Combat
Roll for initiative! No really, that's your first action. In order to start combat you roll 1d20 and add your initiative bonus to it. Whomever has the highest initiative goes first and so on.
If at the start of a players turn, they decide to use a different weapon then what they drew, they can choose to take a -5 penalty to initiative and loose their place by 5 points, if they change to an item or weapon that has less speed than the weapon they currently had, they must also subtract the difference to their initiative check. For example, If you have an Arming Dagger +2 speed, and change to a Greatsword -2 speed, you take the difference -4, and add that to the roll, as well as the flat -5, for a total of -9.
As a reminder, spells, items, and potions all have a speed of +0.
After rolling to hit, Add your Weapon Hit and Weapon PRF bonus to the roll. You then declare how many Prowess Dice you want to roll, and then roll them and add that bonus to the roll.
You can parry once per turn. For every two points of Perception you have, you can parry an additional time.
When you grapple your opponent, you move into their space and share it. Your opponent cannot move and has -4 against all attacks against you. (They also have -4 on all attacks with any weapon that is not a dagger since you share the same space.) Your opponent cannot move on their turns. During their turn, they make attempt to break free as an Attack Action. You cannot parry with a weapon more than 1/2ft long. You may take an unarmed attack or an attack with a dagger without penalties. If you take damage while you're grappling a target, you must make an Endurance saving throw, DC 10 + damage. On a failed save, your opponent breaks free.
Some instances of minor action abilities would be, sheathing a sword, grabbing an item that only requires one hand to hold, kicking a non-locked door open (for dramatic effect of course), etc.
Whenever you use the Item Interaction Action, you may provoke an attack of opportunity, leaving yourself open to an attack. As a reminder, you may still parry or block if you have the correct tools in your hand. If you are making An Item Interaction that would call for a skill check, such as pushing a heavy crate across the room, and you provoke an attack of opportunity, they have +4 to hit on that attack roll. Generally speaking, whenever a skill check is called this way, you will often not be able to parry. (You can still roll to parry and block without a shield in the previous rule)
Pain 1.When you are first hit with the pain, you must make an Endurance Saving Throw DC 10. On a failed save, you loose 1 Prowess Dice.
Pain 2. When you are first hit with the pain, you must make an Endurance Saving Throw DC 14. On a failed save, you loose 1d3 Prowess Dice or half as much on a successful saving throw. For the next ten minutes, whenever you reroll prowess, you loose 1 prowess die.
Pain 3.Whenever you are first hit with the pain, you must make an Endurance Saving Throw DC 18. On a failed save, you loose 1d6+1 Prowess Dice or half as much on a successful saving throw. For the next hour whenever you reroll prowess you loose 2 Prowess Points.
Table One
Table Two
Table Three
Table Two
Table Three
Aftershocks Electricity flows repeatedly through your body, causing involuntary flinching. Whenever you roll an ability check, attack roll, or evasion roll for the next 1d4 hours, roll a d6. Whenever you roll a 6 on the d6, subtract 6 from the original roll. You gain the effects of Numbness.
Arm Rots Your arm rots rapidly and falls off your body. Roll to see which arm is removed. You automatically fail any checks that require the use of your arm. You gain Bleed 2, Shock 2, and Rot 2.
Blood Freezes Large chunks of your blood freezes, causing internal damage, severe hypothermia, and hypoxia. You gain 3 levels of exhaustion and lose all your prowess die. You gain the effects of Bleed 2, Freeze, and Frostbite. You will die of hypothermia unless you are treated quickly.
Brittle Your body is deeply chilled and your bones crack from thermal shock. You have a -2 penalty to all checks, but can chose to ignore this penalty by rolling a DC 15 Endurance Save, breaking a bone on a failure. For the next minute, whenever you take damage you take wounds as if you had taken 5 more damage, raising the wound table level by one.
Bone Melts You gain the effects of Bone Broken and Burn 3.
Burn Your flesh is burned. 5 levels. ouchie (intermediate stats are 1 damage per round per level, lowering one level per round) NEEDS STATS
Central Nervous System Destruction Your brain is electrified, instantly killing you.
Dissolve Acid seeps into your body, slowly eating away at you. At 1st level, you take 1d4 acid damage every minute. At 2nd level, you take 1 acid damage per round and an additional 2d4 acid damage per minute and. At 3rd level, you take 3d4 acid damage per round and gain a level of shock.
Eardrums Ruptured You lose the ability to hear and gain a level of shock.
Exhaustion You gain a level of exhaustion and loose 1d6 prowess die.
Eyes Freeze Your eyes freeze over, shredding delicate nerves. You go completely blind, gain a -5 penalty to initiative, and gain 2 levels of shock.
Eyes Melt Acid falls in and behind your eyes, liquifying them. You go completely blind, gain a -5 penalty to initiative, and gain 2 levels of bleed and 2 levels of shock. This part will begin to rot if not quickly treated or amputated.
Frostbite Your extremities begin to freeze. Roll 1d6 to see where you are affected, 1 Left Foot, 2 Right Foot, 3 Left Hand, 4 Right Hand, 5 Nose & Ears, 6 Roll Again Twice. You have a -2 penalty to all checks using the affected part. You also gain the effects of numbness. You lose 5 feet of movement per frostbitten foot. This part will begin to rot if not quickly treated or amputated.
Freeze Your body begins to solidify in solid ice and blood. Roll 1d6 to see where you are affected, 1 Left Arm, 2 Right Arm, 3 Left Leg, 4 Right Leg, 5 Left Hand, 6 Right Hand. You automatically fail any checks that would require the use of the frozen limb. You also gain the effects of numbness. This part will begin to rot if not quickly treated or amputated.
Hand Burned Your hand is burned deep enough to remove any usability. Roll to determine which hand is injured. You automatically fail any checks that would require the use of that hand. You gain shock 1.
Heat Stroke/Hypothermic Delirium Your mind is damaged by great heat or cold. Until you are able to return to normal temperatures, you are incapable of coherent thought. Many are focused on finding a cure to their condition, but cannot think enough to remember to use life saving equipment or try nonsensical solutions.
Ignite Fire spreads across your flesh. You must make a DC 14 Dexterity Saving Throw at the start of each of your turns or take 1d3 fire damage. This lasts until you put out the fire or it runs out of fuel.
Leg Melts Acid melts inside of your leg, liquifying tissue necessary for function. Roll to determine which leg is injured. You automatically fail any checks that would require the use of that leg, and your movement speed is reduced by 20ft. You also need to make a dexterity saving throw, DC 20. On a failed save, you fall prone. While standing up, you have to make a DC 20 dexterity saving throw on each of your turns to remain standing. You also gain shock 2.
Leg Rots Your leg rots and falls apart. Roll to determine which leg is injured. This leg falls off your body. You automatically fail any checks that would require the use of that leg, and your movement speed is reduced by 20ft. You also need to make a dexterity saving throw, DC 20. On a failed save, you fall prone. While standing up, you have to make a DC 20 dexterity saving throw on each of your turns to remain standing. You also gain bleed 2, shock 2, and rot 2.
Lethargy Energy is forced out from your body. You lose 1d3 prowess die.
Limb Melts Your limb melts and sloughs off your body. Roll 1d4 to determine which limb is afflicted. 1 left leg, 2 right leg, 3 left arm, 4 right arm. This limb falls off your body. You automatically fail any checks that would require the use of that limb. If you lose a leg, your movement speed is reduced by 20ft. You also need to make a dexterity saving throw, DC 20. On a failed save, you fall prone. While standing up, you have to make a DC 20 dexterity saving throw on each of your turns to remain standing. You also gain bleed 2 and shock 2.
Lungs Burn Your lungs incinerate from the intense heat. You cannot breathe and will suffocate in one minute. You gain burn 5 and shock 2.
Lungs Freeze and Collapse The cold seeps into your lungs, forming crystals of ice, then explosively lowers the pressure, causing your ribs and lungs to collapse violently. You cannot breathe and will suffocate at the end of your next turn. You gain bleed 5 and shock 2.
Lungs Melt Acid makes its way into your lungs, filling your breaths and spreading across your body. You cannot breathe and will suffocate in one minute. You gain dissolve 3 and shock 2.
Major Arteries Severed Arteries across your body, within your chest, and feeding your brain burst. You immediately go unconscious and your hit point maximum is lowered to one. You gain Bleed 5.
Mind Rots Rot seeps into your skull and tears apart who you are. You lose 2d4+2 points of Intelligence, Perception, and Charisma. You also gain Bleed 3, Shock 2, and Rot 3.
Numbness You loose most of your feelings across your body. You cannot sense things by touch and you have a -2 penalty to all checks. In addition, whenever you make a check, roll a d6. On a 1, you take gain bleed 1, as you injure yourself without proper sense of your body, cutting fingertips or biting tongues.
Outer Nerve Destruction You lose control over your body as it is scarred with electricity. Roll 1d3 for severity. 1st level, your legs are paralyzed, movement speed is 0ft or crawling speed at 10ft. 2nd level, your arms and legs are paralyzed, automatic fail on checks that you require the use of your arms. 3rd, you're entire body is paralyzed, no need for a description. You gain a level of shock equal to the level you are paralyzed.
Paralysis You are paralyzed for 1 minute and gain the effects of Aftershock.
Rot Infection devours your strength and corrupts your flesh. When you take a long rest, you or an ally must make a DC 8+(2*Level of Rot) Medicine Check. On a success, your level of Rot decreases by one. On a failure, your level of Rot increases by one, forcing you to reroll dice and saves as listed. At 1st level, you lose 1 point of Endurance. At 2nd level, you lose 2 points of Endurance. At 3rd level, you lose 1d4+4 points of Endurance and must make a DC 14 Medicine Check or one of your limb rots off, roll a d4 to see: 1 left leg, 2 right leg, 3 left arm, 4 right arm. At 4th level, you lose 3d4+4 points of Endurance and you must make a DC 16 Medicine Check or your mind rots.
Scarring Deep burns carve into your muscles, removing your strength and causing permanent scars. Roll a d6 for each level of scarring you have to see which limbs are affected. 1 Left Arm, 2 Right Arm, 3 Left Leg, 4 Right Leg, 5 Left Hand, 6 Right Hand. At 1st level, you have a -3 penalty with all checks using the affected limb. At 2nd level, you have a -5 penalty, and penalties stack if you use multiple scarred limbs.
Seizure All your muscles activate at once, causing your body to fight itself and lock up. Make a DC 10 Endurance Saving Throw, but add a penalty equal to your strength score. If you fail, you fall prone and gain the effects of a Tear. If you fail by more than five, you are unable to control your body or your breathing and fall unconscious. You are stunned for one minute.
Tear You tear important muscles, causing pain and reducing your strength. You have a -5 penalty on all attacks and gain a level of shock.
Toxic Shock Rotborne poisons and lethal shadows mix to send your body into a death spiral. You immediately fall unconscious, going into a coma for 1d4 days. You gain Rot 4.
Initiative & Weapon Speed
Once combat is declared, each person chooses what weapon they will use or if they want to use spellcasting. They then add that bonus towards their Initiative roll.If at the start of a players turn, they decide to use a different weapon then what they drew, they can choose to take a -5 penalty to initiative and loose their place by 5 points, if they change to an item or weapon that has less speed than the weapon they currently had, they must also subtract the difference to their initiative check. For example, If you have an Arming Dagger +2 speed, and change to a Greatsword -2 speed, you take the difference -4, and add that to the roll, as well as the flat -5, for a total of -9.
As a reminder, spells, items, and potions all have a speed of +0.
Actions
In the heat of battle, there's more things you may want to do than just trying to stab your opponent believe it or not. You may want to pull a lever that releases boiling water from the murder holes above or quickly dash away from the your charging enemies. During combat, you have two actions you can takes. Action and Minor action. However, any action that is a Minor Action can be treated as if it is an Action so you can take two Minor Actions in one turn. You cannot dash twice in the same turn however.Attack
to attack, you must be within reach of your opponent with the selected weapon. If you had to move into your opponents melee weapon reach before your own weapon reaches them to declare your attack, they can use their reaction to attack you first. To attack, you first roll to hit and your opponent rolls to dodge. You each roll 1d20 and add your Dexterity Bonus to it.After rolling to hit, Add your Weapon Hit and Weapon PRF bonus to the roll. You then declare how many Prowess Dice you want to roll, and then roll them and add that bonus to the roll.
Parrying
Whenever you are the target of an attack you, you may choose to parry. In order to do so, you must roll at least 1 prowess die on the parry roll. You add your bonus from your weapon's parry and any levels of PRF you have from that weapon and add that bonus to your EV against that single attack roll. If you have no prowess dice, you cannot attempt to parry.You can parry once per turn. For every two points of Perception you have, you can parry an additional time.
Parrying and Blocking Without a Shield
Whenever an opponent would make an attack roll against you and you don't have a shield or weapon to parry or block, you may still take the parry action. But instead of normal, you may only roll up to half of your available prowess dice you have round down, and your parry bonus is +0. You must move 5ft away from your opponent whenever you take this action, unless it's a ranged attack against you.Flanking
Whenever you and an ally would surround an enemy from multiple sides, you each add a +4 bonus to hit the target on all attack rolls against them.Disarming
Whenever you would loose more Prowess Dice than you have, you must make a Strength saving throw DC 10 + (Prowess Dice Lost x 2). For the purpose of the DC, Prowess dice lost is including the potential dice that would have been lost from an ability. So if you only have 2 prowess dice to lose but an ability forces you to loose 5, you are considered to have lost five points. On a failed save, you drop whatever weapon you were holding.Precision Strike
Whenever you make a melee attack, you may declare a Precision Strike, if you do, you expend 6 prowess dice and you ignore all damage resistance from armor. This ability can only be done with Piercing weapon. For every two points of Perception you have, this ability costs 1 less to a maximum of 3 less.Opportunity Attack
In certain instances, you may be able to make opportunity attacks, you must use your reaction to do this and spend 1 prowess point.Grapple
You can attempt to grapple an opponent as an attack action. In order to grapple them, they must be within reach of you. Whenever you try to Grapple an opponent, they may make an opportunity attack against you. If their attack deals any amount of damage to you, you fail to grapple them. To grapple them, Roll an Athletics Check and your Opponent may Roll an Athletics or Acrobatic Check against you. If you get the higher roll, you successfully grapple the target.When you grapple your opponent, you move into their space and share it. Your opponent cannot move and has -4 against all attacks against you. (They also have -4 on all attacks with any weapon that is not a dagger since you share the same space.) Your opponent cannot move on their turns. During their turn, they make attempt to break free as an Attack Action. You cannot parry with a weapon more than 1/2ft long. You may take an unarmed attack or an attack with a dagger without penalties. If you take damage while you're grappling a target, you must make an Endurance saving throw, DC 10 + damage. On a failed save, your opponent breaks free.
Dash
You can move up to twice your movement speed.Sprint
As apart of the Dash action, you can make an Athletics Check. For every 5 points above 15 you roll, you move an additional 5ft. However, if you roll less than 15, you must make a Dexterity Saving Throw DC 15. On a failed save, you fall prone and don't advance.Long Jump
As apart of the Dash action, you can attempt to jump over a gap. You must move at least 10ft in a straight line before hand. Make an Athletics Check. For every 5 points above 0 you roll, you jump 5ft across to a maximum of 30ft. If you reach a position where you jump adjacent to the target location, but not on the target location you can make a Brawn or Athletics Check to attempt to grab hold of the ledge so you don't fall DC 10.Defensive Position
Instead of moving to attack anyone you can take a defensive positioning. You add +4 to Armor Rating. You also have +4 on any Dexterity saving throws until the start of your next turn. You gan an extra parry and you Regain +1 Prowess Die.Disengage
You attempt to break combat with your opponent who is within arms reach of you. As an action, your opponent cannot take an attack of opportunity against you leaving his or her range of attack. However, as a reaction, your opponent can spend 2 Prowess Points to attack you as you leave his or her range.Recover
You roll your Prowess Dice regain ability and you gain +3 extra die.Item Interaction
As an action, you can interact with an item. This can be anything from drinking a potion, pulling a lever, changing weapons, etc. Sometimes, you may be allowed to use a Minor action at GM discretion for instance, if you want to pick up a sword off the ground and attack someone with it in the same turn. The GM might call for a skill check if they feel it's necessary.Some instances of minor action abilities would be, sheathing a sword, grabbing an item that only requires one hand to hold, kicking a non-locked door open (for dramatic effect of course), etc.
Whenever you use the Item Interaction Action, you may provoke an attack of opportunity, leaving yourself open to an attack. As a reminder, you may still parry or block if you have the correct tools in your hand. If you are making An Item Interaction that would call for a skill check, such as pushing a heavy crate across the room, and you provoke an attack of opportunity, they have +4 to hit on that attack roll. Generally speaking, whenever a skill check is called this way, you will often not be able to parry. (You can still roll to parry and block without a shield in the previous rule)
Movement
During combat the first thing you'll want to do is reach your opponent so you can murder them. Your movement speed is equal to 20ft however for every 2 points of strength you have, you add +5ft to your movement speed. However, be warned, once you reach your opponents weapon reach before you can reach them, they can attempt to attack you as a reaction.Sharing Space
Sometimes you can share a space with an enemy, such as while grappling. While within the same area as an enemy, you both have -4 to hit on all attack rolls with weapons that have more that 1/2ft of reach. Meaning only daggers and similar weapons will be effective. Whenever an opponent attempts to enter this range with you, if you're wielding a weapon that doesn't have more than 5ft of reach, you can attempt to attack your opponent, On a successful hit or a miss by less than 5, your opponent fails to enter your space.Wound Chart
The Wound Chart is a detailed table for massive wounds caused by excess damage, such as blood loss, shock, missing limbs, etc. For every 4 points of health loss, it depends on which table you roll on. -4 and up 1st table. -8 and up is 2nd table -12 and up is 3rd table.Pain
In addition to the normal affects on the Wound Chart, you also gain levels of pain. For example, if you roll on the 2nd tier wound table, you get Pain 2. Pain is not fun.Pain 1.When you are first hit with the pain, you must make an Endurance Saving Throw DC 10. On a failed save, you loose 1 Prowess Dice.
Pain 2. When you are first hit with the pain, you must make an Endurance Saving Throw DC 14. On a failed save, you loose 1d3 Prowess Dice or half as much on a successful saving throw. For the next ten minutes, whenever you reroll prowess, you loose 1 prowess die.
Pain 3.Whenever you are first hit with the pain, you must make an Endurance Saving Throw DC 18. On a failed save, you loose 1d6+1 Prowess Dice or half as much on a successful saving throw. For the next hour whenever you reroll prowess you loose 2 Prowess Points.
Table One
1d12 | Bludgeoning | Slashing | Piercing |
1 | Bleed 1 | Bleed 1 | Bleed 1 |
2 | Bleed 1 | Bleed 1 | Bleed 1 |
3 | Bleed 1 | Bleed 1 | Bleed 1 |
4 | Fall Prone | Bleed 1 | Bleed 1 |
5 | Fall Prone | Bleed 2 | Fall Prone |
6 | Fall Prone | Bleed 2 | Fall Prone |
7 | Fall Prone | Fall Prone | Fall Prone |
8 | Joint Broken | Joint Broken | Joint Broken |
9 | Joint Broken | Joint Broken | Joint Broken |
10 | Concussion | Concussion | Concussion |
11 | Concussion | Concussion | Concussion |
12 | Concussion | Hand Cut Off | Shock 1 |
1d12 | Bludgeoning | Slashing | Piercing |
1 | Bleed 2 | Bleed 2 | Bleed 2 |
2 | Bleed 2 | Bleed 2 | Bleed 2 |
3 | Bleed 2 | Bleed 2 | Bleed 2 |
4 | Joint Broken | Bleed 3 | Bleed 2 |
5 | Joint Broken | Bleed 3 | Joint Broken |
6 | Joint Broken | Bleed 3 | Joint Broken |
7 | Bone Broken | Hand Cut Off | Joint Broken |
8 | Bone Broken | Hand Cut Off | Joint Broken |
9 | Bone Broken | Arm Cut Off | Bone Broken |
10 | Bone Broken | Arm Cut Off | Bone Broken |
11 | Concussion + Joint Broken | Leg Cut Off | Bone Broken |
12 | Concussion + Bone Broken | Leg Cut Off | Eye Pierced |
1d12 | Bludgeoning | Slashing | Piercing |
1 | Bleed 3 | Bleed 3 | Bleed 3 |
2 | Bleed 3 | Bleed 3 | Bleed 3 |
3 | Bleed 3 | Bleed 4 | Bleed 3 |
4 | Bone Broken | Bleed 4 | Bleed 3 |
5 | Bone Broken | Bleed 4 | Eye Pierced |
6 | Bone Broken | Bleed 5 | Stomach Pierced |
7 | Concussion + Broken Bone | Arm Cut Off | Stomach Pierced |
8 | Concussion + Broken Bone | Arm Cut Off | Stomach Pierced |
9 | Broken Spine | Leg Cut Off | Lung Pierced |
10 | Broken Spine | Leg Cut Off | Lung Pierced |
11 | Caved In Chest | Decapitation | Heart Pierced |
12 | Caved In Skull | Decapitation | Heart Pierced |
Wound Effects
Here you can find detailed descriptions of each of the wound types.Bleed
The Bleed status implies your character is loosing blood at a dangerous rate. Depending on it's level describes is severity. At 1st level, Bleed damage deals 1 point of damage to you per minute. At 2nd level, you take 1 point of damage per round. At levels 3rd - 4th, you take damage equal to the tier level. Either 3 or 4 damage at the end of your turn. At 5th tier, you take 2d4 damage per round and suffer shock 1.Joint Broken
When you gain the Joint Broken condition, roll 1d6 for each of the following. Left Arm, Right Arm, Left Leg, Right Leg, Left Hand, Right Hand. Depending on your roll, you gain a -5 penalty whenever you attempt to use that joint, or for movement. You lose 10ft of movement. You also gain 1 shock and bleed 1.Concussion
When having a concussion, you gain a -4 penalty to all checks that would use your mental stats, Intelligence, Perception, and Charisma. Your initiative is reduced by -2 as well. You also gain shock 1.Hand Cut Off
Your hand has been removed from your body, roll any die to see if it's your left or right hand. You automatically fail on all checks that would require the use of your hand and you gain Bleed 1. You also gain shock 1.Arm Cut Off
Your Arm is removed from you. Roll to see which one. You automatically fail on all checks that would require the use of your hand and you gain Bleed 2. You also gain Shock 2.Leg Cut Off
Your Leg is removed from you. Roll to see which one. You automatically fail on all checks that would require the use of your leg, you gain Bleed 2, and your movement speed is reduced by 20ft. You also need to make a dexterity saving throw, DC 20. On a failed save, you fall prone. While standing up, you have to make a DC 20 dexterity saving throw on each of your turns to remain standing. You also gain shock 2.Bone Broken
You have suffered a broken bone. Roll 1d6 to see which bone, Left Arm, Right Arm, Left Leg, Right Leg, Left Hand, Right Hand. You have a -10 penalty whenever you use that joint. You also gain shock 1 If you try to use that joint, roll 1d6, on a 5-6. You gain a level of bleed.Broken Spine
You've broken your spine. Roll 1d3 for severity. 1st level, your legs are paralyzed, movement speed is 0ft or crawling speed at 10ft. 2nd level, your arms and legs are paralyzed, automatic fail on checks that you require the use of your arms. 3rd, you're entire body is paralyzed, no need for a description. You gain a level of shock equal to the level you are paralyzed.Eye Pierced
You go blind in one eye. You have -5 on all sight checks. You also have -2 to initiative and 1 level of shock and bleed 1.Stomach Pierced
You gain bleed 1 and shock 2.Lung Pierced
You gain bleed 2 and cannot breath. You will suffocate in one minute as your lungs fill up with blood. You also gain shock 2.Shock
There are two levels of shock. Whenever you first gain a level of shock, you must make a Endurance Saving Throw DC (15 + 2 Per Wound Level). On a fail, you are stunned until the start of your next turn. 1st level, you have -2 to all checks, this last 1 minute. 2nd level, if you failed your saving throw, you must repeat the saving throw at the end of your turn or you will still be stunned.Magic Wound Chart
Table One1d12 | Acid | Arcane | Fire | Lightning | Cold | Necrotic |
1 | Burn 1 | Bleed 1 | Burn 1 | Burn 1 | Numbness | Bleed 1 |
2 | Burn 1 | Bleed 1 | Burn 1 | Burn 1 | Numbness | Bleed 1 |
3 | Dissolve 1 | Fall Prone | Burn 1 | Numbness | Numbness | Bleed 1 |
4 | Scarring 1 | Fall Prone | Scarring 1 | Numbness | Lethargy | Lethargy |
5 | Scarring 1 | Fall Prone | Scarring 1 | Numbness | Lethargy | Lethargy |
6 | Scarring 1 | Fall Prone | Scarring 1 | Aftershock | Lethargy | Lethargy |
7 | Dissolve 2 | Joint Broken | Burn 2 | Aftershock | Lethargy | Rot 1 |
8 | Dissolve 2 | Joint Broken | Burn 2 | Aftershock | Frostbite | Rot 1 |
9 | Dissolve 2 | Joint Broken | Burn 2 | Stunned | Frostbite | Rot 1 |
10 | Temporarily Blind | Joint Broken | Scarring 2 | Stunned | Frostbite | Rot 2 |
11 | Burn 2 | Concussion | Scarring 2 | Stunned | Frostbite | Rot 2 |
12 | Dissolve 1 + Burn 1 | Concussion | Burn 1 + Fear | Aftershock + Tear | Brittle | Rot 2 |
1d12 | Acid | Arcane | Fire | Lightning | Cold | Necrotic |
1 | Burn 2 | Bleed 2 | Burn 2 | Burn 2 | Lethargy | Bleed 2 |
2 | Burn 2 | Bleed 2 | Burn 2 | Burn 2 | Lethargy | Bleed 2 |
3 | Dissolve 2 | Bleed 2 | Burn 2 | Aftershock | Lethargy | Bleed 2 |
4 | Dissolve 2 | Joint Broken | Burn 2 | Aftershock | Frostbite | Rot 2 |
5 | Scarring 2 | Joint Broken | Scarring 2 | Aftershock | Frostbite | Rot 2 |
6 | Scarring 2 | Joint Broken | Scarring 2 | Stunned | Frostbite | Rot 2 |
7 | Scarring 2 | Bone Broken | Scarring 2 | Stunned | Brittle | Exhaustion |
8 | Leg Melts | Bone Broken | Choking | Paralysis | Brittle | Exhaustion |
9 | Burn 3 | Bone Broken | Choking | Paralysis | Bone Broken | Rot 3 |
10 | Burn 3 | Eardrums Ruptured | Ignite | Paralysis + Tear | Bone Broken | Rot 3 |
11 | Burn 3 | Concussion + Joint Broken | Ignite | Outer Nerve Destruction | Freeze | Rot 2 + Exhaustion |
12 | Eye Melts | Concussion + Eardrums Ruptured | Ignite + Hand Burned | Seizure | Freeze | Rot 2 + Exhaustion |
1d12 | Acid | Arcane | Fire | Lightning | Cold | Necrotic |
1 | Burn 3 | Bleed 3 | Burn 3 | Burn 3 | Frostbite | Bleed 3 |
2 | Burn 3 | Bleed 3 | Burn 3 | Burn 3 | Frostbite | Bleed 3 |
3 | Burn 4 | Bleed 3 | Burn 4 | Burn 3 | Frostbite | Bleed 3 |
4 | Burn 4 | Bone Broken | Burn 4 | Paralysis | Frostbite | Bleed 3 |
5 | Burn 4 | Bone Broken | Burn 4 | Paralysis | Exhaustion | Rot 3 |
6 | Burn 5 | Bone Broken | Burn 5 | Paralysis | Exhaustion | Rot 3 |
7 | Dissolve 3 | Concussion + Bone Broken | Ignite + Scarring 2 | Paralysis + Ignite | Freeze | Rot 4 |
8 | Dissolve 3 | Concussion + Bone Broken | Ignite + Scarring 2 | Paralysis + Ignite | Freeze | Rot 4 |
9 | Limb Melts | Broken Spine | Bone Melts | Seizure | Freeze + Hypothermic Delirium | Arm Rots |
10 | Limb Melts | Broken Spine | Bone Melts | Seizure | Eyes Freeze | Leg Rots |
11 | Eyes Melt | Chest Crushed | Ignite + Heat Stroke | Heart Attack | Blood Freezes | Mind Rots |
12 | Lungs Melt | Major Arteries Severed | Lungs Burned | Central Nerve Destruction | Lungs Freeze and Collapse | Toxic Shock |
Magic Wound Effects
Here you can find detailed descriptions of each of the unique wound types created by magic.Aftershocks Electricity flows repeatedly through your body, causing involuntary flinching. Whenever you roll an ability check, attack roll, or evasion roll for the next 1d4 hours, roll a d6. Whenever you roll a 6 on the d6, subtract 6 from the original roll. You gain the effects of Numbness.
Arm Rots Your arm rots rapidly and falls off your body. Roll to see which arm is removed. You automatically fail any checks that require the use of your arm. You gain Bleed 2, Shock 2, and Rot 2.
Blood Freezes Large chunks of your blood freezes, causing internal damage, severe hypothermia, and hypoxia. You gain 3 levels of exhaustion and lose all your prowess die. You gain the effects of Bleed 2, Freeze, and Frostbite. You will die of hypothermia unless you are treated quickly.
Brittle Your body is deeply chilled and your bones crack from thermal shock. You have a -2 penalty to all checks, but can chose to ignore this penalty by rolling a DC 15 Endurance Save, breaking a bone on a failure. For the next minute, whenever you take damage you take wounds as if you had taken 5 more damage, raising the wound table level by one.
Bone Melts You gain the effects of Bone Broken and Burn 3.
Burn Your flesh is burned. 5 levels. ouchie (intermediate stats are 1 damage per round per level, lowering one level per round) NEEDS STATS
Central Nervous System Destruction Your brain is electrified, instantly killing you.
Dissolve Acid seeps into your body, slowly eating away at you. At 1st level, you take 1d4 acid damage every minute. At 2nd level, you take 1 acid damage per round and an additional 2d4 acid damage per minute and. At 3rd level, you take 3d4 acid damage per round and gain a level of shock.
Eardrums Ruptured You lose the ability to hear and gain a level of shock.
Exhaustion You gain a level of exhaustion and loose 1d6 prowess die.
Eyes Freeze Your eyes freeze over, shredding delicate nerves. You go completely blind, gain a -5 penalty to initiative, and gain 2 levels of shock.
Eyes Melt Acid falls in and behind your eyes, liquifying them. You go completely blind, gain a -5 penalty to initiative, and gain 2 levels of bleed and 2 levels of shock. This part will begin to rot if not quickly treated or amputated.
Frostbite Your extremities begin to freeze. Roll 1d6 to see where you are affected, 1 Left Foot, 2 Right Foot, 3 Left Hand, 4 Right Hand, 5 Nose & Ears, 6 Roll Again Twice. You have a -2 penalty to all checks using the affected part. You also gain the effects of numbness. You lose 5 feet of movement per frostbitten foot. This part will begin to rot if not quickly treated or amputated.
Freeze Your body begins to solidify in solid ice and blood. Roll 1d6 to see where you are affected, 1 Left Arm, 2 Right Arm, 3 Left Leg, 4 Right Leg, 5 Left Hand, 6 Right Hand. You automatically fail any checks that would require the use of the frozen limb. You also gain the effects of numbness. This part will begin to rot if not quickly treated or amputated.
Hand Burned Your hand is burned deep enough to remove any usability. Roll to determine which hand is injured. You automatically fail any checks that would require the use of that hand. You gain shock 1.
Heat Stroke/Hypothermic Delirium Your mind is damaged by great heat or cold. Until you are able to return to normal temperatures, you are incapable of coherent thought. Many are focused on finding a cure to their condition, but cannot think enough to remember to use life saving equipment or try nonsensical solutions.
Ignite Fire spreads across your flesh. You must make a DC 14 Dexterity Saving Throw at the start of each of your turns or take 1d3 fire damage. This lasts until you put out the fire or it runs out of fuel.
Leg Melts Acid melts inside of your leg, liquifying tissue necessary for function. Roll to determine which leg is injured. You automatically fail any checks that would require the use of that leg, and your movement speed is reduced by 20ft. You also need to make a dexterity saving throw, DC 20. On a failed save, you fall prone. While standing up, you have to make a DC 20 dexterity saving throw on each of your turns to remain standing. You also gain shock 2.
Leg Rots Your leg rots and falls apart. Roll to determine which leg is injured. This leg falls off your body. You automatically fail any checks that would require the use of that leg, and your movement speed is reduced by 20ft. You also need to make a dexterity saving throw, DC 20. On a failed save, you fall prone. While standing up, you have to make a DC 20 dexterity saving throw on each of your turns to remain standing. You also gain bleed 2, shock 2, and rot 2.
Lethargy Energy is forced out from your body. You lose 1d3 prowess die.
Limb Melts Your limb melts and sloughs off your body. Roll 1d4 to determine which limb is afflicted. 1 left leg, 2 right leg, 3 left arm, 4 right arm. This limb falls off your body. You automatically fail any checks that would require the use of that limb. If you lose a leg, your movement speed is reduced by 20ft. You also need to make a dexterity saving throw, DC 20. On a failed save, you fall prone. While standing up, you have to make a DC 20 dexterity saving throw on each of your turns to remain standing. You also gain bleed 2 and shock 2.
Lungs Burn Your lungs incinerate from the intense heat. You cannot breathe and will suffocate in one minute. You gain burn 5 and shock 2.
Lungs Freeze and Collapse The cold seeps into your lungs, forming crystals of ice, then explosively lowers the pressure, causing your ribs and lungs to collapse violently. You cannot breathe and will suffocate at the end of your next turn. You gain bleed 5 and shock 2.
Lungs Melt Acid makes its way into your lungs, filling your breaths and spreading across your body. You cannot breathe and will suffocate in one minute. You gain dissolve 3 and shock 2.
Major Arteries Severed Arteries across your body, within your chest, and feeding your brain burst. You immediately go unconscious and your hit point maximum is lowered to one. You gain Bleed 5.
Mind Rots Rot seeps into your skull and tears apart who you are. You lose 2d4+2 points of Intelligence, Perception, and Charisma. You also gain Bleed 3, Shock 2, and Rot 3.
Numbness You loose most of your feelings across your body. You cannot sense things by touch and you have a -2 penalty to all checks. In addition, whenever you make a check, roll a d6. On a 1, you take gain bleed 1, as you injure yourself without proper sense of your body, cutting fingertips or biting tongues.
Outer Nerve Destruction You lose control over your body as it is scarred with electricity. Roll 1d3 for severity. 1st level, your legs are paralyzed, movement speed is 0ft or crawling speed at 10ft. 2nd level, your arms and legs are paralyzed, automatic fail on checks that you require the use of your arms. 3rd, you're entire body is paralyzed, no need for a description. You gain a level of shock equal to the level you are paralyzed.
Paralysis You are paralyzed for 1 minute and gain the effects of Aftershock.
Rot Infection devours your strength and corrupts your flesh. When you take a long rest, you or an ally must make a DC 8+(2*Level of Rot) Medicine Check. On a success, your level of Rot decreases by one. On a failure, your level of Rot increases by one, forcing you to reroll dice and saves as listed. At 1st level, you lose 1 point of Endurance. At 2nd level, you lose 2 points of Endurance. At 3rd level, you lose 1d4+4 points of Endurance and must make a DC 14 Medicine Check or one of your limb rots off, roll a d4 to see: 1 left leg, 2 right leg, 3 left arm, 4 right arm. At 4th level, you lose 3d4+4 points of Endurance and you must make a DC 16 Medicine Check or your mind rots.
Scarring Deep burns carve into your muscles, removing your strength and causing permanent scars. Roll a d6 for each level of scarring you have to see which limbs are affected. 1 Left Arm, 2 Right Arm, 3 Left Leg, 4 Right Leg, 5 Left Hand, 6 Right Hand. At 1st level, you have a -3 penalty with all checks using the affected limb. At 2nd level, you have a -5 penalty, and penalties stack if you use multiple scarred limbs.
Seizure All your muscles activate at once, causing your body to fight itself and lock up. Make a DC 10 Endurance Saving Throw, but add a penalty equal to your strength score. If you fail, you fall prone and gain the effects of a Tear. If you fail by more than five, you are unable to control your body or your breathing and fall unconscious. You are stunned for one minute.
Tear You tear important muscles, causing pain and reducing your strength. You have a -5 penalty on all attacks and gain a level of shock.
Toxic Shock Rotborne poisons and lethal shadows mix to send your body into a death spiral. You immediately fall unconscious, going into a coma for 1d4 days. You gain Rot 4.
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