Wounding and Maneuvering Strikes

Version 0.6

Combat Options for 5e

 

To strike a balance between an abstract combat system (hit point-based) and a more dynamic wound system (various called shots, massive damage rules, etc.), and to provide increased combat options and sophistication without being bogged too much in details, these rules have been developed.

Using Wounding and Maneuvering Strikes, a combatant may bring down a flying enemy by shooting their wings, disarm a capable rival, or turn a critical hit or sneak attack into anything from extra damage to an eye gash, throat slash, or knockout punch.

History

This system is based off the original Pathfinder called shot rules as well as the dirty trick maneuver, which have (between them) the underlying mechanics necessary to make simpler and more dynamic called shot rules. Those rules and more (3.5 and various subsystems, such as critical tables, including 5e’s resources) were originally developed for Pathfinder, now adapted for 5e.

 

Combat Rules

Striking a target’s veins to cause lasting bleeding, punching a rival in the head to cause a knockout, or shooting a dragon’s wing to force them to fall--all these instances are resolved by wounding strikes.

 

You may declare a wound or maneuver before attacking that will be applied to the attack. This resolves as a normal attack in terms of attack bonuses, but requires one of the following conditions.

 

Only one attack per round can be turned into a wounding or maneuvering strike (regardless of whether you possess the Extra Attack feature, are using Flurry of Blows, benefit from the Haste spell, or similar effects.).

 

For example, a character with the Grappler feat restrains another. Since the feat grants the grappler advantage to attack rolls against a creature they are grappling, they can spend the advantage to perform a wounding strike against the enemy (such as the hamper breathing and speech wound).

Determine damage. If a wounding attack deals damage equal to or greater than half the target's maximum hit points, the wound is automatically a grievous wound. If a maneuver, it is empowered (see maneuvering strikes). If the wound is already grievous, the target is also stunned for 1 round (this stacks).

The DC of wounding or maneuvering strikes is 8 + proficiency bonus + Strength or Dexterity modifier.

 

If multiple conditions take place, one wound per condition are counted against the target. If three wounds are applied for a single area or function (either by re-applying an existing wound or triggering multiple circumstances that cause wounds), the wound becomes a grievous wound, and a maneuver becomes an empowered maneuver if repeated against the same target.

DM NOTE: ASSASSINS

A rogue with the assassin archetype has a distinct advantage in these rules due to their Assassinate ability granting them Advantage against any creature that has no acted yet in combat. The ability to count any hit against a surprised enemy as a critical hit also synergizes well with these rules.

If the assassin gets the jump on an enemy, they have advantage to attack (due to hiding), sneak attack (due to having advantage), and their first hit will become a critical hit (due to the Assassinate feature). If the assassin deals a hit, they can turn their extra damage from sneak attack and critical hit into two wounds, setting a target up for a grievous lethal wound on the next round. If they sacrifice Advantage from their Assassinate feature to call a shot before attacking, however, they will not be able to deal extra Sneak Attack damage unless they gain another source of Advantage or have an ally within 5 feet of the target.

If these circumstances come together, however, the assassin can inflict a grievous wound with one attack in a single round.

Some wounds allow for saving throws. Whenever a creature is repeatedly subjected to the same wound saving throw, the victim gains a cumulative +1 to the saving throw attempt. This bonus ends after 24 hours.

 

Cover. Cover may make certain called shots impossible, as targeting an area requires line of effect to it.

Defending against a wound or maneuver. A character may declare that they are defending against a certain wounding or maneuvering strike on their turn. If they successfully call the strike, the attacker suffers disadvantage on the attack to wound.

This does not cost an action, but can only be declared against one maneuver or wound (the declaration is kept secret from the attacker, or randomly in the case of non-player characters).

Healing and Recovering. Unless specified that the effect requires healing, a character can use a bonus action on their turn to recover from a wound, and roll a saving throw against a single wound or maneuver applied to them (or re-roll if they already failed the first roll). This represents cradling an injury, rubbing a wound to soothe it, trying to stem the flow of blood, or shaking off a daze.

If the result is a natural 20, or if it exceeds the saving throw DC by 10 or more, they can attempt to re-roll again against a different wound. If healed for a number of hit points equal to half the damage taken by the wound (such as via hit dice or being healed by a spell), the wound is removed, unless it also requires surgery or intensive care. Certain spells (such as Cure Wounds) may also directly close a wound regardless of the damage taken (though grievous wounds require stronger magic).

If the effect specifies requiring healing, a Wisdom (Medicine) check against the wound DC can suppress the effect, and count as a successful recovery attempt. If the effect further specifies requiring surgery or intensive care (such as having a limb severed or a sense destroyed), the effect remains until surgery or such care is given (see Surgery and Spellcasting).

Massive Damage. This system overlaps and cannot be used easily if employing the Massive Damage optional rule (Dungeon Master’s Guide, page 273).

Melee and Ranged. Wounding strikes are assumed to be done in melee range or within normal reach of a weapon. If done at range, the effective and maximum ranges of the weapon are divided by 4 (a longbow 150/600 becomes 35/150), which may prevent use of wounding strikes (as an attack beyond effective range is resolved with disadvantage, which prevents use of a wounding strike).

Scarring. All wounds leave cosmetic scars on the target’s body. A wound to blind could cause anything from a gash over the eye to a slightly discolored one. Grievous wounds appear more serious. In all cases, scars have no special effects, but are lingering marks of wounds. A scar can be removed as if a wound by magic spells, unless the caster is unaware or unwilling to remove them (in case of a potion, the imbiber may decide).

Surgery and Spellcasting. Losing limbs can be recovered from with the Regenerate spell and similar spells, and handling the penalties by wounds can be done by the employment of prosthetics or transplanted limbs or senses (see Treasure under Equipment and Surgery under Tool Proficiencies). In most cases, such effects negate the need for surgery.

For the purposes of spells that restore lost limbs, count senses as well as critical functions (such as the heart or head) as limbs in terms of limbs regained, unless otherwise specified. A spell that restores a limb but does not revive or resurrect does not also provide reviving or resurrection.

System Shock. This occurs if the system suffers a grievous wound. The target must succeed on a second Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage instead.

 

Wounding Strikes

Wounds

If choosing a wound, you must choose an effect (usually tied to a location).

Limb. A lost or disabled limb does not prevent using another limb (such as a second hand), but prevents use of heavy weapons or things that require coordination between both limbs.

If a creature has both arms, similar or alternative limbs, it can crawl at half speed even if it loses both locomotive limbs (such as legs). With only one arm, it can still crawl, but at quarter speed. With no arms or legs, a creature’s speed is 0, and it can't benefit from bonuses to speed.

Sense. If the target has two qualifying locations, the effect is applied to one location, but the target suffers disadvantage if not sensing with the optimal senses.

System. Especially grievous wounds to the system may cause system shock (see above). This represents acute harm that has a serious possibility of death.

Bleed/Decapitate (system). The target loses 1 hit point every round for 1 minute. This does not apply if the target does not have nor need blood or their heads to survive (most undead save vampires, constructs, characters with regeneration unless the regeneration is stopped, some aberrations, etc.).

Grievous. The target must succeed on a Constitution saving throw. If they succeed, the hit point loss increases to 1d4 and lasts for 1 minute. If they fail, the hit point loss increases to 2d6 and remains until the grievous wound is healed. If the saving throw fails by 5 points or more, the target instead suffers from System Shock. If the victim dies from the System Shock, their heart, head, or similar vital body part was destroyed, severed, or otherwise damaged beyond its ability to survive.

This represents cutting a vein, shooting an artery, striking the neck, or any wound that causes lasting bleeding (heart puncture, cardioid artery, etc.).

 

Blind (sense). The target is blinded for 3 rounds. If the target has multiple senses of the same type (two eyes on an orc, for example), the target suffers disadvantage to any Wisdom (Perception) check to see.

Grievous. The target must succeed on a Constitution saving throw. If they succeed, the condition lasts for 1 minute. If they fail, the condition remains for 1 day, and they cannot attempt to recover from this until 10 minutes pass. If the saving throw fails by 5 points or more, the sense (eyes, sensors, etc.) is destroyed, requiring surgery and replacement.

This represents eye-gouging, a lucky punch to the face, or attacking a target’s visual sensors.

 

Deaf (sense). The target is deafened for 3 rounds in that sense. If the target has multiple senses of the same type (two ears on a troll, for example), the target suffers disadvantage to any Wisdom (Perception) check to hear.

Grievous. The target must succeed on a Constitution saving throw. If they succeed, the condition lasts for 1 minute. If they fail, the condition remains for 1 day, and they cannot attempt to recover from this until 10 minutes pass. If the saving throw fails by 5 points or more, the sense (ears, vibration sensors, etc.) is destroyed, requiring surgery and replacement.

This represents slapping the ear or attacking a target’s aural sensors.

 

Disorient (sense). The creature is Incapacitated for 3 rounds and looks visibly dazed. If the target fails a Constitution saving throw, they also have a speed of 0 for the duration and are too dazed to properly understand what they are seeing, although the creature may still use a bonus action every round to recover as normal.

The effect ends instantaneously if the creature takes any damage or if someone else uses an action to shake the creature out of its stupor.

Grievous. The target must succeed on a Constitution saving throw. If they succeed, the condition lasts for 1 minute. If they fail, the condition remains for 1 hour, and they cannot attempt to recover from this until 10 minutes pass. If the saving throw fails by 5 points or more, the creature is also unconscious for the duration, and they cannot attempt to recover from this until 10 minutes pass.

This represents an unarmed strike to the side of the neck, a sap blow to the back of the head, or any other blow that disorients but has less lasting harm (otherwise, see Stun).

Eviscerate (system). The target suffers a penalty to their maximum hit points equal to one-quarter the wound’s damage for 1 minute.

Alternatively, the target loses 2 points of one ability score you choose for 1 minute. The penalties from this wound stack (possibly instead of becoming a grievous wound).

Grievous. The target must succeed on a Constitution saving throw. If they succeed, the condition lasts for 1 hour. If they fail, the condition remains for 1 day, and they cannot attempt to recover from this until 10 minutes pass. If the saving throw fails by 5 points or more, the penalty is permanent until removed via surgery, regeneration, or recuperation (see the downtime activity of the same name).

This represents attacks to a character’s muscle tendons, joints, various biological systems, or brain (Str, Dex, Con, and Int, Wis, and Cha, respectively), as well as similar systematic debilitation, such as torture, painful attacks, or crippling blows (targeting pressure points, nerve endings, or near-skinning).

Note. Every 2 points of penalty to an ability score is treated as one condition for the purposes of the Lesser Restoration spell, as well as a wound.

Hamper Attack (combat). The target’s attack with one limb or an attack routine (slam, bite, claw, etc.) is hampered for 3 rounds. All attack rolls are resolved with -2 to the attack roll for the duration.

If the target makes more than one action (attack, use object, etc.) in the same round, or holds creature, or uses an object creature with both hands, they must succeed on a Dexterity saving throw or suffer disadvantage to the attack or drop the item.

Grievous. The target must succeed on a Constitution saving throw. If they succeed, the condition lasts for 1 minute. If they fail, the condition remains for 1 day, and they cannot attempt to recover from this until 10 minutes pass. If the saving throw fails by 5 points or more, the limb (arm, hand, tentacle, tail) is destroyed and requires surgery or regeneration.

This represents a palm wound, cutting a claw, or slashing at a tentacle.

Note. This also hampers the performance of somatic components for spells, and requires a Constitution saving throw every time the spell is cast. On a failed check, the caster’s spellcasting attempt fails, and the resources are expended without benefit. A grievous wound that severs the limb prevents employing it for somatic components.

 

Hamper Breath and Speech (system). The target’s breathing (and speech) is hampered for 3 rounds. During this time, the target cannot breathe or speak higher than a whisper. A creature can hold its breath for a number of minutes equal to 1 + their Constitution modifier (minimum of 30 seconds, as detailed in the Player’s Handbook, page 169).

Grievous. The target must succeed on a Constitution saving throw. If they succeed, the condition lasts for 1 minute. If they fail, the condition remains for 1 day, and they cannot attempt to recover from this until 10 minutes pass. If the saving throw fails by 5 points or more, the vocal system is destroyed and requires surgery or regeneration. Until subject to surgery, the character cannot breathe or speak.

This represents a throat punch, lasting damage from a choke, or targeting the target’s respiratory or vocal systems.

Note. This also hampers the performance of verbal components for spells.  On a failed check, the caster’s spellcasting attempt fails, and the resources are expended without benefit. A grievous wound that destroys the system prevents employing it for verbal components (effectively silencing them).

 

Hamper Healing (system). The creature takes half as much healing from all sources for 3 rounds.

Grievous. The target must succeed on a Constitution saving throw. If they succeed, the condition lasts for 1 minute. If they fail, the condition remains for 1 day, and they cannot attempt to recover from this until 10 minutes pass. If the saving throw fails by 5 points or more, the target’s system becomes disrupted, and they can only regain hit points or recover wounds after surgery or being subject to a regeneration effect (which only removes this condition).

This represents attacking hard-to-heal locations, inflicting deep wounds that do not heal well, and specialized combat techniques that strike at regenerative tissue specifically.

 

DM NOTE: HAMPER HEALING

Applying this wound may require special training in your game setting, such as having hunted down trolls or other creatures with the Regeneration ability.

Consider requiring proficiency in the Medicine skill to allow use of this wound, or requiring a session of training to apply this wound to a specific creature.

 

Slow (movement). The target speed is halved for 3 rounds with the movement mode. If the target moves more than one-half speed, they must succeed on a Dexterity saving throw or fall prone.

Grievous. The target must succeed on a Constitution saving throw. If they succeed, the condition lasts for 1 minute. If they fail, the condition remains for 1 day, and they cannot attempt to recover from this until 10 minutes pass. If the saving throw fails by 5 points or more, the limb (leg, foot, wing, fin, etc.) is destroyed and requires surgery or regeneration.

This represents cutting a hamstring, a foot or knee wound, or a wing clip.

Note. Disabling a locomotive limb reduces speed by the number of limbs affected (half for a bipedal leg or two-winged creature, or quarter if a quadruped). The above halving assumes a bipedal humanoid. Falling prone for a creature that is swimming, climbing, or flying causes them to fall or sink for the same duration (unless they use a bonus action to recover). A falling creature descends 300 feet per round.

 

Stun (system). The target is stunned until the beginning of its turn in the next round. This cannot be recovered from. The target gains advantage to this saving throw.

Grievous. The target must succeed on a Constitution saving throw. If they succeed, the condition lasts for 3 rounds. If they fail, the condition remains for 1 minute, and they cannot attempt to recover from this until 10 minutes pass. If the saving throw fails by 5 points or more, the target suffers from system shock after 1 minute of being subject to the grievous wound.

This represents kidney stabs, punches to the nose, or any strike that prevents retaliation for 1 round.

 

Vital Spot (system). The target suffers 1d6 extra damage. If you possess the Sneak Attack feature, the damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table (Player’s Handbook, page 90).

This represents attacking vital spots (such as between ribs, the back, flank, or belly of a creature).

Note. Vital spots have no grievous wounds, as additional effects usually carry into becoming different wounds (such as sacrificing sneak attack damage for additional effects).

 


Maneuvering Strikes

Maneuver Effects

Disarm. You attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Empowered. The object lands at a spot within 10 feet away from the target.

This represents attacking the opponent's’ weapon or swatting it away with your own weapon.

Note. This can be resolved as an attempt to steal instead. In this case, attempt a Dexterity (Sleight of Hand) opposed to the target Wisdom (Perception) check. If empowered, the target has disadvantage to any check to notice it being gone.

 

Feint. You may choose one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. This costs a bonus action.

Empowered. You retain advantage to up to two attack rolls.

This represents telegraphing a fake attack, releasing a thrown weapon at a target’s flank to open a position for a real strike, or hiding where your attack will truly appear with an object (cloak hiding a dagger).

 

Menace. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Empowered. The target is frightened of you for one minute. This can be recovered from with a bonus action (see recovery).

This represents a gruesome advance, such as an intimidating lunge, close arrow shot, or a roaring charge.

 

Push. The target must make a Strength saving throw if it is one size category larger or any size category smaller. On a failed save, you push the target up to 15 feet away from you.

Empowered. The target falls prone at the end of its movement.

This represents putting weight into the attack to drive a foe back, or a bolt that causes an enemy to stagger back.

 

Startle. The target can’t take reactions until the end of your next turn.

Empowered. The target can’t use their bonus action until the end of your next turn.

This represents a surprising attack, a parting slash, or having a raised defense that has no opening.

 

Steer. You choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Empowered. The friendly creature can attempt the Hide action.

This represents drawing an enemy in with a menacing stance, coordinating a distraction for an ally, or a covering attack.

 

Sunder. You may choose to sunder an opponent’s equipment to render it less effective.

Empowered. The target also drops the piece of equipment (if a weapon or wondrous item) or suffers an additional 1d4 points of damage (if armor, or if the wondrous item is not held).

This represents striking an opponent’s weapon to wrench it away, or gaps in their armor to twist armor plates from their proper position.

Note. The damage dealt by your weapon must be at least one-half the hit points of the object. If reduced to 0 hit points, the object is useless (cannot be attacked with, does not provide bonus to AC) until tended to with the appropriate artisan tool in a long rest.

 

Trip. The target must make a Strength saving throw if it is one size category larger or any size category smaller. On a failed save, the target is knocked prone.

Empowered. If target does not spend an action to stand up, it provokes an attack of opportunity. Alternatively, it takes 1d6 points of damage when knocked prone (as if it fell from a high point).

This represents sweeping an enemy’s foot after an attack, using momentum to unbalance a foe, or levering an attack to destabilize an enemy’s footing.

Note. Falling prone for a creature that is swimming, climbing, or flying causes them to fall or sink for the same duration (unless they use a bonus action to recover). A falling creature descends 300 feet per round.


Equipment

Prosthetic Limb. This limb can cost anything from 5 silver pieces for a good peg leg or hooked arm to 5 gp for a functional mechanical replacement.

Tinker’s Mechanical Limb. Making a mechanical limb or body part requires proficiency in tinker’s tools and 1 week of work. Attaching it acts as normal surgery, but requires only one use of a Healer’s Kit, and has a DC of 10. A mechanical limb can attack normally, but is unable to perform tasks of fine manipulation, such as most Dexterity (Sleight of Hand) checks. A sense cannot be made with a mechanical limb, but an artificial limb (arm, leg, foot, etc.) can.

Treasure

Modified Wondrous Items

KEOGHTOM'S OINTMENT

Wondrous item, uncommon

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.

As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. For each 1d8, the target is healed of one wound. This has no effect on grievous wounds.

PERIAPT OF WOUND CLOSURE

Wondrous item, uncommon (requires attunement)

While you wear this pendant, you stabilize whenever you are dying at the start of your turn, and gain advantage to any saving throw made against a wounding strike or similar effect. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

 

POTION OF HEALING

Potion, rarity varies

You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated. A potion of healing can also restore wounds, but cannot regain lost body parts.

POTIONS OF HEALING

Potion of ...                          Rarity                   HP Regained/wounds removed

Healing                             Common             2d4 + 2 / 1 wound removed

Greater healing                  Uncommon          4d4 + 4 / 2

Superior healing                Rare                     8d4 + 8 / 3 or 1 grievous

Supreme healing                Very rare               10d4 + 20 / all wounds

 New Wondrous Items

Magical Prosthetic

Wondrous item, rare

You have a replacement body part for a lost limb, sense, or system. This body part is fully functional and acts as your normal body part in all respects. This can be an arcane arm that is connected to your nervous system, or an eye alchemically treated to match your body type, or an artificial heart.

This requires a surgery attempt to implant, and may be forcefully removed if subject to a grievous wound to remove it (in which case its function is suppressed for 1 minute on a failed saving throw, or removed if you fail the saving throw by 5 points or more).


Tool Proficiencies

Healer’s Kit

Healer’s kits enable a character to treat wounds and perform tasks that heal or provide medical attention.

The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

 

Components. This kit is a leather pouch or satchel containing bandages, salves, splints, and a small pouch of common alchemical ingredients such as salt, sanitizing alcohol, and purified water.

 

Activity                                        DC

Aid recuperation                           10

Identify Compatibility                   10

Perform surgery                             20

Suspend Wound                           15

 

Aid recuperation. If you expend one use of a healer’s kit to treat a poisoned or diseased creature, they make their recuperation save (Player’s Handbook, page 187) with advantage.

 

Identify Compatibility. A successful check can identify whether a transplant sense or limb is compatible with the targeted creature. An incompatible target causes the transplanted sense or limb to fail. For the purposes of sense or limb, anything that can be transplanted (even throats, hearts, or brains) can serve.

 

Perform Surgery. Surgery can end an ongoing effect from wound or cause it to end prematurely (such as the penalty to attack from hamper attack, or restore a character’s ability to breathe after its throat being destroyed). Surgery can re-attach lost limb or transplant a sense, connect a prosthetic alternative or a new limb entirely, or prevent system shock before it occurs. This fully expends all ten uses of a healer’s kit. Surgery takes 10 minutes per grievous wound, unless the DM declares that it requires special procedures that extend treatment (such as a surgery that takes up to 24 hours, which requires replacement healers). The prosthetic alternative or transplanted sense must be provided.

 

Suspend Wound. Once surgery begins, it is a DC 15 Medicine check to suspend ongoing wound effects for 1 minute or until surgery ends (if Surgery begins).

 

Any unusual effects of transplants (such as phantom pain, errant thoughts, lingering spell effects, personality traits, hallucinations, insanity, or even system shock and death) are subject to joint player-DM adjudication.


Changes to Existing Content

Fighter

Battle Master

Remove Disarming Attack, Feinting Attack, Maneuvering Attack, Menacing Attack, Pushing Attack, and Trip Attack from the list of maneuvers, and add Maneuver Master.

 

Maneuver Master. When choosing this maneuver, choose one maneuvering strike to master (disarm, feint, steer, menace, push, or trip). You may attempt the chosen maneuvering strike for a superiority dice instead of the normal cost, and may add the superiority dice result to the damage of the attack. If you choose Feint, the maneuver also costs a bonus action normally.

This maneuver can be taken multiple times, each time choosing another maneuver.

 

Monk

Change Stunning Fist and Quivering Palm to the following:

 

Stunning Fist

Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you may attempt a stunning wound for 1 ki point. The target does not gain advantage to the saving throw, or gain a bonus to their saving throw from repeated applications.

 

Quivering Palm

At 17th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an unarmed strike, you can use a bonus action to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature is subject to system shock.

You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.

 

Way of the Open Hand

Change the Open Hand Technique to the following:

 

Open Hand Technique

Starting when you choose this tradition at 3rd level, you can manipulate your enemy’s ki when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can perform one of the following maneuvering strikes on that target for no cost: Push, Startle, or Trip.

The maneuver can be empowered as normal.

 

Rogue

Change Sneak Attack to the following:

 

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can treat your attack as if a wounding strike to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

If you choose the vital spot wound, you deal 1d6 extra damage as normal. Furthermore, the amount of the extra damage from the vital spot wound increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

 


Spells

Modified Spells

Cure Wounds

1st-level evocation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Alternatively, this can eliminate one wound for each 1d8 of healing. This has no effect on grievous wounds unless you spend 5d8 on healing. The spellcasting ability modifier can still be used to restore hit points.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

 

Death Ward

4th-level abjuration

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 8 hours

You touch a creature and grant it a measure of protection from death.

The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.

If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends (such as System Shock).

 

Heal

6th-level evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.

This also ends all non-grievous wounds on the target, and ends the first system shock that affects the target in the next hour (as Death Ward).

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.

 

Inflict Wounds

1st-level necromancy

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. Alternatively, this can inflict one wound per every 2d10 of damage. This spell cannot cause more than two wounds in one location.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by

1d10 for each slot level above 1st.

 

Mass Cure Wounds

5th-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Alternatively, this can eliminate one wound for each 1d8 of healing. This has no effect on grievous wounds unless you spend 5d8 on healing. The spellcasting ability modifier can still be used to restore hit points.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

 

Mass Heal

9th-level conjuration

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

This also ends the effects of all wounds on the targets, and negates the first system shock that affects the target in the next hour (as Death Ward).

 

Power Word Heal

9th-level evocation

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

This also ends all  wounds on the target, and negates the first system shock that affects the target in the next eight hours (as Death Ward).

 

Prayer of Healing

2nd-level evocation

Casting Time: 10 minutes

Range: 30 feet

Components: V

Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Alternatively, this can end one wound per 2d8 of healing.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by

1d8 for each slot level above 2nd.

 

Regenerate

7th-level transmutation

Casting Time: 1 minute

Range: Touch

Components: V, S, M (a prayer wheel and holy water)

Duration: 1 hour

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points.

For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target’s severed body members (fingers, legs, tails, and so on), senses (eyes, ears, speech ability), and system (bleeding, etc.), if any, are restored after 2 minutes, as well as the effects of any wounds. Any ongoing limb or system wound effects (such as hampered attack, bleeding, choking) are suspended until the spell’s duration ends or is dispelled. All sense damage is restored instantaneously.

If you have the severed or destroyed part and hold it to its old location, the spell instantaneously causes the limb to knit to the stump.

NEW SPELLS

Mystic Surgery

4th-level transmutation

Casting Time: 1 minute

Range: Touch

Components: V, S, M (holy water)

Duration: 10 minutes.

A creature you touch is subject to intensive physical care, as if subject to a successful application of the healer’s kit to perform surgery.

 

Lesser Regenerate

4th-level transmutation

Casting Time: 1 minute

Range: Touch

Components: V, S, M (a prayer wheel and holy water)

Duration: 5 minutes

You touch a creature and stimulate its natural healing ability. The target regains 2d8 + 7 hit points.

For the duration of the spell, the target regains 1 hit point at the start of each of every other (5 hit points each minute). The target’s severed body members (fingers, legs, tails, and so on), senses (eyes, ears, speech ability), and system (bleeding, etc.), if any, are restored after 5 minutes, as well as the effects of any wounds, up to a maximum of two lost body parts.

Any ongoing limb or system wound effects (such as hampered attack, bleeding, choking) are suspended until the spell’s duration ends or is dispelled. All sense damage is restored over five rounds.

If you have the severed or destroyed part and hold it to its old location, the spell causes the limb to knit to the stump over five rounds.

 

 


Monsters

Troll

Variant: Loathsome Limbs: The troll’s threshold for grievous wounds is 15 hit points instead of half its maximum hit points (15 down from 42). However, it is more resilient to lasting wounds. It cannot die from the loss of its head unless it cannot regenerate, and its arms and legs act as independent creatures when severed.

If the troll finishes a short or Long Rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and Movement.

A severed part has AC 13, 10 Hit Points, and the troll's Regeneration trait.

·         A severed leg is unable to Attack and has a speed of 5 feet.

·         A severed arm has a speed of 5 feet and can make one claw Attack on its turn, with disadvantage on the Attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw Attack.

·         If its head is severed, the troll loses its bite attack and its body is blinded unless the head has line of sight to it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite Attack but only against a target in its space.


Changelog

+ 0.0A. Introduced concept—wounding and maneuvering strikes

+ 0.0B. Added new spells and integrated to existing classes and abilities to make things smoother

+ 0.1. Added surgery and clarified additional rules, synergized with existing spells, made mystic surgery

+ 0.2. Added modified and new spells, new wondrous items, and added rules for heart-puncturing and head-severing (didn’t expect to write that). Also added an incapacitating wound to provide a tool for infiltrators (drawn from World of Warcraft’s sap).

+ 0.3 Moved additional rules to the core rules to ease reference. Cleaned up format, and added rules for using a wounding/maneuvering strike at range.

+ 0.4 Synergized with feats and class features (rogue’s assassinate and grappler feat), and added rules for cosmetic scars.

+ 0.5 Added eviscerate, reorganized; moved the rules to the top (first 9 pages) and changed content to the bottom (rest of the document). Consider removing grievous wounds easier, but not giving replacements by spells.

+ 0.6 Made removing grievous wounds easier, nerfed the incapacitate/stun wound, provided further details on hamper healing, attack, and breath/speech.


Integration with other resources

Kingdoms, Strongholds, and War

Wounding and Maneuvering strikes act normally, and troops remain are immune to any effect that does not affect at least one-half their number at any given time.

 

World of Warcraft 5e RPG Conversion

Change necrotic from System Shock to shadow damage

Rogue

Assassination Archetype

Disrupting Strike [Strike]. The Hamper Spellcasting wound remains for one round per 1d6 sneak attack dice sacrificed.

 

Outlaw Archetype

Disabling Strike [Strike]. Starting at 13th level, your keen eye and calculating mind makes your Sneak Attacks even more potent. Whenever you succeed on an attack that deals Sneak Attack damage, you may apply one maneuver from the following for no cost (blind, slow, or stun). This is a strike effect that costs a bonus action. A creature cannot suffer more than once against your Disabling Strike in 24 hours.

 

Rogue Talents

•                   Dire Strike. You strike at a vulnerable place in the target's body when you may deal your sneak attack damage. You may impose a wound on the target for no extra cost and without sacrificing your sneak attack damage, chosen from the below.

o   Blind (eye gouge)

o   Stun (kidney shot). If having a proficiency of +3 or above, the target does not make the saving throw with advantage.

o   Bleed (rupture)

o   Disorient (sap)

Warrior

Warrior Talents

•              Hamstring (1/proficiency, short rest). You may declare a wounding strike to slow as a strike effect for no extra cost.

•              Stunning Slam [Strike]. You may declare a wounding strike to stun as a strike effect for no extra cost. The target retains advantage to their saving throw.

 

Arms Archetype

Mortal Strike [Strike]. Starting at 10th level, you may declare a wounding strike to hamper healing as a strike effect for no extra cost. A creature cannot be affected by this ability more than once in 24 hours, however.

 

Protection Archetype

Sundering Strike [Strike]. Starting at 7th level, you may perform the sundering maneuvering strike with no cost. A creature cannot be affected by this ability more than once in 24 hours, however.

 

Spells

Swipe and Shred [level 1]

Evocation [Strike]

Components V, S

Duration 1 minute, or one use (whichever comes first)

You may apply this strike to any melee natural unarmed attack. This deals additional 1d6 damage, and the target suffers from a single wounding strike to hamper attack.

Heightened. You deal an additional 1d6 damage per spell level above 2nd.

 

Tiger's Maul [level 2]

Transmutation [Strike]

Components V, S

Duration 1 minute, or two uses (whichever comes first)

You may apply this strike to any melee natural unarmed attack. This deals additional 2d6 damage, and the target suffers from a maneuvering strike to trip.

Heightened. You deal an additional 1d6 damage per level above 2nd.