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Using all 6 abilities for saves
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<blockquote data-quote="Jediking" data-source="post: 8107990" data-attributes="member: 6803126"><p>I created a new homebrew condition, <em>bleeding</em>, to have damage over time.</p><p>Some monsters have traits that do extra damage to bleeding creatures, and some weapons/attacks can impose the condition. Lots of other little things I integrate it with.</p><p>I also change the damage type to mimic other conditions - fire while aflame, cold while frozen/hypothermic, bludgeoning when being crushed. It's nice and adaptable.</p><p></p><p>Bleeding:</p><p>-a creature takes 1d4 slashing damage at the start of each of their turns</p><p>-creature automatically fails death saving throws</p><p>-a creature within 5 ft can use their action to make a DC 10 Wisdom (Medicine) check to remove the bleeding condition</p><p></p><p>I allow Spare The Dying or Healer's Kit to remove it as an action</p><p>I allow healing 5 HP to remove the condition instead. So a Paladin can't use just 1 point of Lay On Hands to remove it, it takes 5 points.</p><p>Eg. Cure Wounds gets rolled and it is 7 HP to heal. The bleeding creature would stop bleeding and regain 2 HP. If the Cure Wounds only rolled 4 HP to heal, the creature could regain 4 HP but would remain bleeding</p></blockquote><p></p>
[QUOTE="Jediking, post: 8107990, member: 6803126"] I created a new homebrew condition, [I]bleeding[/I], to have damage over time. Some monsters have traits that do extra damage to bleeding creatures, and some weapons/attacks can impose the condition. Lots of other little things I integrate it with. I also change the damage type to mimic other conditions - fire while aflame, cold while frozen/hypothermic, bludgeoning when being crushed. It's nice and adaptable. Bleeding: -a creature takes 1d4 slashing damage at the start of each of their turns -creature automatically fails death saving throws -a creature within 5 ft can use their action to make a DC 10 Wisdom (Medicine) check to remove the bleeding condition I allow Spare The Dying or Healer's Kit to remove it as an action I allow healing 5 HP to remove the condition instead. So a Paladin can't use just 1 point of Lay On Hands to remove it, it takes 5 points. Eg. Cure Wounds gets rolled and it is 7 HP to heal. The bleeding creature would stop bleeding and regain 2 HP. If the Cure Wounds only rolled 4 HP to heal, the creature could regain 4 HP but would remain bleeding [/QUOTE]
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