This campaign uses a number of variant rules governing healing, as outlined below.

Healer’s Kit Dependency: A character can’t spend any Hit Dice after finishing a short rest until someone expends one use of a healer’s kit to bandage and treat the character’s wounds.

Slow Natural Healing: Characters don’t regain hit points at the end of a long rest. Instead, a character can spend Hit Dice to heal at the end of a long rest, just as with a short rest.

Short and Long Rests A short rest is 8 hours and a long rest is 7 days.

Lingering Injuries: When a character takes a critical hit, drops to 0 hit points (but isn’t killed outright), or fails a death saving throw by more than 5, he or she receives a new flaw representing that injury. It’s up to the player to express the injury during play, just like any other flaw, with the potential to gain inspiration when the injury affects the character in a meaningful way.

Injuries (but not damage) caused by Critical Hits can be negated by sacrificing a point of AC granted by the armor. Armor can be repaired by anyone proficient in Blacksmith’s Tools.


A Candle Against the Darkness Andrew_Masters