Heavy Injury (Grisaire Supplement)
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For those who like grittier games, DnD 5e's exponential growth at higher levels makes it really hard to feel the crunch and fear from a player. At lower levels, you can revel in keeping players feeling helpless a bit more, but there is still some grit missing when you consider that, RAW, you can heal from a severed arm through a long rest. The below rules primarily target this healing method to make it more risky when players consider rest. Additional rules to handle grievous injuries like maiming are also below.
Slowed Healing[edit]
Starting out, it would make sense that adventurers are still pretty squishy. Take a wizard, for example. But what if they were even more squishy? And even tanks had to be cut down to size? This slowed healing is mimicking the original natural healing rules from ADnD2e, and it is still more forgiving!
Players only heal 1 hit point per day of rest (long rest), in addition to their Constitution modifier and proficiency bonus. So, if you were a level 1 sorcerer with 16 Constitution, you regain 1 + 3 + 2 hit points when you take a long rest. This reflects one's hardiness as well as their power slowly growing as they gain levels, without giving an unbelievable amount of healing within 8 hours. This rest can be composed of nothing but light activity, no more strenuous than riding a horse at a leisurely gait, and light travel. Lifting boulders, training, or fighting prevents healing from rest and may even reopen old wounds.
If a player takes absolutely no activity whatsoever, like laying in bed for all 8 hours, they can instead heal 3 hit points for their long rest.
All the above rests also assume the character is getting adequate food, water, and sleep. If these are lacking, the character does not regain any hit points for their rest.
Shock/Heavy Damage[edit]
Limb Loss[edit]
Cosmetics[edit]
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