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These rules provide a framework for handling injuries more realistically in your campaign. Injuries result from critical hits, massive damage, traps, or specific called shots and are categorized by severity: minor, major, severe, and critical. Treatment ranges from quick actions to long-term care or magical healing.
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.
When a character suffers a head injury, roll 1d8 to determine the effect and its duration (number of turns equal to the roll).
For determining DCs and treatment difficulty: