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[Rule change: Magic can still be used to heal either

CS or both CS and health, but it should not be used only to


Combat Stamina heal health, because the more powerful spells would be
wasted.]
I prefer to have magic healing only affect CS so that
characters suffering from health damage actually “feel” the
Synopsis damage via a lowered health stat. But if that seems to
Hit Points (HP) work great for most groups and are hardcore for your players/characters then I would have
perfectly fine mechanically speaking. However, I think this magical healing affect both CS and health. Game Masters
variant mechanic makes combat more interesting and (GMs) I recommend at least glancing over any magic items
immersive. Simply put, Combat Stamina (CS) is a player or spells you plan on having in your game so you can
character resource that is spent to avoid taking properly incorporate them with this mechanic.
damage when they otherwise would. This variant [Fun idea note: Perhaps nature based healing only
mechanic assumes you are changing HP to CS, however, affects CS while divine healing affects both CS and health,
you can use the mechanics presented here without or vice a versa.]
changing the “names” if you find it unnecessary. The In my games I prefer that the paladin’s Lay on Hands
change is meant to help with confusion that might and the monk’s Wholeness of Body features restore both
otherwise come up using default names in a new way. CS and health.
If you’ve ever thought a little too long on how hit points
work as a mechanic, you’ve probably run into this problem. Flavor
Most groups run HP as a literal translation of your
characters health, and that’s not really the intention. So that’s how it works mechanically, but I also said it
Combat stamina doesn’t just replace HP but it actually makes combat more interesting and “immersive”. I know
changes how you manage health and run combat while still immersive is a four letter word to some but hear me out.
keeping with the overall tradition of this mechanic. As The flavor in which combat and character damage are
always use what you like and disregard what you don’t. described is the real reason for this mechanic change.
Remember as long as everyone is having fun you’re doing Some of you probably are already very descriptive with
it right. Your fun is NOT wrong! your language and scene setting. Some of us are not as
good and some players don’t really get into it either. This
mechanic helps both players and GMs with their
Here’s how it works: descriptions while not forcing anyone into being overly
When a character or creature would gain hit points dramatic or having to step outside of any boundaries they
they instead gain combat stamina. Simply put change HP may have.
to CS. When they gain temporary HP they instead gain Basically when a character or creature gets “hit” by an
temporary CS. The character’s health is equal to their attack, spell, etc. that would normally deal hit point
constitution score but should still be tracked separately. If damage, the character or creature instead takes combat
the character’s constitution increases that character’s stamina damage. If a character does not get hit then run
health increases. Constitution affects CS the same as it did combat as you normally would. So far so good?
HP. At early levels this is effectively giving characters a bit The real fun is now up to the player or GM to decide
more survivability. how their character or creature avoided taking damage.
Once a character or creature drops to 0 CS they fall Perhaps your goblin jumped to the side at the last second
unconscious or are too tired to defend their self. Any narrowly avoiding a spear thrust at his chest, or maybe the
damage remaining should be applied to the character’s paladin Sir Wryp used his shield to block an arrow. In
health. GMs it is up to you to use Death Saves or health essence whenever a creature or character is going to take
to determine death and dying. Regardless a character damage they instead spend CS to avoid the attack
or creature cannot fall below 0 health. describing how they avoid it. Eventually though they will
[Rule change: Falling damage should be dealt to run out of stamina and be unable to properly defend
health but changed from 1d6 per 10 feet to 1 damage per themselves.
10 feet.] [Note: I recommend not using the massive damage
When characters spend hit dice they gain CS instead and system shock rule in conjunction with combat stamina
of HP, however they can not spend hit dice to regain as most attacks from strong monsters are going to be
health. Regaining health can be done in a few ways. enough to force a roll on the table once a character has
As described in the Player’s Handbook (PHB), a been depleted of CS. That being said, if you crave a more
healer’s kit has 10 uses and as an action you can spend 1 difficult survivability when up against such creatures it
use to stabilize a creature that has 0 HP, without making a could be a fun and terrifying experience.]
medicine check. [Rule change: Each use of the healer’s It is very likely that I missed something. At the very
kit instead restores 1d4 points of health, but can only be least I have not ready every book published nor can I
used once per long rest per character.] predict future rules supplements. Therefore this mechanic
This makes actual healing take at least a few rests if may not mesh well with some other rule or mechanic you
they are very low on health. Alternatively if your group is encounter. GMs you will have to determine how best to
not into the lengthy healing process then have each use incorporate this mechanic if such issues arise. Hopefully
fully restore a character’s health. this supplement offers enough information to do so reliably.
Example in play [Syrianna]: I’m going to blast all 4 of these sucka’s with
magic missiles using a 2nd level spell slot. Yeah max
(In the interest of saving time and space this example will damage, 5 force damage to each of them.
be a condensed form of play that doesn’t get into the basic [GM]: Wow! That was lucky. All 4 gerbluns get hit right in
rules like movement and bonus actions.) the chest. The 3 that haven’t been damaged seem winded,
but the one Naz hit starts bleeding from his nose. Alright
[GM]: The three of you have found yourself surrounded by Wryp show them what you’ve got.
4 gerbluns. What do you do? (So at this point all the gerbluns have 2 CS left except the
(For this example the player characters decide to fight their one Naz hit earlier. That gerblun only had 1 CS so the 5
way out. Determine initiative however you like, this force damage it took carries over 4 force damage to its
mechanic shouldn’t interfere with any sort of combat style.) health, reducing it from 10 to 6. She’s not looking to good.)
[Naz]: I am going to swing my dwarven axe at the closest [Wryp]: I’m going to use my Lay on Hands ability. All 15
gerblun. I rolled a 21 to hit. points of it. I pull out my holy symbol of Thor pressing it to
[GM]: Of course you did. That is definitely enough to hit. my chest as a kind of static electricity harmlessly washes
Roll for damage. over me.
[Naz]: Damn! Only a 6. [GM]: OK. Your constitution is 12 so the 15 points bring
(I’m using the default goblin in the monster manual page you to max health and you gain 15 combat stamina feeling
166 to represent my gerblun. They have an AC of 15 and reinvigorated. Naz, you know what to do. (In this example
only 7 hit points. Remember we’re changing HP to combat Wryp used his lay on hands ability to restore both CS and
stamina, so the gerblun’s constitution score will determine health. He can't raise his health higher than it's max so his
it’s actual health. Of course rolling for their CS would allow health goes back up to 12 from 4 but he gets the full 15 for
for more varied npc interactions and could even be done CS.)
on the fly.) [Naz]: Aye. Naz goes into a rage and attempts to chop the
[GM]: Ok. You bring your axe down at the gerblun but he bastard’s head off. 23?
sees the attack coming and ducks under it. (At this point [GM]: … Yup! Go ahead and roll for damage. She’s
you subtract 6 from the gerblun’s CS leaving it with 1 CS.) bleeding from the nose and doesn’t look like she can take
Now it’s the gerbluns turn. Two of the gerbluns attack you much more.
Naz and they are flanking you for advantage. One gets a [Naz]: 13 slashing damage.
critical hit and the other rolls a 13. The crit is going to be 10 [GM]: With a grunt and a roar you swing your axe at the
damage to your combat stamina. gerbluns neck and with a look of surprise on her face,
[Naz]: The 13 misses. I’m down to 26 CS. unable to defend herself quickly you remove the burden of
[GM]: Alrighty. Syrianna, one of the gerbluns attacks you her head from her body. Both pieces fall to the ground with
but I believe an 8 is not going to do it. a wet smack.
[Syrianna]: Yarp, my AC is 15. Huzzah! (Play commences from there with the players defeating the
[GM]: The last gerblun shoots a dart at you, Wryp using his gerbluns but not until Syrianna takes a pretty nasty hit
blowgun. Uh… does 18 hit your AC. obliterating her CS and dealing 5 damage to her health.
[Wryp]: Sadly yes. I wish I hadn’t stepped into that She uses a stamina potion (formerly health potion) to
Gelatinous Cube earlier. I miss my plate armor... regain some CS. Afterwards the party binds their wounds
[GM]: The gerblun chuckles as he blows this dart at you using a healer’s kit to restore some health.)
and you notice a thick layer of snot dripping from the end of
the blowgun. 3 damage Sir Wryp. DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
[Wryp]: I bring my shield up at the last second to block the Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
disgusting booger dart. Unfortunately that’s the last of my Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of
the Coast product names, and their respective logos are trademarks of
CS though and I’m down to 4 health. Wizards of the Coast in the USA and other countries. All characters and
their distinctive likenesses are property of Wizards of the Coast. This
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This work contains material that is copyright Wizards of the Coast and/or
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All other original material in this work is copyright [2021] by [Nathan Word]
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[GM]: Whoa. Syrianna you’re up.


Rules Changes
Falling Damge: 1 damage to health per 10 feet.
Options
• Once a character or creature drops to 0 CS instead
Healer’s Kit: Each use of the healer’s kit instead of damage carrying over to health, the remaining
restores 1d4 points of health, but can only be used once damage is ignored and the next time they take
per long rest per character. damage it goes to health. This further improves
Health: Equal to the character’s Constitution score but survivability and is only recommended for the
is tracked separately. munchkiniest of groups.

Magic Healing: Restores either CS only or CS and • For those that are math averse, CS could be
health. simplified to a smaller number such as what would
be a character’s hit points rounded up to the
nearest 10s place. That number is then divided by
10 to determine the character’s CS. So HP of 87
would be rounded up to 90 and divided by 10 to
equal a CS of 9. Each time a character or creature
would take damage they can spend a number of
CS per 10 damage rounded down. In example,
Naz has 9 CS and is about to take 23 damage
rounded down to 20. Naz spends 2 CS leaving him
with 7 CS and avoids the damage. (This makes
more math in theory but less during play, kind of.)

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