Healing and Critical Hits
Natural Healing
• Short Rests: You can roll 1 Hit Die during a short rest for healing.
• Long Rests: Not healed to full. Instead roll a number of hit dice up your level for healing.
Healing Kits
• Combat: As an action, you can expend one use of the kit to stabilize a creature that has 0 Hit Points, without needing to make a Wisdom (Medicine) check. The creature is still unconscious but no longer dying.
• Short Rest: 1 use of this kit allows the aided creature to roll up to half their level in hit dice(instead of just 1 HD).
• Long Rest: 1 use of this kit and 8 hours of rest along with a good meal, gives the creature used on the maximum result on any hit dice used for healing.
Healing Potions and Spells
• Require a full action to retrieve and consume (no longer a bonus action)
• Potions and spells heal more. When rolling dice to determine the amount of healing treat half those dice (minimum 1) as if they had rolled the maximum amount. (Example: James drinks a healing potion as his action which normally provides 2d4+2, he will roll one d4 and then add 4 for the second dice and then the +2.)[min 7 max 10]
Critical Hits
On Critical Hits: Roll all normal damage dice, then add the maximum value of those dice again, then add any damage modifiers (example: James crits a goblin with his longsword rolling 1d8 for his normal damage, then adding 8 points of critical damage, plus 4 for his strength modifier).
Critical Initiative
A Natural 20 on Initiative gives you a surprise round.
Critical Save Failure
When a creature or player rolls a natural 1 on a saving throw they automatically fail the save and the spell or effect that they were saving against is considered a Critical Hit following all the rules above.
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