Wounds
Wounds are lingering injuries that player characters can sustain under certain circumstances. Unlike Hit Points, which are simply an abstract measure of how close a character is to death, Wounds represent the physical impairment that characters suffer from being injured in Combat. Each Wound a character sustains causes them to incur a level of Exhaustion (see https://www.dndwiki.io/conditions/exhaustion) until it is either closed or healed.
A character sustains a Wound when:
A character may attempt to close Wounds, either their own or someone else's, during a Short Rest or Medium Rest by rolling a Medicine(WIS) check. They must roll a result of at least 12, 14, 16, 18, or 20 to heal one, two, three, four, or five of the target character's Wounds, respectively, and suffer Disadvantage if they are attempting to close their own Wounds. A character who possesses a Healer's Kit may expend one of its uses to gain Advantage on this check. Wounds that are successfully closed no longer inflict Exhaustion, though they are still present until healed. If a character rolls a natural 20 to close Wounds, then all of the target character's Wounds are successfully closed and the oldest is healed completely. Conversely, if they roll a natural 1, the target character suffers an additional Wound as a result of the botched treatment. The Lesser Restoration spell may be used to immediately close one Wound affecting its target. If an enemy scores a critical hit against a character, then all of their closed Wounds are reopened.
Except in the case of a natural 20, as mentioned above, Wounds can only be healed completely by the passage of time, powerful magic, or divine intervention. When a player character completes a Long Rest, they automatically heal one Wound they have suffered. If they have additional Wounds, they may attempt to heal these as well by rolling a CON Save. They must roll a result of at least 13, 16, 20, or 25 to heal one, two, three or four additional Wounds, respectively. Any Wounds which a character fails to heal become closed if they are not already. The Greater Restoration spell may be used to immediately heal one Wound affecting its target. Similarly, the Regeneration spell heals all Wounds affecting its target. Finally, when a character spends a Fate Point, they automatically heal one Wound and close any others they have sustained.
A character sustains a Wound when:
- Their Hit Points are reduced to less than half of their maximum Hit Point value (rounded up) for the first time in a Combat or scene;
- They are reduced to zero Hit Points for the first time in a Combat or scene; or
- An enemy scores a critical hit against them in Combat (see https://roll20.net/compendium/dnd5e/Combat#toc_34).
A character may attempt to close Wounds, either their own or someone else's, during a Short Rest or Medium Rest by rolling a Medicine(WIS) check. They must roll a result of at least 12, 14, 16, 18, or 20 to heal one, two, three, four, or five of the target character's Wounds, respectively, and suffer Disadvantage if they are attempting to close their own Wounds. A character who possesses a Healer's Kit may expend one of its uses to gain Advantage on this check. Wounds that are successfully closed no longer inflict Exhaustion, though they are still present until healed. If a character rolls a natural 20 to close Wounds, then all of the target character's Wounds are successfully closed and the oldest is healed completely. Conversely, if they roll a natural 1, the target character suffers an additional Wound as a result of the botched treatment. The Lesser Restoration spell may be used to immediately close one Wound affecting its target. If an enemy scores a critical hit against a character, then all of their closed Wounds are reopened.
Except in the case of a natural 20, as mentioned above, Wounds can only be healed completely by the passage of time, powerful magic, or divine intervention. When a player character completes a Long Rest, they automatically heal one Wound they have suffered. If they have additional Wounds, they may attempt to heal these as well by rolling a CON Save. They must roll a result of at least 13, 16, 20, or 25 to heal one, two, three or four additional Wounds, respectively. Any Wounds which a character fails to heal become closed if they are not already. The Greater Restoration spell may be used to immediately heal one Wound affecting its target. Similarly, the Regeneration spell heals all Wounds affecting its target. Finally, when a character spends a Fate Point, they automatically heal one Wound and close any others they have sustained.
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