1.8 KiB
1.8 KiB
Health represents a creature’s physical resilience and ability to continue fighting. Unless explicitly stated otherwise, all creatures (players, humanoids, monsters, and bosses) follow these rules.
Starting Health
At character creation, your Starting Health is determined by their character.
Health Gain on Level Up
When you gain a level:
- Your HP is fully restored
- You gain additional maximum Health based on your Character + Fortitude Modifier
Incapacitation (0 Health)
When a creature is reduced to 0 Health, it becomes Incapacitated instead of dying immediately. While Incapacitated:
- You are unconscious and unable to act
- You remain incapacitated for 3 rounds
- Being hit while incapacitated resets the timer
- Any creature may use an action to Execute you to kill you outright.
- Executing takes one turn to complete and can be interupted by dealing damage to the executioner.
- After stating the execution, the turn of the executioner ends.
- Executing is finished as soon as their next turn begins.
- The recovery timer is paused whilst being executed.
After the 3-round duration ends:
- You stand back up with 1 HP
- You may act normally on your turn
Carrying an Incapacitated Creature
- An incapacitated creature (medium size or less) may be picked up and carried as a bonus action
- Picking someone up slows you by 50%
- Can't dodge while carrying
- Disadvantage on parrying when wielding Weapons that require two-handing.
- If the carrier is hit, the incapacitated creature is immediately dropped
- Recovery timer is paused while being carried
Environmental Death
Some conditions bypass the incapacitation grace period. If an incapacitated creature:
- Is burning
- Is submerged in water They die after 2 rounds if not picked up or removed from the hazard.