Difference between revisions of "Wound"

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When a combatant receives a hit causing 11 [[Damage (hit points)|damage]] or more, whether or not the [[Weapons List|weapons]] is edged, the combatant is '''wounded'''.  This causes the combatant to '''bleed''' hit points each [[Combat Round|round]]. Wounds do not result from multiple hits adding up to 11; the single hit must be sufficiently powerful for the wound to result.
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[[File:Wound.jpg|right|525px|thumb]]
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'''Wounds''' occur when a combatant suffers a single hit of 11 or more [[Damage (hit points)|damage]]. This results in bleeding, causing the loss of [[Hit Points|hit points]] each [[Combat Round|round]] until the wound is treated. The nature of the [[Weapons List|weapon]] used, whether edged or blunt, does not affect the outcome. Only the force of the blow determines whether the wound occurs.
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Multiple smaller hits cannot combine to create a wound. The damage must come from a single attack that is sufficiently powerful. For every multiple of 11 damage dealt in a single strike, the wound bleeds an additional hit point per round. A hit causing 11 to 21 damage results in a wound that bleeds 1 hit point per round. If the hit deals 22 to 32 damage, the wound bleeds 2 hp per round. A hit of 33 to 43 damage bleeds 3 hp per round — this pattern continues with increasing severity.
  
For each multiple of 11 points done per attack, the wound that is caused will drain the character of 1 hp. Thus, an attack causing 11-21 damage would cause the creature to bleed 1 hp per round, but an attack causing 22-32 damage would mean the wound bled 2 hp per round. A wound from 33-43 damage would bleed 3 hp per round and so on.
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A combatant may suffer multiple wounds from separate attacks. If struck twice, once for 11 damage and again for 21 damage, the victim would suffer two separate wounds and bleed 2 hp per round as a result. However, the location of the wound is not tracked, as it does not impact gameplay. Bleeding damage contributes to [[Stun Lock|stun lock]] just as does any other damage; the wound also denies the possibility of concentrating sufficiently to [[Spellcasting|cast a spell]].
 
 
Creatures may also receive multiple wounds from separate attacks. If a creature were struck twice for 11 and 21 hit points in two separate attacks, each attack would cause a wound and altogether the character would bleed 2 hp per round.
 
 
 
The part of the body that is wounded is not determined as it would add little game value. The damage caused by wounds is not figured into calculations for [[Stun Lock|stun lock]], nor does a wound affect a spellcaster's ability to [[Spellcasting|concentrate]].
 
  
 
== Closing Wounds ==
 
== Closing Wounds ==
Wounds may be closed by [[Healing|healing]] magic or by the [[Cantrips|cantrip]], [[Close Wound (cantrip)|close wound]]. Eating a [[Goodberry (spell)|goodberry]] will close a wound (multiple wounds would require multiple goodberries). A [[Healing Salve (remedy)|healing salve]] poured into a wound will also close a single wound. [[Cure Light Wounds (spell)|Cure light wounds]], [[Cure Serious Wounds (spell)|cure serious wounds]], [[Cure Critical Wounds (spell)|cure critical wounds]], [[Heal (spell)|heal]] or [[Aid (spell)|aid]] close all wounds that the body has sustained, as will a [[Paladin (class)|paladin's]] [[Lay on Hands|lay on hands]]. Finally, wounds may be physically [[Binding Wounds (sage ability)|bound with bandages]].
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A wound may be closed by magical healing, alchemical remedies or physical treatment. The [[Cantrip|cantrip]] [[Close Wound (cantrip)|close wound]] immediately stops a single wound. Eating a [[Goodberry (spell)|goodberry]] will seal one wound, though multiple wounds require multiple berries. Pouring a [[Healing Salve (remedy)|healing salve]] into a wound is another means of stopping the bleeding. Spells such as [[Cure Light Wounds (spell)|cure light wounds]], [[Cure Serious Wounds (spell)|cure serious wounds]], [[Cure Critical Wounds (spell)|cure critical wounds]], [[Heal (spell)|heal]] and [[Aid (spell)|aid]] will close all wounds a creature has sustained. A [[Paladin (class)|paladin's]] [[Lay on Hands|lay on hands]] also heals all wounds instantly. Bleeding can also be stopped through [[Binding Wounds (sage ability)|binding the wound]] with bandages, though this only halts the bleeding and does not restore lost hit points.
  
 
== Immunities ==
 
== Immunities ==
Because of their nature, some creatures cannot be wounded, including jellies, oozes and slimes; demons, devils, undead and other like creatures from the Outer Planes; creatures that are able to turn ethereal or gaseous; golems and creatures composed of materials other than living flesh; and creatures that naturally regenerate.  A non-player or player character embued with the power to regenerate or turn ethereal is made immune from wounds also, so long as they retain that power.
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Certain creatures are immune to wounds, either due to their anatomy, supernatural nature or regenerative abilities. Amorphous beings, such as [[Jellies|jellies]], [[Oozes|oozes]] and [[Slimes|slimes]], lack defined structures and cannot be wounded. Otherworldly creatures, including [[Demon|demons]], [[Devil|devils]] and [[Undead|undead]], are also unaffected, as are other entities originating from the Outer Planes. Creatures that can [[Become Ethereal|turn ethereal]] or assume gaseous form are immune as well.
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Constructs, such as [[Golem|golems]] and other beings [[Construct (entity)|composed of materials]] other than living flesh, are unaffected by wounding. Likewise, creatures with natural [[Regeneration|regeneration]] cannot suffer wounds, as their bodies repair damage before it can cause lasting harm. These immunities extend to player characters who have acquired such traits through magic or supernatural means.
  
  
See Also,<br>
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See also,<br>
 
[[Attacking in Combat]]<br>
 
[[Attacking in Combat]]<br>
 
[[Combat]]
 
[[Combat]]
  
[[Category: Lacks Image]]
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[[Category: Reviewed]]

Latest revision as of 04:22, 13 March 2025

Wound.jpg

Wounds occur when a combatant suffers a single hit of 11 or more damage. This results in bleeding, causing the loss of hit points each round until the wound is treated. The nature of the weapon used, whether edged or blunt, does not affect the outcome. Only the force of the blow determines whether the wound occurs.

Multiple smaller hits cannot combine to create a wound. The damage must come from a single attack that is sufficiently powerful. For every multiple of 11 damage dealt in a single strike, the wound bleeds an additional hit point per round. A hit causing 11 to 21 damage results in a wound that bleeds 1 hit point per round. If the hit deals 22 to 32 damage, the wound bleeds 2 hp per round. A hit of 33 to 43 damage bleeds 3 hp per round — this pattern continues with increasing severity.

A combatant may suffer multiple wounds from separate attacks. If struck twice, once for 11 damage and again for 21 damage, the victim would suffer two separate wounds and bleed 2 hp per round as a result. However, the location of the wound is not tracked, as it does not impact gameplay. Bleeding damage contributes to stun lock just as does any other damage; the wound also denies the possibility of concentrating sufficiently to cast a spell.

Closing Wounds

A wound may be closed by magical healing, alchemical remedies or physical treatment. The cantrip close wound immediately stops a single wound. Eating a goodberry will seal one wound, though multiple wounds require multiple berries. Pouring a healing salve into a wound is another means of stopping the bleeding. Spells such as cure light wounds, cure serious wounds, cure critical wounds, heal and aid will close all wounds a creature has sustained. A paladin's lay on hands also heals all wounds instantly. Bleeding can also be stopped through binding the wound with bandages, though this only halts the bleeding and does not restore lost hit points.

Immunities

Certain creatures are immune to wounds, either due to their anatomy, supernatural nature or regenerative abilities. Amorphous beings, such as jellies, oozes and slimes, lack defined structures and cannot be wounded. Otherworldly creatures, including demons, devils and undead, are also unaffected, as are other entities originating from the Outer Planes. Creatures that can turn ethereal or assume gaseous form are immune as well.

Constructs, such as golems and other beings composed of materials other than living flesh, are unaffected by wounding. Likewise, creatures with natural regeneration cannot suffer wounds, as their bodies repair damage before it can cause lasting harm. These immunities extend to player characters who have acquired such traits through magic or supernatural means.


See also,
Attacking in Combat
Combat