This is a variant to the standard healing rules for gritty campaigns. As such it will not be suitable for every table. Only use it if you want injury to be much more of a setback. Personally, I think it will make the game more dramatic- you risk something serious every time you get into combat. Let me know what you think. Please correct me if I made a boneheaded math error- I'm not a math guy.
Variant: Immersive Healing
A stable character at 0 hit points no longer regains a hit point after 1d4 hours. They remain unconscious and at 0 HP. They may be moved and tended to without taking damage. They will remain in this state without medical care.
Phase 1: Regaining Consciousness
Phase one is the most difficult phase- battling one's way back from the brink of death. After completing this phase, the character is "out of the woods".
In the absence of magical healing, another character may make a Wisdom (Medicine) check against DC 20. If the patient has a positive modifier to Constitution, this check is made with advantage, and if the modifier is negative, the check is made with disadvantage. If it fails, the check can be made again every 3d20 days, except that the DC decreases by 5 each time.
In the absence of Medical attention, the character must make a DC 15 Constitution Save every 3d20 days. If they succeed, they recover 1 hp and move on to phase 2. Otherwise, they may try again every 3d20 days, reducing the DC by 5 each time.
During this time, the character must be cared for, fed small amounts of broth, bathed, etc. Going without food and water follows the normal rules, but going without bathing runs the risk of infection. The neglected character must make a Constitution Save vs. DC 10 (modified by the DM) after the first week of neglected bathing, or take 1 point of damage and begin dying again. If the character makes the Save, but the neglect continues, the Saves increase in frequency to one per day.
When the DC becomes 0, the check succeeds automatically. If the check succeeds, the injured character regains consciousness and 1 hit point. This means that in the absence of Medicine, the character will eventually wake up as the DC gradually decreases to 0. He or she now enters phase two.
Phase 2: Recuperation.
Phase two is where the character heals his or her body- the actual physical damage.
For a week of phase two to count, a character must be able to take at least 5 long rests.
At the end of the first week of phase 2, a character regains 1/2 his or her maximum Hit dice (with a minimum of 1), but not hit points. The character may roll these normally during a short rest. At the beginning of every week thereafter, the character once again recovers 1/2 of his or her hit dice. When a character regains 50% of their maximum HP, they move onto phase three.
Every time a character is brought below 50% of their hit point maximum, they reenter the Recuperation Phase.
Phase 3: Full Recovery
Phase three is where the character recovers from the emotional and spiritual trauma of nearly dying and gets back into shape.
During phase 3, a character recovers 1/2 of their maximum hit dice (with a minimum of 1) per 1d4 days, but no hit points without expending them. This continues until they are at full hit points and hit dice.
Whenever a character takes damage that doesn't bring them to 50% of their hit point maximum or below, they reenter phase three.
This variant dramatically alters the game's pacing. Without magical healing, it will be very hard to get back into the action after a hard fight. This will make a fight in a low-magic world more of a serious undertaking, and stretches out downtime between fights. This will lead to more cautious characters and a slower sense of progress.
These rules are largely overcome with the application of magical healing and other class abilities that affect hp recovery. This is how it is intended to work. These rules just make it more immersive for low level PCs without healing magic or similar abilities, and for NPCS who lack the same. With this system, healing times in the absence of magic or special circumstances will be more like they are in our own world.
Here's an analysis of the times involved.
All times assume 1st level Medicine, a d8 hit die, and a patient Constitution of 10-11. A month is assumed to be 30 days long.
Phase 1 Timescales:
Maximum time: 300 days (10 Months).
Minimum time (with Medicine): 1 round.
Minimum time (without Medicine): 3 days.
Expected time: Roughly 17 days.
Phase 2 Timescales:
Maximum added time with 5 full rests: 3 Weeks
Minimum added time with 5 full rests: 1 week.
Expected added time with 5 full rests: 1 week.
Phase 3 Timescales:
Maximum added time: 16 days.
Minimum added time: 6 days.
Expected added time: 6 days.
Combined Timescales:
Maximum combined time from 0 to full hp and hit dice: 11 months, 1 week.
Minimum combined time from 0 to full hp and hit dice: 1 week, 6 days with Medicine. 2 weeks, 2 days without Medicine.
Expected combined time from 0 to full hp and hit dice: 1 Month with Medicine, 33 days without.
Variant: Immersive Healing
A stable character at 0 hit points no longer regains a hit point after 1d4 hours. They remain unconscious and at 0 HP. They may be moved and tended to without taking damage. They will remain in this state without medical care.
Phase 1: Regaining Consciousness
Phase one is the most difficult phase- battling one's way back from the brink of death. After completing this phase, the character is "out of the woods".
In the absence of magical healing, another character may make a Wisdom (Medicine) check against DC 20. If the patient has a positive modifier to Constitution, this check is made with advantage, and if the modifier is negative, the check is made with disadvantage. If it fails, the check can be made again every 3d20 days, except that the DC decreases by 5 each time.
In the absence of Medical attention, the character must make a DC 15 Constitution Save every 3d20 days. If they succeed, they recover 1 hp and move on to phase 2. Otherwise, they may try again every 3d20 days, reducing the DC by 5 each time.
During this time, the character must be cared for, fed small amounts of broth, bathed, etc. Going without food and water follows the normal rules, but going without bathing runs the risk of infection. The neglected character must make a Constitution Save vs. DC 10 (modified by the DM) after the first week of neglected bathing, or take 1 point of damage and begin dying again. If the character makes the Save, but the neglect continues, the Saves increase in frequency to one per day.
When the DC becomes 0, the check succeeds automatically. If the check succeeds, the injured character regains consciousness and 1 hit point. This means that in the absence of Medicine, the character will eventually wake up as the DC gradually decreases to 0. He or she now enters phase two.
Phase 2: Recuperation.
Phase two is where the character heals his or her body- the actual physical damage.
For a week of phase two to count, a character must be able to take at least 5 long rests.
At the end of the first week of phase 2, a character regains 1/2 his or her maximum Hit dice (with a minimum of 1), but not hit points. The character may roll these normally during a short rest. At the beginning of every week thereafter, the character once again recovers 1/2 of his or her hit dice. When a character regains 50% of their maximum HP, they move onto phase three.
Every time a character is brought below 50% of their hit point maximum, they reenter the Recuperation Phase.
Phase 3: Full Recovery
Phase three is where the character recovers from the emotional and spiritual trauma of nearly dying and gets back into shape.
During phase 3, a character recovers 1/2 of their maximum hit dice (with a minimum of 1) per 1d4 days, but no hit points without expending them. This continues until they are at full hit points and hit dice.
Whenever a character takes damage that doesn't bring them to 50% of their hit point maximum or below, they reenter phase three.
Notes
This variant dramatically alters the game's pacing. Without magical healing, it will be very hard to get back into the action after a hard fight. This will make a fight in a low-magic world more of a serious undertaking, and stretches out downtime between fights. This will lead to more cautious characters and a slower sense of progress.
These rules are largely overcome with the application of magical healing and other class abilities that affect hp recovery. This is how it is intended to work. These rules just make it more immersive for low level PCs without healing magic or similar abilities, and for NPCS who lack the same. With this system, healing times in the absence of magic or special circumstances will be more like they are in our own world.
Here's an analysis of the times involved.
All times assume 1st level Medicine, a d8 hit die, and a patient Constitution of 10-11. A month is assumed to be 30 days long.
Phase 1 Timescales:
Maximum time: 300 days (10 Months).
Minimum time (with Medicine): 1 round.
Minimum time (without Medicine): 3 days.
Expected time: Roughly 17 days.
Phase 2 Timescales:
Maximum added time with 5 full rests: 3 Weeks
Minimum added time with 5 full rests: 1 week.
Expected added time with 5 full rests: 1 week.
Phase 3 Timescales:
Maximum added time: 16 days.
Minimum added time: 6 days.
Expected added time: 6 days.
Combined Timescales:
Maximum combined time from 0 to full hp and hit dice: 11 months, 1 week.
Minimum combined time from 0 to full hp and hit dice: 1 week, 6 days with Medicine. 2 weeks, 2 days without Medicine.
Expected combined time from 0 to full hp and hit dice: 1 Month with Medicine, 33 days without.
[5e] Rules Variant: Immersive Healing
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