Whenever you are critically hit or whenever you take damage that reduces you below 1 HP, you suffer a wound.
You suffer a cumulative -1 penalty to all Constitution rolls and Death rolls for each wound you have.
When you complete a long rest, you heal one wound.
Options (choose as many or as few as you like):
Deadly Wounds - You can only take a number of wounds equal to 3 + your Con modifier. If you have more wounds than that, you die.
Rapid Recovery - HP loss represents mostly non-physical injury. Sure you may receive a minor scrape or bruise here and there, but wounds represent the actual big hits. With a short rest, you recover all of your HP.
Bleeding Out - Each time you fail a Death Roll, you take another wound. Be warned, this can turn bad quick!
Grievous Wounds - Your wound penalty applies to all d20 rolls you make, not just Constitution rolls and Death rolls.
Slow Recovery - When you complete a long rest, make a DC 10 Constitution saving throw. On a success, you heal 1 wound. This means a single wound might take days to recover from.
Injuries - When you take a wound, roll a d6 to determine what type of injury you receive. You suffer disadvantage on all rolls determined by your injury roll until the wound is healed.
1. Beaten - Strength
2. Broken - Constitution
3. Crippled - Dexterity
4. Disoriented - Intelligence
5. Dazed - Wisdom
6. Scarred - Charisma
You suffer a cumulative -1 penalty to all Constitution rolls and Death rolls for each wound you have.
When you complete a long rest, you heal one wound.
Options (choose as many or as few as you like):
Deadly Wounds - You can only take a number of wounds equal to 3 + your Con modifier. If you have more wounds than that, you die.
Rapid Recovery - HP loss represents mostly non-physical injury. Sure you may receive a minor scrape or bruise here and there, but wounds represent the actual big hits. With a short rest, you recover all of your HP.
Bleeding Out - Each time you fail a Death Roll, you take another wound. Be warned, this can turn bad quick!
Grievous Wounds - Your wound penalty applies to all d20 rolls you make, not just Constitution rolls and Death rolls.
Slow Recovery - When you complete a long rest, make a DC 10 Constitution saving throw. On a success, you heal 1 wound. This means a single wound might take days to recover from.
Injuries - When you take a wound, roll a d6 to determine what type of injury you receive. You suffer disadvantage on all rolls determined by your injury roll until the wound is healed.
1. Beaten - Strength
2. Broken - Constitution
3. Crippled - Dexterity
4. Disoriented - Intelligence
5. Dazed - Wisdom
6. Scarred - Charisma
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