- Long rests work as normal, with the following difference:
o Characters don’t regain hit points at the end of a long rest. Instead, a character can spend hit dice to heal at the end of a long rest, just as with a short rest.
- Massive Damage:
o When a creature takes damage from a single source equal to or greater than half its hit point maximum, it must succeed on a DC 15 constitution saving throw or suffer a random effect on the massive damage table*
- Flashing before your eyes:
o When incapacitated, the DM will as a question about your backstory; answering this question grants inspiration
- Lingering Injuries:
o A character on the receiving end of a particularly nasty wound may end up with a lingering injury
Flanking:
(Keep in mind that advantage can be granted for other reasons on the fly)
Climb onto a Bigger Creature
A suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature’s space and clings to its body. While in the target’s space, the smaller creature moves with the target and has +2 on attack rolls against it.
The smaller creature can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature’s ability to attack the smaller creature depends on the smaller creature’s location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action—knocking it off, scraping it against a wall, or grabbing and throwing it—by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.
Disarm
A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.
The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.
Tumble
A creature can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature’s Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature’s space once this turn.
|
D8 |
Massive Damage |
|
7-8 |
If the creature is a character, roll on the lingering injuries table. Otherwise, the creature is stunned until the end of its next turn |
|
6 |
The creature falls prone. It also can’t take reactions, and has disadvantage on ability checks until the end of its next turn |
|
4-5 |
The creature can’t take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn |
|
2-3 |
The creature can’t take reactions until the end of its next turn |
|
1 |
If the creature is a character, roll on the lingering injuries table. Otherwise, the creature drops to 0 HP. |
|
D20 |
Lingering Injuries |
|
1 |
Serious Injury. Roll on the serious injuries table, if you’ve already received that injury, re-roll on the lingering injuries table. |
|
2 |
Limp. Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp. |
|
3-5 |
Internal Injury. Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can’t use reactions until the start of your next turn. The injury heals if you receive magical healing or if you spend ten days doing nothing but resting. |
|
6-8 |
Broken Ribs. This has the same effect as Internal Injury above, except that the save DC is 10. |
|
9-12 |
Horrible Scar. You are disfigured to the extent that the wound can’t be easily concealed. You have disadvantage on Charisma (Persuasion) checks and advantage on Charisma (Intimidation) checks. You can negate this effect for one day by using a disguise kit (DC 10). Magical healing of 6th level or higher, such as heal and regenerate, removes the scar. |
|
13-15 |
Festering Wound. Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if you receive magical healing. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals. |
|
16-20 |
Minor Scar. The scar doesn’t have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar. |
|
D4 |
Serious Injuries |
|
1 |
Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight. Magic such as the regenerate spell can restore the lost eye. |
|
2 |
Lose an Arm or a Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic such as the regenerate spell can restore the lost appendage. |
|
3 |
Lose a Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage. |
|
4 |
Lose a Finger (Non-thumb). You can no longer flip the bird, point, or make the shaka sign (your choice of finger). Magic such as the regenerate spell can restore the lost appendage. |