Bawylie
A very OK person
Here is what I am going to pitch:
First off, more HP: You add your Constitution score to your hit points at 1st-level.
Damage Threshold (DT): Your DT equals your Constitution score plus your character level. If your hit points are less than your DT after you are hit, you become wounded. You must make a CON save (as per Spell Concentration) to remain conscious.
Wounded: While wounded you suffer one or more of the following effects determined by random roll. Each time you are hit while wounded, you must roll again, ignoring duplicate effects.
1. Disadvantage on your ability and skill checks
2. Disadvantage on your attack rolls
3. Disadvantage on your saving throws
4. Your damage is reduced by half
5. Your speed is reduced by half
6. You cannot take both an action and bonus action on your turn
7. You are temporarily blind
8. You are temporarily deaf
9. One of your hands will not work (roll randomly or DM's choice)
10. Attacks against you have advantage
(note: I might add more or replace some of these if I think of any.)
The effects of being wounded are removed after a Long Rest (maybe a Short Rest?). A Lesser Restoration will remove one effect, while a Greater Restoration will remove all effects of being wounded.
Of course, I would love feedback on the system, concept, and wounded effects! I am considering making a critical hit automatically make you wounded, but without the CON save to remain conscious if your HP are above your DT.
FYI, I have run some numbers and typically by 2nd- or 3rd-level your HP will be high enough you would have to lose about half or more before you became wounded. Also, since you add your CON score to your HP to begin with, character survival at lower levels is greatly increased. Remember, RAW right now you would more or less be unconscious automatically when you fall below the equivalent of your DT (roughly at 0 HP).
Why not use the existing exhaustion progress?