Hi, I have this idea of introducing a "Bleeding" condition in my campaign. I love the new Mastery Properties to weapons and would like to add my own property "Lacerate" to gnarly weapons that would give characters the bleeding condition. It would looke something like this:
Lacerate
If you hit a creature with this weapon, the creature has to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Bleeding condition.
Bleeding
While you have the Bleeding condition, the next healing source that you receive removes this condition, but you don’t regain any Hit Points from it. The Help action with a successful DC 10 Wisdom (Medicine) check or the Utlilize action from a Healer’s Kit will also remove this condition.
Would probably allow for Lesser and/or Greater Restoration spells to clear the condition as well.
I think this could be a cool ability for monsters or stat blocks to have, but the usability would vary pretty wildly with the fact that it negates ANY healing source.
Would a 1st level Healing Word get negated the same way a 9th level Mass Heal would? I'd hate to make it much more complex but the disparity in healing would make Bleed feel arbitrary at times.
I like the idea of playing tactically around this debuff, and may introduce something similar in my own games because it's a neat mechanic. I'll probably tell the players ahead of time exactly what it does, though, because I don't want it to be an antagonistic "gotcha!" moment from my side.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
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Hi,
I have this idea of introducing a "Bleeding" condition in my campaign. I love the new Mastery Properties to weapons and would like to add my own property "Lacerate" to gnarly weapons that would give characters the bleeding condition.
It would looke something like this:
Lacerate
If you hit a creature with this weapon, the creature has to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Bleeding condition.
Bleeding
While you have the Bleeding condition, the next healing source that you receive removes this condition, but you don’t regain any Hit Points from it.
The Help action with a successful DC 10 Wisdom (Medicine) check or the Utlilize action from a Healer’s Kit will also remove this condition.
Would probably allow for Lesser and/or Greater Restoration spells to clear the condition as well.
Would appreciate any feedback on this! :)
I think this could be a cool ability for monsters or stat blocks to have, but the usability would vary pretty wildly with the fact that it negates ANY healing source.
Would a 1st level Healing Word get negated the same way a 9th level Mass Heal would? I'd hate to make it much more complex but the disparity in healing would make Bleed feel arbitrary at times.
I like the idea of playing tactically around this debuff, and may introduce something similar in my own games because it's a neat mechanic. I'll probably tell the players ahead of time exactly what it does, though, because I don't want it to be an antagonistic "gotcha!" moment from my side.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?