Healing and Stamina in Windfall | World Anvil
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Healing and Stamina

Hit Points

Hit Points (HP) are your actual vitality and are equal to double you constitution score. Hit Points measure your ability to take physical punishment and keep going. Running out of Hit Points can be deadly. Your Hit Points (HP) measure how hard you are to kill. When you hit 0 hit points you fall unconscious, when you hit -10 hit points you are dead.
Healing Hit Points
  • Bed Rest - 1 full day of Bed Rest will regain you Hit Points equal to Con modifier
  • Cure Spells - Regain hit points equal to the number of die rolled
  • Heal Spell - Regain 1 hit point per caster level
  • Healers Kit - (10 minutes) Heal Check (DC 10) - Gain 1 hit point, gain an additional hit point for every 5 you beat the DC by.
  • Medical Care - 1 full day of Medical Care (DC -15) with Medical Supplies will Regain you Hit Points Equal to you constitution score
  • Potions (Cure) - Regain hit points equal to the number of die rolled
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    Stamina

    Stamina Points represent the ability to turn a serious blow into a less serious one or to shrug off some attacks through sheer toughness. They act as a buffer that absorbs damage before it starts to deplete your Hit Points. When you take damage, you lose Stamina Points first, then you subtract any leftover damage from your Hit Points. If a creature doesn’t have Stamina Points, damage is subtracted directly from its Hit Points. In a standard game, when a dragon with 800 hit points has taken 798 points of damage, it’s still fighting at full capacity, but as soon as it has taken 801 points of damage, it’s knocked completely unconscious. Though this ensures that injured characters remain useful and effective, it can feel unrealistic, and it devalues any healing that doesn’t strictly prevent a knockout. The stamina system provides a new set of rules that change the flow of combat and how creatures are affected by loss of their health. Whenever you take damage, it first reduces your Stamina Points (SP). Any damage you take beyond your Stamina Points reduces your Hit Points (HP).When your Hit Points reach -10 you’re dead For example, if you have 6 Stamina Points and take 9 damage, your Stamina Points are reduced to 0, you lose 3 Hit Points, and all subsequent damage reduces your HP until you regain Stamina Points. During the period where you have 0 stamina points and are still alive the number of your actions per turn is reduced by 1 and you must make a DC 10 (+5 for every consecutive round at 0 stamina) or fall unconscious.  
    Healing Stamina Points
  • Cure Spells - Heals stamina normally
  • Potion (Cure) - Heals stamina normally
  • Potion (Vigor) - Fully restores stamina
  • Rest - 1 hour of rest restores a number of stamina points equal to your constitution score
  • Sleep 8 Hours - Fully restores stamina
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    Spending Stamina
  • Physical Augmentation - Stamina can be spent an augment any physical skill check, attack roll, damage roll, or saving throw by adding a d6 to that roll. You must add the additional d6 from stamina before the roll is made and the amount gained is also the amount of stamina expended to augment the roll(you take damage to your stamina equal to the number rolled on the d6). Any damage to your stamina always overflows into your normal Hit Point pool.
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  • Magical Augmentation - Stamina can be spent to cast a known spontaneous spell at the cost of a stamina roll per spell level (casting a 3rd level spell causes you to take 3d6 stamina damage). Additionally you can augment a spell with meta magic at the cost of (spell level x meta magic level) example someone casting fireball a 3rd level spell that is maximized expends 9d6 stamina (3x3=9). Multiple meta magic augmentations are added together before multiplying by the spell level so a quickened, maximized fireball would expend 21d6 stamina (3x7=21), The maximum meta magic level you can have is equal to your caster level.
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