These set of rules are meant to expand on the rules for Damage and Healing on PHB pg. 196-198. It also changes a few other rules, in order to adjust to these expansions.
When you play the game with this supplement, core rules all apply unless stated otherwise.
This document goes over various sections of the core rules, and gives adjustments or expansions where needed. I highly recommend that you read it trough once before you start using it in your game.
The following passages mean to expand end replace the rules on PHB pg. 196-198.
Hit Points are used to measure damage and healing, but characters do not have Hit Points to gain or loose. They have Endurance Points and Vitality Points instead.
Endurance Points represent a character's ability to keep on doing things that are draining for them. This includes any kind of destitution, as well as minor wounds such as sprains, bruises and sratches.
Vitality Points represent a characters ability to take serious wounds, such as damage to main blood vessels or vital organs.
If any rule, that is not covered in this document refers to a creature's current or maximum Hit Points, it should be regarded as if it was reffering to the creature's current or Maximum Endurance Points.
You determine a creature's maximum Endurance Points and Vitality Points the same way you would determine their maximum Hit Points. This, in many cases will mean that a creature hsa the same amount of maximum Endurance and Vitality Points. If you use rolling dice to determine a creature's Endurance and Vitality points, you can use a separate roll for each, or the same roll for both.
Damage rolls are made as normal. Damage dealt to a character reduces their Endurance Points, unless stated otherwise.
When a character scores a critical hit, they can choose to loose all the extra dice they would get to their damage roll. If they do so, the damage they deal with their attack reduces the target's Vitality Points instead of their Endurance Points.
There are the same damage types as normal.
Resistance, immunity and vulnerability works as normal.
Healing works a bit differently using this supplement. For rules on how characters heal during rests, see the Resting section further down in this document.
When a creature is healed by a magical method or similar feature (such as the cure wounds spell, a potion of healing or the Healer Feat) work with the following rules: * As long as a creature has any missing Endurance Points, the healing is applied to those. The creature regains a number of Endurance Points equal to the amount of Hit Points the healing effect would restore. * If a creature's Endurance Points are at their maximum **and** they have no levels of exhaustion when they are targeted by magical healing, they restore a number of Vitality Points equal to one quarter (rounded down, but at least 1) of the Hit Points the healing effect would restore. \pagebreak >##### Dying >Using these rules the only real way for a character to die (besides special, instant kill effects, such as *power word kill*) is to increase their exhaustion level to 6. > >This means that normal rules for **Instant Death**, **Falling Unconscious**, **Death Saving Throws** and **Knocking a Creature Out** *do not apply*. > >This means that it is harder for a character to die than using vanilla rules, as it has to loose all its Endurance Points a total number of six times. > >Not that this process can be quickened. Effects that cause **exhaustion** normally (going without food, forced march etc.) still apply. Also, the **bleeding out** condition (imposed by loosing all Vitality Points) causes creatures to loose Endurance Points rapidly until it is removed. ### Dropping to 0 Endurance Points
When a creature drops to 0 Endurance points, they have temporarily lost its ability to go on at all, and have severely drained itself. They suffer the following effects:
When you drop to 0 Vitality points, you gain the bleeding out condition.
When a creature has the bleeding out condition, they are likely to die quickly unless they are stabilized.
In order to stabilize a creature, one must use an action to administer them First Aid. They must make a DC 10 Wisdom (Medicine) check. On a success, the target creature looses the bleeding out condition, and gains the desperate condition, which is automatically removed if the creature regains any Vitality Points, and cannot be removed otherwise.
Temporary Hit Points become Temporary Endurance Points and they otherwise work as normal.
There is no way to gain Temporary Vitality Points.
The following rules replace the rules on PHB pg. 186.
Using this supplement, adventurers can take three kinds of rests. Short Rests, Long Rests and Deep Rests. Short rests are done during the day, while long are done at the end of it (typically in the form of a night sleep). Deep rests are extended periods of resting that heal more severe wounds.
A short rest is a period of downtime, at least 1 hour long. A creature can spend a short rest doing nothing, or with light activity. It gains the benefits of the Short Rest either way.
A creature can spend any number of their remaining hit dice at the end of a short rest to gain back Endurance points. When a Hit Die is used in this way, the creature must roll it and heals a number of Endurance Points equal to the number rolled plus their Constitution modifier. (At least one Endurance Point.) A hit die spent this way is expanded, and cannot be used until it is regained. (Which can usually be done during a long rest.)
Additionally, a creature regains any resource if it is noted to be regained upon a short rest (Such as Ki points) as normal.
A creature cannot take more than three short rests between two long rests. If a creature has already had three short rests since its last long rest, it must complete a long rest, before it can start a new short rest.
A long rest is a period of downtime at least 8 hours long. Normally a creature has to spend 6 of those 8 hours sleeping. If a creature is noted not to need sleep (such as warlocks with Aspect of the Moon) or need less sleep or sleep-like activity (such as elves) that overwrites this rule. A creature must spend the part of the long rest it doesn't spend sleeping with light activity. A creature cannot complete a long rest under 8 hours in any case. If the long rest is interrupted by anything that doesn't qualify as light activity – running, fighting, casting spells, at least 1 hour of walking or any similar adventuring activity – the creature must start the 8 hours all over again. A characcter that has the **bleeding out** or **fainted** conditions cannot take a long rest.
At the end of a long rest, a creature regains all missing Endurance Points. It also regains a number of expended Hit Dice, up to a number of dice equal to half of the character's total number of them (at least one die).
If a character starts a long rest with none of its Endurance Points missing, they regain 1 Vitality Point at the end of their rest.
A character also regains all resources that are noted to normally be regained upon the completion of a long rest. (such as spell slots)
A character cannot benefit from more then one long rest in a 24-hour period.
A creature has to take a long rest daily in order to remain healthy. If 25 hours have passed since a creature finished its last long rest, and the creature has not started long resting again, the creature must make a DC 10 Constitution saving throw. On a failure, the creature gains one level of exhaustion. A creature must repeat this saving throw each hour, with the DC increasing by one for each consecutive saving throw, until it starts a long rest.
Deep rests are treated as if they were long rests for the sake of this variant rule.
Deep rests are extended periods of downtime that creatures use to fully regain their health. For that reason, completing a deep rest has many conditions: