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healing [2019/12/31 15:01] – created davehealing [2020/01/01 23:19] dave
Line 20: Line 20:
 ^d20^Description^Effect^ ^d20^Description^Effect^
 |1|False Hope|dead| |1|False Hope|dead|
-|2|Feeble|  lose 1d6 STR|+|2|Feeble|lose 1d6 STR|
 |3|Shaky|lose 1d6 DEX| |3|Shaky|lose 1d6 DEX|
-|4|Weak|   lose 1d6 CON| +|4|Weak|lose 1d6 CON| 
-|5|Addled|  lose 1d6 INT| +|5|Addled|lose 1d6 INT| 
-|6|Confused|  Lose 1d6 WIS| +|6|Confused|lose 1d6 WIS| 
-|7|Disfigured|  Lose 1d6 CHA| +|7|Disfigured|Lose 1d6 CHA| 
-|8-13|Maimed|  Lose a body part:  player's choice| +|8-13|Maimed|Lose a body part:  player's choice| 
-|14-19|Busted Up|  Disadvantage to All checks until safe rest| +|14-19|Busted Up|Disadvantage to All checks until safe rest| 
-|20|  Standing |immediately heal 1d8 hp|+|20|Standing |immediately heal 1d8 hp|
  
 A Medicine check (only 1 attempt allowed per day) will allow the injured character to ignore the penalty from ability score loss or disadvantage to checks for 8 hours.  Character must have bandages and/or needle and thread or suffer disadvantage to the check.  If he uses a healer's kit, he gets advantage.   A Medicine check (only 1 attempt allowed per day) will allow the injured character to ignore the penalty from ability score loss or disadvantage to checks for 8 hours.  Character must have bandages and/or needle and thread or suffer disadvantage to the check.  If he uses a healer's kit, he gets advantage.  
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   * Herbal Healing salve forces 1 hour of rest/sleep, but heals 1d6 hit points.   * Herbal Healing salve forces 1 hour of rest/sleep, but heals 1d6 hit points.
  
-====Healing Hit Points through Magic or Herbalism====+====Healing Hit Points through Magic, Food or Herbalism====
  
 There are manifold ways to heal hit points through magic and herbalism and the like. There are manifold ways to heal hit points through magic and herbalism and the like.
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   - Divine Spells:  Heal Wound (1d8); Great Heal (all hp), Blessing of St. Luke (3d8), Blessing of the Holy Spirit (4d8).   - Divine Spells:  Heal Wound (1d8); Great Heal (all hp), Blessing of St. Luke (3d8), Blessing of the Holy Spirit (4d8).
   - Zealot Archetype or Class Feature:  Zealot-2 heal ally (1d6/level); Cleric heal all allies (1hp), Hermit and Templar Lay on Hands (2hp/level).   - Zealot Archetype or Class Feature:  Zealot-2 heal ally (1d6/level); Cleric heal all allies (1hp), Hermit and Templar Lay on Hands (2hp/level).
-  - Special Drinks:  Liver Squeezings (1d4) +  - Special Drinks:  Liver Squeezings (1d4, chance of blindness) 
-  - Herbals:  Healing Salve (1d6), Wound Wart (1)+  - Special Foods:  Mighty Haggis (1d4), Awesome Pie (1d4) (either only once per day
 +  - Herbals:  Healing Salve (1d6 1 dose at a time), Wound Wart (1 per day), Comfrey Root (1d4--once per day)
   - Arcane Spells:  Drink Life (1/2 of 3d6)   - Arcane Spells:  Drink Life (1/2 of 3d6)
  
healing.txt · Last modified: 2020/07/21 14:22 by andrew