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Resting: During a long or short rest, players may spend Hit Dice to regain hit points, adding their Constitution modifier to each roll. Additionally, any non-severe injuries are automatically healed when Hit Dice are used in a long rest.
Hit Dice Recovery: At the end of a long rest, players regain spent Hit Dice up to a maximum of half their total Hit Dice (rounded down).
Standard Rule: Players can be revived through spells or magical effects.
Homebrew Rule: There is a 50% chance (roll of 11+ on a d20) that any revival attempt fails, regardless of the method used.
Increasing Difficulty: Each successful revival attempt increases the difficulty for future attempts by 5%. The second attempt requires a roll of 12+ on a d20 (55% chance), and so on.
True Resurrection: This spell ignores the chance of failure but can't be used again on the same target to bypass these rules.
Injuries in this campaign are significant and can have lasting effects on characters. Below are detailed mechanics for each type of injury, including how they can be quickly treated and the time required for full treatment.
Head Injuries:
Arm Injuries:
Leg Injuries:
Torso Injuries:
Bleeding:
Note: The Dungeon Master should use these injury mechanics to enhance the realism and challenge of the campaign. They are guidelines and can be adjusted for balance and narrative purposes.