Healing
Each Lingering Injury has a Severity DC (Severity). Each Long Rest, a PC with a Lingering Injury rolls a Constitution Saving Throw. If the result meets or exceeds the Severity, the injury is healed. After each failed roll, reduce the Severity by 1 to model the effects of healing over time. The PC should make this Saving Throw after any Medicine Checks or magical healing is performed.
Medicine Checks
During each Long Rest, a character can attempt a WIS(Medicine) Check on someone with a Lingering Injury. Another character with Medicine proficiency can Help in this attempt. These healers can attend to only one injured PC per Long Rest. While there's a good chance that this ministrations will help, there is also a chance that they could make matters worse.
Medicine Check Result
0-5: Increase the Severity by 1d6.
6-9: No effect.
10-14: Decrease the Severity by 1.
15+: Decrease the Severity by 1d6.
Magical Healing
Every 10 points of magical healing applied to the injury reduces the Severity by 1.
Lingering Injuries (1d12)
- Fractured Leg - Severity 20 - Gain 1 level of Exhaustion. Speed halved. Cannot take Dash action.
- Fractured Arm - Severity 20 - Gain 1 level of Exhaustion. Cannot hold anything with two hands, can hold only one object at a time.
- Internal Injury - Severity 15 - Action in combat = DC15 Constitution Saving Throw. Failure = lose your action, and cannot take reactions until start of next turn.
- Broken Ribs - Severity 15 - Action in combat = DC10 Constitution Saving Throw. Failure = lose your action, and cannot take reactions until start of next turn.
- Damaged Eyes - Severity 15 - Disadvantage on Wisdom(Perception) Checks that rely on sight, and on ranged attack rolls.
- Damaged Ears - Severity 15 - Disadvantage on Wisdom(Perception) Checks that rely on hearing.
- Fractured Hand - Severity 15 - Cannot hold anything with two hands, can hold only one object at a time.
- Festering Wound - Severity 10 - Gain 1 level of Exhaustion. Lose 1d6 hp after each Long Rest.
- Twisted Knee - Severity 10 - Speed halved. DC10 Dexterity Check after Dash action or fall prone.
- Sprained Ankle - Severity 10 - Speed reduced by 5. DC10 Dexterity Check after Dash action or fall prone.
- Battered Face - Severity 5 - Disadvantage on Charisma(Persuasion) Checks.
- Open Wound - Severity 5 - Lose 1d6 hp after each Long Rest.
No comments:
Post a Comment