Variant Rules
Variant: Encumbrance
The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table. If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet. If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.Variant: Injury
Damage normally leaves no lingering effects. This option introduces the potential for long-term injuries. It's up to you to decide when to check for a lingering injury. A creature might sustain a lingering injury under the following circumstances: When it takes a critical hit When it drops to 0 hit points but isn't killed outright When it fails a death saving throw by 5 or more To determine the nature of the injury, roll on the Lingering Injuries table. This table assumes a typical humanoid physiology, but you can adapt the results for creatures with different body types.Variant: Long Rest
At the end of a long rest a character recovers HP equal to half their hit dice rounding up. Ie. a 9th level character recovers 5 hit dice worth of HP. They must roll each dice.Treating Wounds
A recuperating character may add their Con bonus to each hit dice if their wounds are successfully treated. To be considered treated they themselves or someone else must make a Wisdom (Medicine) check DC15. If this person employs one use of a healer’s kit, the DC is reduced to 10.Downtime Activities
These are the downtime rules that will be used. (Crafting is included in here)Remove these ads. Join the Worldbuilders Guild
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Author's Notes
Healing rules credit to Duncan at Hipsters and Dragons.