your Con bonus -1 to the result (min +0).

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. This is in addition to any specific medical care to heal the injury.

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


Healing a Lingering Injury

A Lingering Injury is healed by:

  • Following a Long Rest, make a Con check DC 22 minus days since the injury. Natural 20 counts as 21.
  • Use a 3rd level or higher healing spell on the target
  • 20 points of magical healing applied directly to the injury (not used to replenish HP loss)
  • A Lesser Restoration spell with a Tooth Component*
    • An additional Lingering Injury can be healed if a Greater Tooth Component is used.
  • A Greater Restoration spell (no material component needed)
  • The target receives 1h medical care (Medicine DC 15) in conjunction with a Long Rest, three days in a row


Hemorrhage

The Hemorrhage condition comes in levels:

  1. 1d2 hemorrhaging damage for 1d2+1 rounds
  2. 1d4 hemorrhaging damage for 1d4+2 rounds
  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.


Limb/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.


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 by 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 arms 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 levels and at the beginning of your turn you must succeed a Con save to control your damaged body:

  1. DC 11 Con save or lose your action and reaction.
  2. DC 14 Con save or lose your action and reaction.
  3. DC 16 Con save or become Stunned.
  4. DC 17 Con save or become Stunned and prone.
  5. DC 17 Con save or become Dying (retaining HP). If you succeed on this save twice, regardless if you became Dying between successes, your Internal Injury level is reduced to 4.
  6. You die.

You don't need to make Con saves out of combat, but your ability to do things is limited by the condition.

Multiple application of the Internal Injuries condition increases the condition's level. 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 Internal Injury condition doesn't remove the Lingering Injury that caused it and still remains and is at risk of inflammation.


Sight Injury

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 1d6 days you grow accustomed to the one-sided vision for Dex-based attacks and saves but 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.

The risk of losing your actions go away after your next Long Rest.


Special Healing

Temporary hit point maximum loss caused by hemorrhage is healed:

  • 1d8 points per long rest
  • 1 point per 8 points of magical healing spells of lower than 3rd level
  • 2 points per 8 points of magical healing spells of 3rd level or greater
  • 2d8 points per Lesser Restoration with a Tooth Component (4d8 with Greater Tooth Component)
  • All such damage is healed with Greater Restoration

Ability damage from Lingering Injuries is healed:

  • Non-magic means to regain ability points is prohibited while fighting off an infection
  • 1 point every 3rd Long Rest
  • 1 point if applied medical care (DC15) in conjunction with a Long Rest
  • 1 point per 20 points of magical healing spells of lower than 3rd level
  • 1 points per 15 points of magical healing spells of 3rd level or greater
  • 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

Reducing Internal Injury levels:

  • 1 level every 3rd Long Rest
  • 2 levels exchanged for 2 Exhaustion levels by spending a whole day recuperating (maximum 4 levels)


Infection

An infection can spread from an untreated injury. Following the Long Rest after you got the injury you gain one level of the Infected condition (two, if you have more than one Lingering Injury) and make an Infection check (Constitution DC 8 + Infection level). If you fail, you take 1 Con damage and increase the Infection level by one (two, if you have more than one Lingering Injury).

Following your next Long Rest you


On the morning of the 3rd day and until the Infected condition is healed or the character is dead, the character must succeed on an Infection check (a Constitution DC10 + Infection level) or take 1 Constitution damage and gain a level of Infection. So if you had a mere Flesh Wound, the infection level would be 1 and your DC would be 11, but if you had a Head Injury, the infection level would be 4 and the DC would be 14.

Should you suffer from multiple Lingering Injuries, start by adding Infection levels from the worst, then add one level for every additional Lingering Injury you currently have.

If you or someone else applies successful medical care (Medicine DC 15) in conjunction with the Long Rest, no Infection check is required.

If you receive successful medical care (Medicine DC 15) or you succeed on the Infection check three days in a row, the infection clears up.

succeeds on its infection checks three days in a row

  • The target succeeds on a total of six infection checks


On the 4th and further Infection checks, the character takes 2 Con damage on a fail and 1 on a success.

as long as character has at least one injury older than 2 days

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.








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