1. Notes

Conditions

Rules

Bleeding

A creature afflicted with the Bleeding condition has suffered a grievous wound that has severed a vein or artery, causing blood to flow freely from their body. While still conscious, the creature's life force is ebbing away, and without intervention, they will eventually succumb to unconsciousness. (1-3 rounds)

  • Trigger:
    The Bleeding condition is triggered when a creature is dealt a critical hit by an attack that inflicts slashing or piercing damage. Additionally, a critical failure on Athletics or Acrobatics checks, representing a moment of vulnerability or a stumble, can also result in the Bleeding condition being applied.
  • Effect:
    At the end of each turn, a creature afflicted with the Bleeding condition suffers damage. The amount of damage is determined by the source that inflicted the condition. If the source does not specify, the bleeding creature takes damage equal to half the initial damage from the attack that caused the Bleeding condition.
  • Resolution:
    A creature suffering from the Bleeding condition can attempt to staunch the flow of blood by using its action to make a Medicine check. The DC for this check is determined by the Dungeon Master based on the severity of the wound. Success on the Medicine check stops the bleeding, ending the Bleeding condition. Alternatively, magical healing, such as spells or potions, can also halt the Bleeding condition.

Massive Damage

Introducing this alternative mechanic heightens the risk of a creature succumbing to devastating harm.

If a creature sustains damage from a solitary origin equal to or surpassing half its maximum hit points, it must successfully make a DC 15 Constitution saving throw. Failure results in the creature experiencing a random effect determined by rolling on the System Shock table. For instance, a creature with a hit point maximum of 30 would need to make the Constitution save if it endures 15 damage or more from a singular source.

1The creature drops to 0 hit points.
2-3The creature drops to 0 hit points but is stable.
4-5The creature is stunned until the end of its next turn.
6-7The creature can’t take reactions and has disadvantage on attack rolls and ability checks until the end of its next turn.
8-10The creature can’t take reactions until the end of its next turn.

Lingering Injuries

By default, standard damage in the game typically does not result in lasting consequences. However, this option introduces the potential for enduring, long-term injuries that can significantly impact a creature's capabilities.

The responsibility falls upon the Dungeon Master to decide when to assess the possibility of a lingering injury. A creature may incur such an injury under the following circumstances:

  • Critical Hit: Whenever a creature is dealt a critical hit.
  • Dropping to 0 Hit Points: When a creature reaches 0 hit points but does not face immediate death.
  • Failing a Death Saving Throw by 5 or More: If a creature fails a death saving throw by a margin of 5 or more.

To ascertain the specific nature of the injury, utilize the Lingering Injuries table. This table is constructed based on a typical humanoid physiology, but feel free to adapt the results for creatures with diverse body types or anatomies.

1Lose an Eye. You have disadvantage on Wisdom (Perception) checks that rely on sight and on ranged attack rolls. Magic such as the regenerate spell can restore the lost eye. If you have no eyes left after sustaining this injury, you’re blinded.
2Lose 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.
3Lose 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.
4Limp. 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.
5-7Internal 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.
8-10Broken Ribs. This has the same effect as Internal Injury above, except that the save DC is 10.
11-13Horrible 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. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.
14-16Festering 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.
17-20Minor Scar. The scar doesn’t have any adverse effect. Magical healing of 6th level or higher, such as heal and regenerate, removes the scar.