Magical Defibrillation (3.5e Variant Rule)

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Author: Halloweenman33 (talk)
Date Created: 2/25/17
Status: Finished, but open to improvement suggestions
Editing: Clarity edits only please
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Magical Defibrillation[edit]

This was just an idea I came up with for fun, honestly.


Jump Starting the Heart[edit]

A creature capable of dealing electricity damage can attempt to bring back the body of a recently deceased but intact creature which has died within the last minute as a full round action. They must make a Heal check DC 20 + the number of rounds they have been dead and deal at least 1 point of electricity damage per HD of the dead target. If successful, the target is returned to life at -9 HP and stable with all the penalties associated with coming back via Raise Dead. You must be careful with how much damage you deal, if you deal 3 times the creature's HD in electricity damage in your attempt, their heart overloads and explodes and your attempt fails.

The creature brought back suffers from trauma. They are exhausted and staggered for 24 hours, and fatigued for 1d10 days afterward as long as they do not engage in stressful situations and get proper bed rest. Long term care halves the duration of the fatigue, while stressful situations do not count towards their recovery time. The one bringing creatures back from the dead must have a minimum of 5 ranks in Heal.

Anybody who has the ability to deal damage with magical electricity can try this, not just wizards and sorcerers. A rogue with a Wand of Shocking Grasp or a Fighter with an enchanted sword of Shocking can make an attempt as well, as long as the have the required Heal skills.



Back to Main Page3.5e HomebrewVariant Rules

AuthorHalloweenman33 +
Identifier3.5e Variant Rule +
RatingUnrated +
SummaryWhat do you do when an ally dies in combat, there is no healer in the party (or worse, the one who died was the healer), and you don’t have time to trek back to a temple? Jump start their heart with magical electricity.. +
TitleMagical Defibrillation +