Wounds (3.5e Variant Rule)

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Author: Ghostwheel (talk)
Date Created: December 20, 2009
Status: Complete
Editing: Clarity edits only please
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Wounds[edit]

Sometimes a character takes a horrendous blow and is unable to stand anymore; falling as the strength drains out of him, he knows that he has taken a deep wound, one which will hamper his ability to continue fighting at full capacity until the injury is bound and cared for. This system adds a small penalty for falling in battle, giving characters an incentive not to fall unconscious from damage.

At any time when a character goes under 0 HP, they suffer a deep wound. Roll a d6 and consult the table below, rerolling if the character is already afflicted with the injury rolled. (Characters who suffer from all five of the injuries below do not incur further injuries.) To bind a wound and allow a character to ignore it for a time, a Heal check must be made as a standard action (DC 15), and a healing surge needs to be spent. Magic that allows a character to regrow limbs (such as regenerate) automatically heals a single wound which a character has incurred, though other effects that heal do not.

Wound Taken
Roll Wound Incurred
1 Fractured Arm: -1 to attacks
2 Pierced Torso: -1 to AC
3 Head Wound: -1 to saves
4 Hamstring: -10' to speed
5 In Shock: -1 to DCs
6 DM's choice



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Ghostwheel's Homebrew (373 Articles)
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AuthorGhostwheel +
Identifier3.5e Variant Rule +
Rated ByMisterSinister +
RatingRating Pending +
TitleWounds +