Wounds and Injuries

Vanilla D&D does not really account for the dangers of battle, or the risks involved in it. This optional rule system creates an element of risk to losing hit points, and gives penalties for falling to low health.

## Bloodied

When a character’s current hit points fall below half their maximum hit points, they are considered **bloodied**. Each time a character takes damage while bloodied, or that would make them bloodied, their maximum hit points are reduced by the amount of damage they take. The maximum cannot be reduced to less than 5 in this way.

## Injuries

When a character receives 15 or more points of damage in a single hit, and they are bloodied after the damage is taken, they take an injury. Characters also suffer injuries when they take damage after being reduced to 0 hit points.

When a character takes an injury, roll 2d4 on the table below, or the DM may pick depending on the circumstance. No matter the result, the character’s maximum hit points are reduced by the amount of damage they took.

 **3-4** | Arm
 **5** | Body
 **6-7** | Head
 **8** | Leg

Injuries are seriously harmful physical or mental trauma. They severely hamper your ability to participate in the tasks at hand. A broken arm, a deep gash from a sword or spear, or mental trauma such as losing a companion are all considered injuries.

## Recovering

Characters can choose to take the Recovering downtime activity to mitigate or heal lasting damage. This can heal damage incurred through battle, as well as any reduction to a character's hit point maximum incurred by taking damage while Bloodied. Recovering cannot heal diseases, curses, or conditions other than Exhaustion.

## Magical Healing

Diseases are generally more serious; typically a disease must be cured with specific herbs, potions, or a magical effect. Refer to each disease's description for its specific cure.

Magical healing can greatly accelerate the healing process. Spells and potions can heal diseases or restore hit points instantly, remove other debilitating effects, and even regenerate lost limbs.

* Many spells and items restore hit points; Cure Wounds*1st-level Evocation*
**Casting Time:** 1 a
**Range:** Touch
**Components:** V,S
**Duration:** Instantaneous
1 creature is healed for 1d8+1d8/SL+spellcasting ability modifier hp, Healing Word*1st-level Evocation*
**Casting Time:** 1 bns
**Range:** 60 ft
**Components:** V
**Duration:** Instantaneous
Heals 1 living creature 1d4+1d4/SL+spellcasting ability modifier, Healing Spirit*2nd-level Conjuration*
**Casting Time:** 1 bns
**Range:** 60 ft
**Components:** V,S
**Duration:** Conc, 1 min
Create 5' cu., move as bns. When crea you see enters or starts turn, heal 1d6+1/SL., and a Potion of Healing are all examples of this. Unless otherwise specified in the spell or item's description, these effects do NOT undo any reduction of a character's hit point maximum.
* The Lesser Restoration*2nd-level Abjuration*
**Casting Time:** 1 a
**Range:** Touch
**Components:** V,S
**Duration:** Instantaneous
1 crea cured of 1 disease, or 1 condition: blinded, deafened, paralyzed, or poisoned spell can cure one disease or other debilitating effect on a creature per casting.
* The Greater Restoration*5th-level Abjuration*
**Casting Time:** 1 a
**Range:** Touch
**Components:** V,S,M†
**Duration:** Instantaneous
Reduce exhaustion or end charm, petrify, curse, stat or max hp reduction (100gp cons.) spell can cure many things, including one level of Exhaustion, curses, and other major debilitating effects. A casting of this will also instantly cure any reduction of a creature's hit point maximum due to taking damage while bloodied.
* The Paladin ability "Lay on Hands" can restore hit points and cure diseases.
* The Regenerate*7th-level Transmutation*
**Casting Time:** 1 min
**Range:** Touch
**Components:** V,S,M
**Duration:** 1 h
1 crea heals 4d8+15 hp and 1 hp/rnd for rest of duration; restores lost body parts in 2 min spell can restore hit points and regrow lost limbs or deformed body parts.
* Certain spells can even reverse death, though they are very costly to perform; Revivify*3rd-level Necromancy*
**Casting Time:** 1 a
**Range:** Touch
**Components:** V,S,M†
**Duration:** Instantaneous
Restores a creature's body that has died in the last min to life with 1 hp (300gp cons.), Raise Dead*5th-level Necromancy*
**Casting Time:** 1 h
**Range:** Touch
**Components:** V,S,M†
**Duration:** Instantaneous
Restores a creature's body that has died in the last 10 days to life with 1 hp; see book (500gp cons.), and Resurrection*7th-level Necromancy*
**Casting Time:** 1 h
**Range:** Touch
**Components:** V,S,M†
**Duration:** Instantaneous
Resurrects a creature, that has died in the last century, with whole body; see book (1000gp cons.) are all examples of such magic.

If you desire quicker healing, or need a stronger remedy than rest and common medicine can provide, you can usually find healers in any town of 200 people or more. Herbalists, alchemists, temple acolytes, and clerics are usually willing to treat injuries and diseases, for a small fee. Refer to the table below for common pricing of such services:

 Cure Disease (herbs)
 Healing (magic)
 Greater Restoration (magic)
 Resurrection

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