CM
Adventurer
Here's my take on weaker troll regeneration for a PC:
Example #1: Joe the troll is level 6 and has a 14 Con, a +3 proficiency bonus and 3 troll racial hit dice. He gets hurt pretty badly in combat, and elects to spend two of his three racial hit dice to regenerate. He rolls 2d10+4 and gets a 16 (slightly above average). He has regeneration 3 for the next 6 rounds (total regeneration of 18 HP).
Example #2: Later on, Joe has received a short rest and regains the use of troll regeneration. He is injured in a fall and spends his final troll racial hit die to regenerate. He rolls 1d10+2 and this time only gets a 3 (minimum). He regenerates 3 points next round (only) and then the regeneration ends.
- Trolls gain a number of extra racial hit dice equal to their proficiency bonus (d10s).
- When injured, a troll can roll one or more of their racial hit dice and add their Constitution bonus once for each hit die rolled. They do not immediately heal any damage, but instead gain regeneration equal to their proficiency bonus until they have regenerated at least as many hit points as the roll total indicated. Trolls regain the use of this ability after completing a short rest.
- Troll racial hit dice can also be spent during a short rest the same as normal hit dice, but class hit dice cannot be spent on troll regeneration.
- If you take any acid or fire damage, you cannot use troll regeneration until after the end of your next turn; if you are already regenerating, you regain no hit points from it on your next turn, but it still counts against the duration.
Example #1: Joe the troll is level 6 and has a 14 Con, a +3 proficiency bonus and 3 troll racial hit dice. He gets hurt pretty badly in combat, and elects to spend two of his three racial hit dice to regenerate. He rolls 2d10+4 and gets a 16 (slightly above average). He has regeneration 3 for the next 6 rounds (total regeneration of 18 HP).
Example #2: Later on, Joe has received a short rest and regains the use of troll regeneration. He is injured in a fall and spends his final troll racial hit die to regenerate. He rolls 1d10+2 and this time only gets a 3 (minimum). He regenerates 3 points next round (only) and then the regeneration ends.