Player Reference Insert – Healing and Recovery System
STABILIZATION
When a creature falls to 0 HP they are dying. Stabilization may occur through a Medicine check, a healer’s kit, or certain class abilities and spells.
A healer’s kit stabilizes automatically but restores no hit points.
| RULE SUMMARY: Stabilization prevents death but does not restore HP. |
SHORT REST RECOVERY
Hit Dice function normally but cannot restore a character above 50% of maximum HP.
| Max HP | Current HP | Max Recovery via Hit Dice |
| 100 | 1 | 50 |
NATURAL HEALING
True healing above 50% occurs only through uninterrupted rest.
Daily recovery: 1 + Constitution modifier HP per day.
| Maximum HP | 100 |
| Resting HP | 50 |
| Constitution | 18 (+4) |
| Daily Recovery | 5 HP |
MAGICAL HEALING
Due to the weakening of magic, healing spells and items restore only 1 HP per die rolled plus modifiers.
HEALING SPELLS, ITEMS, AND ABILITIES
| Healing Source | Standard 5e Effect | Thirnavar Effect |
| Healing Potion | 2d4 + 2 | 2 + 2 |
| Greater Healing Potion | 4d4 + 4 | 4 + 4 |
| Superior Healing Potion | 8d4 + 8 | 8 + 8 |
| Supreme Healing Potion | 10d4 + 20 | 10 + 20 |
| Cure Wounds (1st) | 1d8 + mod | 1 + mod |
| Cure Wounds (2nd) | 2d8 + mod | 2 + mod |
| Cure Wounds (3rd) | 3d8 + mod | 3 + mod |
| Healing Word (1st) | 1d4 + mod | 1 + mod |
| Healing Word (2nd) | 2d4 + mod | 2 + mod |
| Healing Word (3rd) | 3d4 + mod | 3 + mod |
| Mass Healing Word | 1d4 + mod | 1 + mod |
| Prayer of Healing | 2d8 + mod | 2 + mod |
| Aura of Vitality | 2d6 per use | 2 HP |
| Goodberry | 1 HP each | 1 HP |
| Lay on Hands | Pool healing | Full transfer |
| Second Wind | 1d10 + level | 1 + level |
| Healer Feat | 1d6 + 4 + HD | Capped at 50% HP |
VITALITY TRANSFERENCE
Some abilities transfer vitality rather than create healing (Lay on Hands, druidic life exchange).
| Proficiency Bonus | Transfer Cost |
| +1 | 1:1 |
| +2 | 1:2 |
| +3 | 1:3 |
| +4 | 1:4 |
| +5 | 1:5 |
| +6 | 1:6 |
DISEASE LEVELS
| Disease Level | Treatment |
| 1 | Rest or herbal remedies |
| 2 | Herbalism or alchemy |
| 3 | Strong alchemical treatment or magic |
| 4 | Magical cure required |
| 5 | Powerful magical cure required |
CRITICAL WOUNDS
Critical injuries heal twice as slowly. Lost limbs, paralysis, or destroyed organs require powerful magic to restore.
| ADVENTURER WARNING: Serious injuries may require weeks or months to fully heal. |