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rules:health_and_recovery:start

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Injury Mechanics

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.

Player's unnatural 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).

Death and Revival

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.


Head Injuries

When a character suffers a head injury, roll 1d8 to determine the effect and its duration (number of turns equal to the roll).

Effects

  • 1-4: Concussion
    • Disadvantage on attack rolls, saving throws, and ability checks.
  • 5-6: Blurred Vision
    • Disadvantage on attack rolls and Wisdom (Perception) checks relying on sight.
  • 7: Dazed
    • Movement speed halved; cannot take reactions.
  • 8: Knockout
    • Unconscious for 1d4 hours.

Treatment

  • Quick: Use an action to attempt revival (DC 15 Medicine check).
  • Full Recovery: Rest or magical healing to reduce recovery time.

Arm Injuries

Immediate Effects

  • Minor Strain: Disadvantage on Strength checks with the arm.
  • Major Strain: Arm unusable; disadvantage on all Strength checks.
  • Dislocated Shoulder: Arm unusable until reset.
  • Broken Arm: Arm unusable; disadvantage on attacks and checks.

Treatment

  • Quick: Use an action to apply a sling or support.
  • Full Recovery:
    • Minor Strain: Rest (1d4 days).
    • Major Strain: Medical attention or healing spells (1d6 days).
    • Dislocated Shoulder: DC 15 Medicine check or healing spell; sling for 1d4 days.
    • Broken Arm: Splint; rest for 1d4 weeks or magical healing.

Leg Injuries

Immediate Effects

  • Sprained Ankle: Speed reduced by 10 feet.
  • Deep Cut: Bleeding; speed reduced by 10 feet.
  • Broken Leg: Speed reduced to 5 feet; cannot Dash.
  • Severe Break: Cannot stand; can only crawl.

Treatment

  • Quick: Use an action to apply pressure; temporary splint takes 1 minute.
  • Full Recovery:
    • Sprained Ankle: Rest (1d4 days).
    • Deep Cut: DC 15 Medicine check; heals over 1d6 days.
    • Broken Leg: Splint; no weight for 1d6 weeks or magical healing.
    • Severe Break: Long-term care or powerful healing; recovery in 1d6+2 weeks.

Torso Injuries

Immediate Effects

  • Bruised Ribs: Disadvantage on Constitution checks and saves.
  • Punctured Lung: Disadvantage on all actions; ongoing damage.
  • Internal Bleeding: Ongoing damage each turn.
  • Critical Organ Damage: Risk of death; severe ongoing damage.

Treatment

  • Quick: Use an action to reduce bleeding temporarily.
  • Full Recovery:
    • Bruised Ribs: Rest (1d4 weeks).
    • Punctured Lung: Immediate medical attention; recovery in 1d4+1 weeks.
    • Internal Bleeding: Surgery (DC 20 Medicine check) or high-level healing.
    • Critical Organ Damage: Immediate magical healing required.

Loss of Limbs and Sensory Organs

Losing a Leg

  • Effect: Speed halved; cannot Dash.
  • Prosthetic: Peg leg reduces speed reduction to 10 feet.

Losing an Arm or Hand

  • Effect: Cannot use two-handed weapons; impaired fine motor skills.
  • Prosthetic: May restore some functionality.

Losing an Eye

  • Effect: Disadvantage on sight-based Perception checks and ranged attacks.
  • Both Eyes Lost: Character is blinded.

Bleeding

Effects

  • Damage: Lose 1d4 hit points at the start of each turn.
  • Unconsciousness: At 0 hit points, begin death saving throws.

Treatment

  • Medicine Check: Action to stop bleeding (DC 10 + 2 × Severity Level); requires healer's kit or bandage.
  • Magical Healing: Any healing spell stops bleeding.

General Treatment Guidelines

Quick Treatment

  • Action-Based Aid: Apply pressure, use a tourniquet, or create a splint.
  • Limitations: Stabilizes but doesn't heal or remove penalties.

Full Treatment

  • Extended Care: Requires time, supplies, and a safe environment.
  • Medicine Checks: DC 10 + 2 × Severity Level; success aids healing.
  • Magical Healing: Spells like Cure Wounds expedite recovery.
  • Professional Care: A healer improves chances of full recovery.

Injury Severity Levels

For determining DCs and treatment difficulty:

  • Minor Injury: Severity Level 1
  • Major Injury: Severity Level 2
  • Severe Injury: Severity Level 3
  • Critical Injury: Severity Level 4

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rules/health_and_recovery/start.1727430024.txt.gz · Last modified: 2024/09/27 09:40 by traff