Friday, February 2, 2018

Optional Rule Variant: Injuries, Restoration, Consumables, and Prosthetics

Lately, I've felt like I want to add some danger to my D & D games between having to take a rest and death. Injury tables have been around for a while and I wanna try out a system with my players.

On page 272-273 of the 5th Edition Dungeon Master's Guide, there are optional rules for injuries. I am going to use these a basis for own injury rules. The major changes are going to be in the specific effects of the injuries/wounds and the ways these wounds can be healed.

It is up the DM's discretion whether or not to add an injury on top of an attack's damage. A creature might sustain an injury or wound whenever a creature's hit points drop to 0 or less or if they take damage from a single source equal to or greater than half of its hit point maximum.

Whenever this happens, the creature must roll a DC 15 saving throw that is most applicable to the source of the damage. This saving throw increases by 5 every time the creature makes this saving throw during an encounter.

If their armor is greater than the saving throw, they can instead choose to have their armor or shield to be damaged. It takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a Shield that drops to a +0 bonus is destroyed.

If they fail, they then roll, based on the damage type, on one of the table provided here.


There are three kinds of wounds: minor, moderate and major wounds.

Minor wounds are any wounds that take ten days or less to heal.

Moderate wounds are any wounds that take more than ten days to heal but can still heal naturally.

Major wounds leave permanent effects unless healed.

There are three ways to deal with injuries:

RESTORATION MAGIC

In my mind, most spells that restore hit points are magically mending the body by pumping positive energy into the target creature. Cure wounds heals cuts and bruises, repairs strain and tears and, cast at high enough levels, bends broken bones.

Minor wounds can be healed with any magic that restores hit points, Lesser Restoration, or Greater Restoration.

Moderate wounds can be healed with any healing magic cast at level 2 or higher that restores hit points, Lesser Restoration, or Greater Restoration.

Major wounds can be healed with can any healing magic level 6 or higher that restores hit points except for lost limbs, eye balls or other appendages, which requires the Regenerate spell.

CONSUMABLES
But what if you don't have a healer? In that case, there are consumable potions/salves/elixirs that will fix these problems.

Minor wounds can be cured by any potions that restore hit points, Elixirs of Health, Elixir of Miracles or Regeneration Serum.

Moderate Wounds can be cured by Elixirs of Health, Elixir of Miracles or Regeneration Serum.

Major Wounds can be cured by Elixir of Miracles or Regeneration Serum. Missing appendages can only be restored with Regeneration Serum.

Elixir of Miracles
Potion, Very Rare
Price: 750 GP
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. It also restores all minor, moderate and major wounds except for lost appendages. The clear gold liquid glows when exposed to light.

Regeneration Serum
Potion, Very Rare
Price: 1000 GP
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. It also restores all minor, moderate and major wounds. This bright green liquid smells and tastes as bad as it looks.

MAGIC PROSTHETICS

The last option for those who lost an appendage is acquire a magic prosthesis. These magical items are rare, expensive and require atonement but are often superior to the original limb. They can also be easily customized by someone who attunes it: they can detach and use as much of the limb or other appendage as needed.

Magic Prosthetic Arm
Prosthetic, Rare
Price: 1000 GP
After atunement, this arm functions as a fully functioning replacement arm and/or hand. It takes an action to detach the appendage.

Magic Prosthetic Leg
Prosthetic, Rare
Price: 1000 GP
After atunement, this leg functions as a fully functioning replacement leg and/or hand. It takes an action to detach the appendage.
Magic Prosthetic Eye
Prosthetic, Rare
Price: 1000 GP
After atunement, this eye functions as a fully functioning replacement eye with Darkvision to a range of 60 feet. It takes an action to detach the appendage.

Magic Prosthetic Ear
Prosthetic, Rare
Price: 1000 GP
After atunement, this eye functions as a fully functioning replacement ear. It takes an action to detach the appendage.

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