Status Rework

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Status Rework

Overall Goal: create more action based status effects, offering the tactical decision to act or curtail status effects. Avoid DM rolling additional dice, and put more emphasis on player action instead of relying on saving throws.

Monsters: Status effects should be on a restoration roll, or cost bad fortune to activate. They should feel more powerful but occur less often.

Incapacitated

Instead of an Attribute save, a Herbalism kit check can be used against the same DC. If no DC is given, use DC 10.

Monsters: Any attack that can cause poison should recharge with a d6 on a 5 or 6.

Poisoned

Instead of an Attribute save, a Herbalism kit check can be used against the same DC. If no DC is given, use DC 10.

Monsters: Any attack that can cause poison, only poisons when the ability is charged, the attack should recharge with a d6 on a 5 or 6.

Paralyzed

Instead of an Attribute save, a Herbalism kit check can be used against the same DC. If no DC is given, use DC 15.

Monsters: Any attack that can cause paralysis, only paralyzes when the ability is charged, the attack should recharge with a d6 on a 6.

Stunned

Instead of an Attribute save, a Herbalism kit check can be used against the same DC. If no DC is given, use DC 15.

Monsters: Any attack that can cause stun, only stuns when the ability is charged, the attack should recharge with a d6 on a 6.

Wounded

When dropped to 0 hit points for the first time, you gain wounded status. While you have wounded status, the critical hit range against you increases by 1. Enemies who roll a 19 or 20 now land a critical hit.

Removing Wounded: You lose Wounded status after a short or long rest, or after one of the following spells: Lesser Restoration, Greater Restoration,

Bleed

The bleed status effect causes damage at the start of the characters turn. Bleed damage has no type, and ignored damage reduction and immunity. However if a target doesn't have blood, or blood isn't vital for their survival, bleed has no effect. Bleed can be stopped if another character succeeds a Medicine check to stop the bleeding.

Stacking Bleed: If a character suffers another bleed effect, add the Bleed damage to the ongoing effect, adding dice and flat damage together. If the Bleed DC's differ, use the higher DC.

Denotation: Bleed will be denoted as "## Bleed DC ##"
##: Damage dealt at the start of each turn.
DC ##: The DC of the Medicine check to end bleed effect.

Restoration Spells: Lesser Restoration, Greater Restoration, removes Bleed.

Regenerate Spell: The Spell Regenerate reduces Bleed damage by 1 at the start of each turn, before damage is dealt.

Monster's Regeneration: Creatures who regenerate health, also reduce bleed at the end of their turn by a 5th of their regeneration value. A creature with Regenerate 20, reduces bleed by 4 points at the end of their turn.

Status Rework

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