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Table of Contents
HEALING AND INJURY
Incapacitation and Death
Any combatant that reaches 0 hit points is Incapacitated and unable to act. They're dead if not stabilized within 1 minute (10 combat turns) or by the end of the fight (whichever is later).
STABILIZATION
An ally (PC or NPC) can attempt to stabilize an incapacitated character in several ways:
- Roll a Medicine Skill Check (or Intelligence Check if they don't have Medicine). If the character uses a Healer's Kit, the roll is made at Advantage. The character attempting Medicine/INT check must have some sort of bandage material or a needle and thread, or the attempt will be made at disadvantage.
- The following Divine Spells will stabilize an incapacitated character: Stable Touch, Heal Wound, Blessing of St'. Luke, Blessing of the Holy Spirit. The Great Heal, however, takes too long to cast to do any good.
- The Cleric archetype feature that heals all allies 1 hp within 100' also stabilizes incapacitated allies. As does the Templar/Hermit archetype feature Lay on Hands.
- A Blessed Healing Potion or Greater Blessed Healing potion (or a pint of Liver Squeezings wine) will stabilize an incapacitated character, but will only heal ½ normal hit points, because of the difficulty of drinking in an incapacitated state.
- A Poultice of Regeneration will stabilize an incapacitated character.
- The various roots and herbs are too slow acting to aid in stabilization.
The Injury Roll
When a character has been stabilized after reaching 0 hit points, he returns to 1 hit point (or more if the magic involved healed hit points). He still must roll on the Injury Table for an effect. If you apply a Poultice of Regeneration or if your Stabilization Check was a critical success, then the injury roll will be made at advantage.
d20 | Description | Effect |
---|---|---|
1 | False Hope | dead |
2 | Feeble | lose 1d6 STR |
3 | Shaky | lose 1d6 DEX |
4 | Weak | lose 1d6 CON |
5 | Addled | lose 1d6 INT |
6 | Confused | lose 1d6 WIS |
7 | Disfigured | Lose 1d6 CHA |
8-13 | Maimed | Lose a body part: player's choice |
14-19 | Busted Up | Disadvantage to All checks until safe rest |
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.
Healing Hit Points Through Rest
- A PC heals 1 hit point per level per night of Safe Rest.
- A PC heals 1 hit point per night of Unsafe Rest.
- Woundwart herb applied to wounds adds 1 additional point of healing per night.
- Herbal Healing salve forces 1 hour of rest/sleep, but heals 1d6 hit points.
Healing Hit Points through Magic or Herbalism
There are manifold ways to heal hit points through magic and herbalism and the like.
- Divine Potions: Blessed Healing (1d8); Greater Blessed Healing (all hp)
- 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).
- Special Drinks: Liver Squeezings (1d4)
- Herbals: Healing Salve (1d6), Wound Wart (1)
- Arcane Spells: Drink Life (1/2 of 3d6)
Healing Ability Scores or Lost Limbs
- Ability Scores heal 1 point per week of Safe Rest, or 1 point per 2 weeks of Unsafe Rest.
- Lost limbs do not return from rest.
- A successful dose of Black Lotus will restore 1d4 points of Intelligence damage.
- A successful dose of White Lotus will restore 1d4 points of Wisdom damage.
- The Great Heal Divine Spell will heal all lost ability score points and restore all missing limbs.
- The Mold the Flesh Atlantean blasphemy can restore missing body parts.