Serious Injury and Death
New Condition
Bleeding
- A bleeding creature takes damage at the start of their turn equal to 1dHD - CON bonus.
- The creature must then make a CON saving throw where the DC is equal to 10 + the number of rounds affected by the Bleeding condition. On a failure, the creature falls unconscious.
The bleeding condition can be removed by a successful DC 12 Wisdom (Medicine) check as the creature or an ally attempts to staunch the bleeding or any healing magic. A creature who spends their action applying pressure to the wound then does not take damage on their next turn and the CON save DC does not increase.
System Shock
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 determined by a roll on the System Shock table. For example, a creature that has a hit point maximum of 30 must make that Constitution save if it takes 15 damage or more from a single source.
| Effect | |
|---|---|
| 1 | The creature drops to 0 hit points. Roll on the Lasting Injury Table |
| 2-3 | The creature drops to 0 hit points but is stable. Roll on the Lasting Injury Table |
| 4-5 | The creature is stunned until the end of its next turn. Roll on the Lasting Injury Table |
| 6-9 | The creature can't take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn. |
| 10-13 | The creature can't take reactions until the end of its next turn. |
| 14 | Adrenaline Rush. Regain 1 HD + CON mod temporary hit points, double STR bonus if positive, halve DEX bonus if positive rounding down, and gain dash as a bonus action. Lasts for 3 rounds, at which points the character gains 3 levels of exhaustion. |
Ressurection Dangers
Utilizing the magics associated with necromancy, a creature may be brought back from death. Whether it is through revivify, raise dead, or ressurection, the process of bringing a creature back from the brink is fraught with difficulty. Reanimating a body without the soul to bind to it, or perhaps corrupting the soul in the process, there is a risk of failure and in the worst case scenarios there is a chance of creating an undead creature instead.
When attempting to bring a creature back from the dead, the returned creature must make a Charisma saving throw where the DC is 10 plus the number of times the creature has died. Additionally, the creature's fight for life will lend itself to this cause, and the creature will receive a +2 if they passed one death saving throw, and a +5 instead if they passed two death saving throws.
If the saving throw is failed the creature does not return, and only higher level magic may be attempted to bring the creature back. If the saving throw is failed by 10 or more, the creature's corpse animates or their soul is twisted and transformed creating an undead of appropriate level based on the creature's level. This may not be immediately apparent, but the creature may degrade into the abomination over days or weeks.
| Level of Creature | Example Types of Undead Created |
|---|---|
| 1-4 | |
| 5-10 | |
| 11-16 | |
| 17-20 |
Lasting Injury
Narrowly avoiding death
When a creature takes damage from a single source that is a critical, that creature may choose to instead ignore that damage and take a Lingering injury, rolling on the table or allowing the Dungeon Master to choose.
Lasting Effects
To determine the nature of the injury, roll on the Lingering Injuries table. This table assumes a typical humanoid physiology, so adapt the results for creatures with different body types. Many of these effects are permanent and will stick with the character, though some give means of removing the effect such as the regenerate spell or healing magic over a certain level.
| Injury | |
|---|---|
| 1 |
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| 2 |
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| 3 |
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| 4 |
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| Injuries Continued | |
|---|---|
| 5-7 |
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| 8-10 |
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| 11-13 |
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| 14-16 |
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| 17-20 |
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