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WOUND SEVERITY –– WOUND LOCATION (roll 1d4 or allocate as appropriate to situation/damage) ––

1 2 3 4
Roll 1d20
Arm Leg Torso Head Generic Result
(For repeated damage at HP=0
roll an extra d20 for each time (randomly determine side) (randomly determine side) (Repeat head wounds before a Long Rest (Non-locational /
wounded & apply lowest roll) increase to the highest severity taken +1) generalised damage)

Staring death in the face gives you a surge of adrenaline. You may spend Hit Dice to regain Hit Points as per a Short Rest. You are unaffected by the Incapacitated and Stunned conditions.

20 Adrenaline Surge At the end of the combat the Adrenaline Surge ends: your Hit Points drop to 0 and you are Unconscious [short rest] and gain 1 level of Exhaustion. Gain 1 Hit Point

If this result occurs twice in the same combat you go Berserk: you gain Advantage on all attacks, however you are disoriented as if affected by a Confusion spell.

17 - 19 Flesh Wound Fight on! (or perhaps wisely take the opportunity to withdraw / flee / surrender / feign death in the mud like a snivelling worm) No effect

Save (DEX DC 15) or drop item in hand Stunned [end of your next turn]
Incapacitated
14 - 16 Minor Wound Save (DEX DC 15) or fall Prone Incapacitated [end of your next turn]
[end of your next turn]
1 in 6 chance of Destroyed Item 1 in 4 chance of Disfigurement

Stunned [end of your next turn] Stunned [end of your next turn]
Stunned [end of your next turn]
Stunned [short rest]
Stunned
11 - 13 Light Wound Disabled (Arm, Light) Disabled (Leg, Light)
Disadvantage on attack rolls, [end of your next turn]
2 in 4 chance of Disfigurement
ability checks and saving throws
2 in 6 chance of Destroyed Item Fall Prone

Stunned [Save (CON DC 15) each round] Stunned [Save (CON DC 15) each round] Unconscious [short rest]
Stunned [short rest] Stunned [short rest]
8 - 10 Serious Wound Disabled (Arm, Serious) Disabled (Leg, Serious) Stunned
Incapacitated Incapacitated
3 in 6 chance of Destroyed Item Fall Prone 3 in 4 chance of Disfigurement

Stunned [short rest] Stunned [short rest]


Unconscious [long rest]
Save (CON DC 15) each round or Save (CON DC 20) each round or
Stunned [long rest] Unconscious [long rest]
Unconscious and Bleeding Out Unconscious and Bleeding Out
6-7 Critical Wound Traumatic Brain Injury
Organ Damage Bleeding Out
Dismemberment (Arm, Critical) Dismemberment (Leg, Critical)
4 in 4 chance of Disfigurement
4 in 6 chance of Destroyed Item Fall Prone

Stunned Stunned Stunned


Stunned
Save (CON DC 15) each round or Die Save (CON DC 20) each round or Die Die at the end of your next turn Unconscious
Save (CON DC 20) each round or Die
4-5 Mortal Wound
Dismemberment (Arm, Mortal) Dismemberment (Leg, Mortal) Disfigurement Die in 1d6 rounds
An internal organ becomes external
5 in 6 chance of Destroyed Item Fall Prone Make your dying words brief

Textbook action movie death 1 in 6 chance weapon is stuck in your skull


2-3 Instant Death 6 in 6 chance of Destroyed Item You fall Prone… and don’t get up again Instant Death
(Eviscerated, stabbed in the heart, etc.) I guess you had the last laugh

Immediately adjacent allies must Save (WIS DC 15) or be Stunned [end of next turn]. All retainers witnessing the death must check morale.
Very Messy
1 Instant Death
Instant Death Insert appropriate onomatopoeia.

Key to Table: Condition [ended by] e.g. Stunned [short rest] – refer to conditions below for description of effects. The default end time for a condition is the recovery time for the Wound Severity. Shields and Helmets may negate or reduce some wound results


EFFECTS OF HIT POINTS BEING REDUCED TO ZERO



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CONDITIONS
RECOVERING FROM WOUNDS

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