Anvil Vale HR Healing Injuries
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Healing Rules
There are multiple ways for characters to gain the benefit of non-magical healing.
During Encounters
- Healing Surge: As an action, you may spend a Hero point to roll a number of your Hit Dice (maximum equal to your Proficiency bonus), and add your Constitution bonus to each die result. You recover that many hit points.
Short Rest
- Tending Wounds: There are two ways to end wounds by characters during a short rest.
- Healer's Kit: You may use one use of a healer's kit to allow you to spend as many of your Hit Dice as you like to recover hit points. You may use this on yourself or on someone else. This constitutes both of your actions during the short rest.
- Medicine Check: Alternately, another character may make a Wisdom (Medicine) check while working on you during the short rest. This is a DC 12 check, and constitutes both of your actions during the short rest. You may make a check for yourself, but this check is made at disadvantage.
Long Rest
- Recuperating Strength: During a long rest, characters recover up to half of their Hit Dice.
- Healing Rest: During a long rest, you may spend as many Hit Dice as you like in order to recover hit points. This comes about as a natural part of the long rest.
Lingering Injuries
- Anytime one of the following occurs, check for Lingering Injury, using that chart in the DMG.
- When a character takes a critical hit.
- When a character drops to 0 hit points, but isn't killed outright.
- Make a save based on the potential Lingering Injury; this is a Constitution save, DC 10 + the proficiency bonus of the attacker.