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<blockquote data-quote="werecorpse" data-source="post: 7426791" data-attributes="member: 55491"><p>Here are my house rules on lingering injuries. I admit to the phrasing being a bit clumsy but it's just a house rule.</p><p></p><p>In case you think I only use a stick I also have a system for what I call "Peak condition benefits" which are things that a bit like inspiration or boons that a character can build up by spending time training or getting a blessing etc and are intrinsic to the character rather than linked to an item. </p><p></p><p>Enjoy</p><p></p><p></p><p></p><p>Lingering injuries</p><p></p><p>Every time you fail a death save roll or take a critical hit you have a chance of suffering a lingering injury. If you suffer the same number as your hit dice ( or biggest hit dice if you are multiclassed ) you automatically receive one lingering injury. Then the chance to suffer another one starts to build. </p><p>Whenever you take a long rest you roll a dice equal to your hit dice. If you roll equal or less than the chance of suffering a lingering injury you have one. After the long rest the chance of suffering a lingering injury them resets to 0.</p><p></p><p>(I.e. Bill the fighter suffered 3 critical hits and failed a death roll during the days fighting. He rests overnight and roll 1d10 ( his hit dice). If he rolls a 4 or less he wakes up with a lingering injury. If he had suffered say 12 critical hits and failed 5 death rolls he would suffer 1 lingering injury and have a 7 in 10 chance of suffering a second. If he had this happen to him and he was a monk or cleric he would have 2 lingering injuries and a 1 in 8 chance of a third )</p><p></p><p>Roll on the table below to see what injury lingers. You may suffer all except 1&8 multiple times. If you can no longer suffer the injury rolled, roll again.</p><p></p><p>Lingering injuries</p><p>1.Weakened: roll damage dice twice take the worst result.</p><p>2.Frail: hit point maximum reduced by 2 per hit dice/level </p><p>3.Scarred: disadvantage on skill checks of a particular stat (roll1d6)</p><p>4.Lame: lose 10' movement</p><p>5.Injured : take a few seconds to warm up. Disadvantage to everything for the first two rounds involved in each combat (including initiative).</p><p>6.Vulnerable: double damage from a particular damage type (GM choose one that caused the injury)</p><p>7.Feeble: disadvantage on saves of a particular type (roll 1d6)</p><p>8.Afflicted: hit points recovered from any source (healing, hit dice etc) the result is halved (round down)</p><p></p><p>Recovery from lingering injuries</p><p></p><p>You can recover from a lingering injury by making a DC 15 constitution save. After spending 3 weeks recuperating you roll. A person making a DC 15 intelligence (medicine) roll or casting a heal spell can give you advantage on this save. This time is reduced to 1 week if you have access to regular magical healing. After a success an injury resolves, you can only heal one at a time. A regenerate spell will heal all lingering injuries</p></blockquote><p></p>
[QUOTE="werecorpse, post: 7426791, member: 55491"] Here are my house rules on lingering injuries. I admit to the phrasing being a bit clumsy but it's just a house rule. In case you think I only use a stick I also have a system for what I call "Peak condition benefits" which are things that a bit like inspiration or boons that a character can build up by spending time training or getting a blessing etc and are intrinsic to the character rather than linked to an item. Enjoy Lingering injuries Every time you fail a death save roll or take a critical hit you have a chance of suffering a lingering injury. If you suffer the same number as your hit dice ( or biggest hit dice if you are multiclassed ) you automatically receive one lingering injury. Then the chance to suffer another one starts to build. Whenever you take a long rest you roll a dice equal to your hit dice. If you roll equal or less than the chance of suffering a lingering injury you have one. After the long rest the chance of suffering a lingering injury them resets to 0. (I.e. Bill the fighter suffered 3 critical hits and failed a death roll during the days fighting. He rests overnight and roll 1d10 ( his hit dice). If he rolls a 4 or less he wakes up with a lingering injury. If he had suffered say 12 critical hits and failed 5 death rolls he would suffer 1 lingering injury and have a 7 in 10 chance of suffering a second. If he had this happen to him and he was a monk or cleric he would have 2 lingering injuries and a 1 in 8 chance of a third ) Roll on the table below to see what injury lingers. You may suffer all except 1&8 multiple times. If you can no longer suffer the injury rolled, roll again. Lingering injuries 1.Weakened: roll damage dice twice take the worst result. 2.Frail: hit point maximum reduced by 2 per hit dice/level 3.Scarred: disadvantage on skill checks of a particular stat (roll1d6) 4.Lame: lose 10' movement 5.Injured : take a few seconds to warm up. Disadvantage to everything for the first two rounds involved in each combat (including initiative). 6.Vulnerable: double damage from a particular damage type (GM choose one that caused the injury) 7.Feeble: disadvantage on saves of a particular type (roll 1d6) 8.Afflicted: hit points recovered from any source (healing, hit dice etc) the result is halved (round down) Recovery from lingering injuries You can recover from a lingering injury by making a DC 15 constitution save. After spending 3 weeks recuperating you roll. A person making a DC 15 intelligence (medicine) roll or casting a heal spell can give you advantage on this save. This time is reduced to 1 week if you have access to regular magical healing. After a success an injury resolves, you can only heal one at a time. A regenerate spell will heal all lingering injuries [/QUOTE]
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