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You do not regain hit points at the end of a long The gods of the Iron Kingdoms do not look

rest unless you spend Hit Dice, just as when favorably upon their faithful using their granted
taking a short rest. powers to disrupt the balance of life and death.
You can safely heal a number of hit points with
magic each day equal to 10 × your class level (or
twice this number if you are cleric with the Life
When you regain consciousness after being Domain).
reduced to 0 hit points, you automatically suffer When you exceed this limit, you must roll on
one level of exhaustion and must make a DC 15 the table, while the creature you
Constitution saving throw or you sustain a are healing must roll on the
lingering injury (DMG, p. 272). table (see below).
• If the creature you are healing’s alignment falls
outside of your deity’s alignment axis, and you
When you administer first aid to an unconscious are required to roll for the pains of healing,
creature, it doesn’t automatically stabilize. add +1 to the rolls you are both required to
Instead, you grant it advantage on its next death make (or +2 if their alignments are in
saving throw. opposition).
• If the creature you are healing’s alignment falls
outside of your deity’s axis, but is not opposite,
roll 1d10. On a roll of 1, a complication has
You can’t recuperate on your own. Instead, you occurred. Regardless of whether you have
must be treated by someone proficient with the exceeded your healing limit, both you and the
Medicine skill over the course of 24 hours. At the creature must roll on the appropriate table.
end of this period, your healer makes a DC 15
• If the creature you are healing’s alignment is in
Wisdom (Medicine) check. On a successful check,
opposition to your deity’s axis, both you and
your healer provides you with one of the
the creature must roll on the appropriate table.
recuperation benefits listed on page 187 of the
• If you worship Menoth and choose to heal a
Player’s Handbook.
follower of another deity, both you and that
creature must roll on the appropriate table,
adding +3 to the rolls you both are required to
The raise dead and reincarnate spells are 9th-level make.
in the Iron Kingdoms, and other spells which • If you worship Cyriss, the Devouring Wurm,
bring creatures back from the dead don’t exist. Dhunia, or Thamar and choose to heal a
follower of Menoth, both you and that creature
must roll on the appropriate table, adding +2 to
the rolls you both are required to make.
The cure wounds, greater restoration, healing • If you worship Nyssor or Scyrah and choose to
word, and lesser restoration spells aren’t on the heal a non-elf, both you and that creature must
bard spell list. roll on the appropriate table, adding +2 to the
rolls you both are required to make.
• If you have the Disciple of Life feature and are
forced to roll on the Pains of Healing table, you
can choose to add +2 to your roll to spare the
creature you are healing from having to roll on
the Pains of Being Healed table.
1 You gain one level of exhaustion.
2 You become poisoned for 1 hour.
3 You take 1d6 necrotic damage at the start of each of your turns for 1 minute, as your
body tears open in bloody wounds. Any creature can take an action to stanch the wound with a
successful DC 10 Wisdom (Medicine) check, provided they spend one use from a healer’s kit. These
wounds leave permanent scarring.
4 You lose an additional spell slot of the same level or higher. If none are available, you
take 3d10 necrotic damage.
5 As Open Wounds, except that you take 1d8 necrotic damage at the start of each of
your turns and the DC to stanch the bleeding increases to 15.
6 You become overwhelmed by a divine plague. While plagued, you must make a DC 15
Constitution saving throw each day or take 2d6 necrotic damage. Until the plague ends, the damage it
deals can’t be healed by any means. After seven successful saving throws, the effect ends and you can
heal normally.
7 You take 3d10 necrotic damage, lose all of your remaining spell slots, and can’t use your
Channel Divinity feature for the next 24 hours.
8 The healing has no effect and both you and the creature you are healing must
make a DC 20 Wisdom saving throw. You both take 4d6 radiant damage, or half as much on a
successful save.
9 You are knocked unconscious and your spellcasting ability score is permanently
reduced by 2.

1 You gain one level of exhaustion.


2 You become poisoned for 10 minutes while your stomach wrenches.
3 You are blinded for 1 hour.
4 The healing has no effect and you are wracked with pain, taking 3d10 psychic damage.
5 The healing has no effect and the air is ripped from your lungs. You must succeed on a
DC 15 Constitution saving throw or begin choking (as per the rules for suffocation). You receive an
additional saving throw to end this effect at the end of each of your turns.
6 The healing has no effect and a burst of divine fire courses through your veins.
You take 2d6 radiant damage at the start of each of your turns for 1 minute. You receive a DC 15
Wisdom saving throw at the end of each of your turns to end this effect.
7 The healing has no effect and you and your healer become infected with an
overwhelming disease (often called divine justice or holy pain) which spreads to anyone you touch.
While infected, your body aches, healing magic has no effect on you, you gain vulnerability to all
damage types, and you have disadvantage on death saving throws. You receive a DC 15 Constitution
saving throw at the end of each long rest. On a successful save, you are no longer infected, but
continue to spread the disease for one week.
8 The healing has no effect and each creature in a 20-foot-radius centered on you must
make a DC 20 Constitution saving throw. On a failed save, a creature takes 4d8 force damage and
is pushed 15 feet away from you. On a successful save, a creature takes half damage and isn’t pushed
away from you. You can’t avoid taking damage from this effect and are stunned for 1d6 rounds, or
until the end of your next turn if you succeed on your saving throw, instead of being pushed.
9 The healing has no effect and you must make a DC 20 Constitution saving throw. On a failed
save, you die instantly. On a successful save, you drop to 1 hit point instead.

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