Recovery Dice

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Fifth Edition Options:

Recovery Dice

Spend Your Hit Dice


like a Hero!

5th Edition
Compatible
Credits
Written by: Mark Hart
Additional Content by: Brian Berg, Rick Cox, Nathan Sherrets
Editing: Michael Ritter
Cover Design: Brian Berg
Layout: Brian Berg
Cover Artwork: Eric Lofgren; Interior Art: Felipe Gaona, Eric Lofgren, Brett Neufeld

Legalese
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etc.), dialogue, plots, storylines, language, incidents, settings, characters, artwork and trade dress are product
identity as defined in the Open Game License version 1.0a, Section 1(e) and are not Open Content.

Open Content: Except material designated as Product Identity, the new rules and mechanics are Open Game
Content as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than
the material designated as Open Game Content may be reproduced in any form without written permission
from TPK Games.

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more information on the compatibility license.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
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Published by Total Party Kill Games, LLC. 1st printing, April 7th, 2017.

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Recovery Dice can alter the tone of
INTRODUCTION your campaign, making it grittier or
Introduced in Fifth Edition, Recovery
more dangerous, for example. Other
Dice—otherwise known as Hit Dice—
options can make characters more
allow a character to recover hit points
potent, providing them with new tools
without the need for healing potions
for surviving combat and destroying
or cure wounds spells. This serves to
their enemies. As a result, you won’t
extend the adventuring day by
want to use every single possible idea
delaying the party’s need to return to
included in this book; indeed, some of
civilization, which in turn allows
the options contradict one another.
characters to continue exploring
dungeons, looting crypts, and slaying
The best way to start is by introducing
monsters. As described in the core
a few options. Let your players try
rules, Recovery Dice represent a fire-
them out, see how they perform in the
and-forget healing system requiring
game and how they affect encounters.
minimal bookkeeping. As a result,
As your gaming group becomes more
most players tend to forget about
comfortable with the concept, toss in a
Recovery Dice in the middle of a fight.
few more options, stir, and repeat.
Recovery Dice Options takes the
concept and runs with it. Rather than USING RECOVERY DICE
relegating Recovery Dice to the role of Each level, a character gains an
emergency healing, this sourcebook additional Hit Die to add their hit point
provides a range of optional ways for total. Each class has its own Hit Die; for
characters to use this mechanic. These example, fighters use d10s, while
options extend this game mechanic far rogues use d8s. These Hit Dice also
beyond the realm of healing. Does form a pool from which the character
your barbarian desperately need can expend one, some, or all of the dice
another rage? Could your wizard to regain hit points after a short rest.
benefit from regaining a spent spell The character regains half of this dice
slot? Desperately need to shake off a pool (minimum of 1) following a long
condition afflicting your character so rest. Unless specified, using recovery
you can prevent a TPK? This dice is a reaction.
sourcebook provides these possibilities
and many, many more. To help differentiate the game
mechanics, this sourcebook hereafter
OPTIONS, OPTIONS… refers to Hit Dice as Recovery Dice
As indicated, the concepts and options when they pertain to expending dice
included herein are just that—optional. from the pool.
We recommend you read through the
possibilities and then discuss with Below you will find many optional
your GM and fellow players which of ways to use Recovery Dice beyond
these options to try in your campaign. their use for healing. Some options are
Some of the suggested ways to use open to any character class or race
without restriction. Some options are, cases, expending a Recovery Die
however, divided into categories based involves rolling that die and adding the
on race and class. Thus, a dwarven result to some game effect. In other
fighter has the choice of using his cases, there’s no need to roll the die—
Recovery Dice in different ways your character simply receives a
compared to an elven wizard. straightforward benefit in exchange
for the die.
Beyond your character’s race and class,
the following options rarely have other TRACKING RECOVERY DICE
prerequisites. You typically don’t need There are a number of methods you
to possess a feat or other feature in can use to track your party’s Recovery
order to use an option available to you. Dice during game play. We find that
The only caveat: your GM must the best method is to use red poker
approve any options you wish to use. chips or glass counters. Once
Players should discuss with their GM expended, they are turned into the
which options are available and which Game Master. This creates a visual
aren’t, especially since some of these component for the game that allows
options enhance a character’s power for simple recordkeeping and reduces
and effectiveness given the right inadvertent abuse.
circumstances.

In addition, below you will find a THE NARRATIVE


number of other possible ways to use In execution, using Recovery Dice for
Recovery Dice in your games. These healing represents an abstract concept.
suggestions, rather than modifying an Players are free to describe the process
individual character’s power, change however they wish. Expending these
the tone and lethality of the campaign. dice to heal damage could be described
If your GM chooses one of these as bandaging wounds, catching your
optional systems, it can make combat breath, taking a swig from a whiskey
more dangerous or more flask, drawing on inner reserves, or just
unpredictable. Also, recognize that about any other possibility.
some of these options end up diluting
the value of inspiration, and in some The same holds true for the options
instances, might take the place of described below. That being said,
inspiration since it is more under an when your character expends Recovery
individual player’s control. Dice, consider describing or role-
playing what the process looks like.
When a character expends a Recovery Perhaps your half-orc barbarian,
Die to activate one of these options, having burned through all his rages for
they does not regain hit points with the day, needs to dredge up the last of
that die unless the option chosen his reserves for one last rage. What
states otherwise. If a character has no does he do to invoke that surge? Does
dice remaining in their pool, they he bellow out a war cry, beat his chest,
cannot use these options. In some or pray to his ancestors for strength?
Ultimately, how you describe the scene  You tap into the local flow of
doesn’t matter so long as it makes the arcane energy.
game more enjoyable for you and  That trick your old mentor
everyone at the table. If you come up taught you might spell the
with a particularly inventive or difference between life and
dramatic description, you may open up death.
future adventure hooks or story ideas  Raw, primal emotion pushes
to play upon. you beyond the limits of human
endurance.
When expending Recovery Dice, you  The spirit of your ancestors
might also consider playing off your possesses you for a brief
character’s personality trait, ideal, moment.
bond, or flaw—perhaps earning
inspiration in the process!

Here are a few suggestions and ideas to


offer in-game explanations of what
occurs when a character spends
Recovery Dice. Some of these ideas The following ways of using Recovery
won’t work as smoothly with some of Dice are open to all characters,
the options, so let common sense and regardless of race or class, as long as
story sense guide you. Regardless of the GM approves of their use in the
how you describe the scene, remember campaign.
that you are drawing on a finite
resource, and in so doing taking away Agile Dodge
from that reserve of energy that you When you suffer a critical hit, you can
might need later. expend a Recovery Die. Subtract the
amount rolled on the die from the
 You offer a prayer to your deity, damage.
drawing upon your faith to keep
you going. Absolute Concentration
 A deep-throated battle cry You can, as a bonus action, expend a
invigorates you even as it Recovery Die to gain advantage on a
terrifies your enemies. concentration check.
 You take a long, deep swig from
your whiskey flask. Athletic Surge
 You summon the last spark of When you expend a Recovery Die while
energy from your dwindling climbing, crawling, or swimming, you
reserves, allowing you to push can move an additional 10 feet. If you
on. both move and take the Dash action
 A bard’s song or rousing speech while climbing, crawling, or
inspires you to action. swimming, you can move an extra 15
 Sheer iron will is all you’ve got feet for the round.
left, but it’ll have to be enough.
Blessings of the North Focused Effort
You can expend a Recovery Die as a When making a skill check, you can
bonus action to gain resistance to cold spend a Recovery Die to gain
damage until the end of your next advantage on the roll.
turn.
The GM may limit this option to skills
Brute where exceptional effort and focus
When you spend a Recovery Die as a might make a difference. The best
bonus action, your Strength score skills for this option include tool use
increases by half your Recovery Die roll skills, Athletics, and any Intelligence
(rounded down) for Strength checks skill. Focused Effort makes less sense
and saving throws until the start of with Charisma-based skills and many
your next turn. of the Wisdom-based ones.

Deep Breath Fool’s Luck


If you spend a Recovery Die as a If you have the Lucky feat, you can
reaction while holding your breath or expend one Recovery Die as a reaction
suffocating, treat your Constitution to regain one luck point.
score as 4 points higher than it actually
is (thus increasing your Constitution Hardy
modifier by +2). During a short rest, expend a Recovery
Die to remove up to two levels of
In addition, you can spend a second exhaustion. If you don’t take a short
Recovery Die to gain advantage on rest, you can instead spend a Recovery
saving throws or Constitution checks Die as an action to remove one level of
while drowning. exhaustion. You can only do this once
between short rests.
Desperate Dodge
You can expend two Recovery dice as a Hasty Ritual
reaction to turn a critical hit into a By spending a Recovery Die, you can
normal hit. cast a spell as a ritual in 1 minute,
instead of 10.
Diehard
Expend a Recovery Die to gain Hot-Blooded
advantage on a death saving throw. Spend a Recovery Die as a bonus action
Alternatively, you can spend two to gain resistance to fire damage until
Recovery Dice to automatically the end of your next turn.
succeed at a death save.

Feet Don’t Fail Me


Spend a Recovery Die to perform a
Dash action as a bonus action.
Incredible Leap expending a Recovery Die. This boost
When making a jump of any sort, you lasts until the start of your next turn.
can expend a Recovery Die to raise For example, a 1st-level spellcaster
your Strength by half the result of the using poison spray would inflict
die roll. This Strength boost only damage (2d12) as if they were a 5th-level
applies to making an Athletics check spellcaster.
for jumping, and for determining how
far or high you can jump. The boost Recharge
lasts until the start of your next turn. Following a short rest, you can expend
two Recovery Dice as an action to
Iron Determination regain one use of a feature that
As a bonus action, spend a Recovery normally requires a long rest to
Die to ignore any one condition you recharge.
suffer until the start of your next turn.
Note, this option can have a dramatic
Practiced Practitioner effect on overall character power and
When it comes to level-based spell encounter balance.
effects for cantrips, you can increase
your effective caster level by +4 by
Reckless Strike you no longer need to spend Recovery
Before you make an attack roll, you can Dice to stay upright and conscious.
spend a Recovery Die to gain
advantage. If you do so, the opponent As an option, if you take damage again,
you attack also gains advantage on its your GM may or may not allow you to
melee attacks against you until the end spend Recovery Dice to remain at 1 hit
of its next turn. points.

Resurgence Survivor
Spend a Recovery Die as an action to You can spend a Recovery Die to avoid
temporarily ignore a condition. The suffering the effects of thirst or
amount you roll on the die is how starvation. You do not regain Recovery
many rounds you can ignore the Dice spent in this fashion until after
condition’s effects. This applies only to you’ve received food and water and
the following conditions: charmed, have taken a long rest.
frightened, paralyzed, or exhaustion.
During this time, you do not continue Swift Healing
to roll saving throws to end the effect. You can regain hit points by spending
Once the benefit ends, the condition Recovery Dice as a bonus action, rather
resumes. than following a short rest. You regain
hit points equal to half the amount
As an option, the GM may rule that rolled (rounded down).
this option doesn’t cost an action.
Consider limiting this option to
Rub Some Dirt on It barbarians, fighters, and possibly
As a bonus action, expend one or more paladins and rangers.
Recovery Dice to gain the result as
immediate temporary hit points. Do Sympathetic Healing
not add your Constitution modifier to You can expend one or more Recovery
this total. These hit points are lost Dice during a short rest to help heal
following a short rest. another creature. You do not regain hit
points, but rather the recipient regains
Still Standing hit points equal to half your roll. Do
When you take enough damage to drop not add your Constitution modifier to
you to 0 hit points, you can spend a this healing.
Recovery Die as a reaction. This allows
you to remain standing with one hit Take a Breather
point. For each round you wish to Expend a Recovery Die to regain the
continue standing, you must spend use of a feature that normally requires
another Recovery Die as a reaction. If a short rest to recharge.
you choose not to do so, you fall
unconscious with 0 hit points at the Twist of Fate
end of that round. If you receive As a reaction, expend one Recovery Die
healing of any sort during this time, to reroll a saving throw. You may use
this option after you roll the save, but If you become poisoned, as a
before you know the results. You must reaction you can spend a Recovery Die.
accept the reroll. You can ignore the poisoned condition
for a number of rounds equal to the die
Unflinching Awareness roll. During this time, you continue
You know something terrible is about attempting saving throws to end the
to happen, and you are ready for it. As effect, but during this time, you don’t
a reaction, expend one Recovery Die to suffer penalties for being poisoned.
gain advantage on your next initiative
roll. This benefit (and the spent
Recovery Die) are lost if you do not roll
Elf
for initiative in the next ten minutes.
Silent Runner
You stalk your foe with preternatural
RACIAL RECOVERY stealth.
If you spend a Recovery Die, you
DICE OPTIONS can add the result of the die roll to your
The options below are divided among
next Dexterity (Stealth) check to
the various character races. These
determine success.
options can help differentiate between
characters of different races, further
highlighting their varied natures, Uncanny Aim
strengths, and weaknesses. Your senses extend beyond the natural
and into the supernatural, allowing
you to see things normally hidden.
Dwarf If an enemy creature is within
range of your weapon or ranged spell
Iron Fortitude attack but obscured or behind
Your body can soak up poison with anything less than total cover (i.e., you
impunity. have line of effect, but not line of sight,
When an attack or effect will cause
to the target), you can spend a
you to suffer poison damage, as a
Recovery Die to make the attack
reaction you can spend and roll a
without disadvantage. You must still
Recovery Die. You gain temporary hit
attack the creature’s true location—if
points against poison damage equal to
you attack the wrong location, you
the result of your die roll. These
automatically miss. The target still
temporary hit points only apply
gains the benefit of cover.
against poison damage, but otherwise
operate like normal temporary points.
Halfling
Sheer Willpower Blessing of Lady Luck
It doesn’t matter how much poison is
Luck flows through your veins,
pumping through your blood—it isn’t
allowing you to succeed by the seat of
going to stop you from chopping
your pants.
someone’s head off.
At any time during the adventuring When you fail a saving throw to
day, expend and roll a Recovery Die as resist or avoid being charmed,
an action and record the result. For the frightened, paralyzed, exhausted, or
next 24 hours, this value represents poisoned, you can spend a Recovery
your luck pool. Each time you make an Die to gain an immediate reroll of the
ability check, attack roll, or saving failed save.
throw, you can add +1 to your roll.
Doing so depletes your luck pool by 1
point. Once the luck pool is empty, you
Human Resolve
cannot use this option until after
You possess a well of great resolve
you’ve completed a long rest. Any
thanks to your deep burning desire to
unused points in the pool are lost once
succeed.
When you fail a die roll by 5 or less,
you take a long rest.
you can spend a Recovery Die as a
reaction to add half its result (rounded
Danger Sense down) to your roll result.
You possess a keen sixth sense that
keeps you alive.
If you are surprised, you can spend
Quick Witted
a Recovery Die to not be surprised.
You think fast on your feet, finding
unorthodox solutions when everyone
else has given up.
Fool’s Fortune You can spend a Recovery Die as a
You hate to push your luck, but reaction to change the ability involved
sometimes you have to beg the Lady for your next saving throw or ability
for more than your fair share. check to an ability that better favors
You can spend a Recovery Die as a success. For example, if the GM calls
bonus action to gain momentary good for you to make a Dexterity saving
fortune. When you do so, you can force throw against an incoming bolt of
an enemy you can see to reroll a saving lightning, you instead choose to base
throw, ability check, attack roll, or the saving throw on your Constitution.
damage roll. You can only use this
option once per enemy action. The When you choose this option, you
target creature must use the second must provide an in-game explanation
roll. You use this ability after the for why you have a chance of pulling
creature makes its roll, but before the this off. Describe how using your
GM announces the results of that roll. Strength instead of your Wisdom (for
example) looks in the scene. If the GM
accepts your story, you make the roll
Human with your chosen ability. Once you’ve
made this choice, you cannot change it
Fierce Determination back.
When your comrades need you the
most, you’ll do whatever it takes to
save their sorry asses.
immune to your Draconic Presence for
Dragonborn the next 24 hours.
Draconic Presence
The full fury of your draconic Unleashed Breath Weapon
ancestors emanates from you. You draw from your body’s strength
When you spend a Recovery Die as and vitality to supercharge your breath
a bonus action, you temporarily gain a weapon attack.
fraction of your draconic ancestry’s For each Recovery Die you spend,
Frightful Presence ability. As an action, up to a maximum equal to your
you activate this fearful aura. Each Constitution modifier (minimum of 1),
creature of your choice within 30 feet you can add the result of the roll to the
and aware of you must succeed on a damage your breath weapon inflicts.
Wisdom saving throw (use the same
DC as for your breath weapon). Any
creature that fails this saving throw
Gnome
becomes frightened for a number of
rounds equal to your Charisma
Brilliant Tinkerer
modifier (minimum of 1). A creature
Your clockwork devices are like your
can repeat this saving throw at the end
children, each one special in its own
of each of its turns, ending the effect
way.
If you spend a Recovery Die as part
on itself with a success. Once the
of the construction of a clockwork
creature makes this save, it becomes
device, the device has 5 hit points
(instead of 1), and it continues
operation for up to 48 hours without
needing repair. If you spend a second
Recovery Die as part of the
construction, that device does not
count against your limit of devices
active at one time (i.e., you can have up
to four devices active at one time).

Gifted Illusionist
Your illusions seem almost real.
When you cast minor illusion, you
can spend a Recovery Die to increase
the spell’s duration to a number of
minutes equal to double your
spellcasting ability modifier.
you do so, you are not considered to
Half Elf have actually used the Relentless
Endurance trait.
Charismatic
The raw magnetism of your human
heritage combines with the unearthly Tiefling
nature of your elven heritage.
You can expend a Recovery Die to Infernal Gift
gain advantage on one type of In times of desperate need, you accept
Charisma-based skill check for the next and embrace your infernal legacy.
10 minutes. You must choose the skill You can spend a Recovery Die as a
(i.e., Deception, Intimidation, bonus action to enhance one of the
Performance, or Persuasion) before spells provided by your Infernal Legacy
any dice are rolled. trait. If you do so, all target creatures
suffer disadvantage on saving throws
to resist the effects of these spells.
Fey Blooded Starting at 5th level when you cast
Your elven heritage protects you from darkness, the spell’s radius increases to
charms and sleep magic. 25 feet when you spend a Recovery Die
If you fail a saving throw against
as a bonus action.
being charmed or put into a magical
sleep, you can spend a Recovery Die as
a reaction. Roll the die and add the
result to your saving throw.

Half Orc
Destructive Savagery
The sight of your enemy’s blood only
drives you to strike harder.
If you score a critical hit, you can
spend a Recovery Die to reroll one,
some, or all your damage dice,
including the extra die provided by
your Savage Attacks trait.

Unstoppable
The rage building within you refuses to
let you die—at least not until after
you’ve tasted the blood of your enemy.
If you make use of your Relentless
Endurance trait, you can spend a
Recovery Die as a reaction and add the
die roll to your current hit points. If
these suggestions can work together,
Palpable Evil while others are exclusive of one
You radiate an intense aura of evil, another.
drawn from deep within your tainted
soul.
By spending a Recovery Die as a Bard
bonus action, you can imbue your
physical presence with a touch of the Impromptu Talent
infernal. Your eyes glow blood-red, You’ve never tried this before, but you
wisps of brimstone waft off your saw someone do it once before. How
hands, tendrils of shadow snake hard can it be?
around your arms and shoulders, and When you make an ability check using
so forth. In doing so, you gain your Jack of All Trades feature, expend
advantage on Intimidate checks for the a Recovery Die and add the result to
next minute. In addition, you gain your skill check. This benefit lasts until
advantage when attempting Charisma you complete an ability check.
(Persuasion) checks while dealing with
evil-aligned creatures, but you suffer
disadvantage when dealing with good-
Improvisational Magic
aligned creatures. While this You push your skill in arcane magic to
transformation remains in effect, you the breaking point in pursuit of new
(falsely) register as a fiend to a paladin’s and mysterious magic.
Divine Sense feature. You can end this You can gain temporary access to a
effect as a bonus action. bard spell that is not on your list of
known spells. To do so, expend a
Recovery Die to add a spell to your list
of known spells. At the same time,
choose a known bard spell of equal
level that you lose access to as long as
this option remains in effect. Until you
The following Recovery Dice options complete a long rest, the temporary
are broken down by character class. In spell replaces one of your known
some cases, one or more options could spells.
work well with more than one class,
especially with regards to certain types
of spellcasters. Your GM has final say Surge of Inspiration
as to whether a character of one class Your comrades need your inspirational
can gain access to the Recovery Dice words more than ever.
options provided for another class. Spend a Recovery Die to regain one
of your expended Bardic Inspiration
A number of these options also include dice.
suggested ways for the GM to limit, Options:
expand, or otherwise modify the  You can regain a number of
benefits a character gains by expended Bardic Inspiration
expending Recovery Dice. Some of dice equal to how many
Recovery Dice you spend, to Options:
a maximum equal to your  Spend a Recovery Die to
proficiency bonus. reroll one of the damage dice
 You can expend a Recovery of a critical hit. You must
Die to grant yourself a Bardic accept the reroll.
Inspiration die whenever you  If you use a Recovery Die to
grant another ally an boost a critical hit, you gain a
Inspiration die. level of exhaustion.

Urgent Countercharm Cleric


With lives hanging in the balance, you
need to rally your comrades before Answered Prayer
they fall sway to the enemy. You call upon your deity to renew his
When you spend a Recovery Die, divine blessings upon you.
you can perform the Countercharm Spend a Recovery Die to regain a
feature as a bonus action, instead of an use of an expended Channel Divinity.
action.
Call for Intervention
Barbarian In your moment of need, you lift up
your voice in urgent prayer.
Desperate Rage When using your Divine
You push past your fatigue and call Intervention feature, you can spend a
forth a surge of fury. Recovery Die. Add the result of that die
You can spend one Recovery Die to roll to your cleric level. The result is the
regain the use of one of your rages for percent chance you have of gaining
the day. your deity’s assistance, as described in
the core rules.
Options:
 You gain a cumulative level Options:
of exhaustion each time you  You can spend multiple
use Desperate Rage before Recovery Dice, adding the
taking a long rest. result of each die roll to your
effective cleric level. The GM
may wish to limit this to no
Savage Critical more than double your
You unleash all your might in one
actual cleric level, or a
powerful blow.
maximum number of dice
If you hit another creature with a
equal to your Wisdom
critical hit, you may spend a Recovery
modifier (minimum of 1).
Die to add an additional weapon die of
damage.
Empowered Channel Gifted Healer
For a brief moment, your magic flares Your deity’s divine grace flows through
with a spark of your life force. you and to those most in need of help.
When casting a spell from your When using the Preserve Life
domain list, you can spend a Recovery feature of the Life domain’s Channel
Die to increase that spell’s saving Divinity option, you can spend one or
throw DC by 1. more Recovery Dice, up to a number
equal to your Wisdom modifier
(minimum of 1). Roll these dice and add
Undead Bane the results to the pool of hit points you
You draw from your inner reserves of can distribute to creatures within 30
energy to help drive off the undead. feet.
When using the Destroy Undead
feature of your Channel Divinity, as a
bonus action you can spend Recovery Inspired Knowledge
Dice to increase your effective cleric The knowledge and wisdom of your
level. For each Recovery Die you spend, god floods through your mind at the
add one to your effective cleric level to moment of greatest need.
determine what CR of undead you can When using your Knowledge of the
affect. You are limited to spending a Ages feature, you can expend a
number of dice equal to your Recovery Die and add the result to
proficiency bonus. your skill or tool check.
For example, as a 5th-level cleric,
you can destroy undead of CR ½ or
lower. If you spend three Recovery
Druid
Dice (which requires a Wisdom of 16 or
higher), however, you are treated as an
Darkvision
8th-level cleric, and thus able to destroy Using a trick your master showed you,
undead of CR 1 or lower. This boost your beast form gains the ability to see
lasts until the end of your turn. in the dark.
When you use your Wild Shape
feature and take on the form of an
Options for Divine Domains animal lacking in darkvision, you can
You may wish to create additional gain darkvision as part of the
Recovery Dice options for each divine transformation by spending a
domain. These may key off of a specific Recovery Die. This benefit lasts until
feature within a domain, or involve the you revert to your normal form or
use of that domain’s Channel Divinity change shape into another beast.
special feature.

The examples below are provided for


Enduring Form
the Knowledge domain and the Life You remain in your beast form,
domain. ignoring the strain it places on your
body.
If you spend a Recovery Die, you
can remain in a beast shape for an
Quick Change
additional hour.
You ignore the nerve-wracking pain to
transform to normal shape in the blink
Options: of an eye.
 You can remain in beast form After spending a Recovery Die, you
one additional hour for each can revert to your normal form as a
Recovery Die you spend, to a free action on your turn.
maximum equal to your
proficiency bonus.
Versatile Spellcasting
When need is greatest, you can change
Nature’s Wrath the magic to which you have access.
You transfer a fraction of your life force You can change your list of
to empower your magic’s harmful prepared spells when you finish a short
effects. rest if you spend a Recovery Die.
By spending a Recovery Die, any
cantrip you cast for the next 10
minutes adds your Constitution
Fighter
modifier (minimum of 1) to any
damage inflicted.
Additional Second Wind
Your reserves are gone but the battle
stands at a critical point. You push past
all physical limits, drawing on sheer
willpower to keep fighting.
You can use your Second Wind
feature again by spending a Recovery
Die.
Options:
 In exchange for a Recovery
Die, when you use your
Second Wind feature, add
your Constitution modifier
(minimum of 1) to the
number of hit points you
regain.

Critical Strike Master


You take advantage of your foe’s
moment of vulnerability, slipping a
devastating blow past his flawed
defenses.
When you spend a Recovery Die,
your critical hit range temporarily
increases. If you normally critical only can exchange one Recovery Die for one
on a 20, you instead critical on a 19 or Superiority Die.
20; if you critical on a 19 or 20, you
Options:
instead critical on an 18-20. You can
 You can swap multiple
choose whether to use this option after
Recovery Dice in exchange
you make your attack roll. You can only
for Superiority Dice on a one-
use this option once per round.
for-one basis, to a maximum
equal to your proficiency
Soul Bonded Weapon bonus.
Although it will cost you later, you can
briefly infuse your bonded weapon
with some of your spiritual essence.
Monk
As a fighter with the Eldritch
Knight archetype, you can expend a
Regenerate Ki
Recovery Die to infuse a spark of magic
You draw from the wellspring of your
into one of your bonded weapons. inner force to recharge your ki.
Regain a ki point by spending a
Doing so requires a bonus action.
Recovery Die.
When you spend the die, the weapon is
treated as magical for purposes of Options:
bypassing a creature’s damage  You can regain a ki point for
resistances. At the end of your next each Recovery Die you
turn, the weapon loses this benefit. spend, up to a number equal
Options: to your proficiency bonus.
 As a bonus action, spend
another Recovery Die to Superior Missile Deflection
grant your weapon one of Your reflexes accelerate in the face of
the following damage incoming missile attacks.
properties: acid, cold, fire, When you use the Deflect Missiles
lightning, necrotic, or feature, if you spend a Recovery Die
poison. When you strike a you can reduce the amount of damage
creature, you inflict damage you take by 3d4 + your Dexterity
of the chosen type. This lasts modifier + your monk level.
until the end of your next
turn.
Supreme Defense
The movements of your foe slow even
Veteran Battle Master as your perception speeds up.
You’ve fought and survived enough When you spend two Recovery Dice
battles to pick up a few tricks and as a reaction, one enemy you can see
tactics that most novices never have suffers disadvantage on its attacks
the chance to master. against you. This lasts until the
If you have no Superiority Dice beginning of the creature’s next turn.
remaining when you roll initiative, you
Paladin
Guardian Angel
Someone up there likes you…
As a reaction, you can expend a
Recovery Die to counter an enemy’s
advantage against you. This option
only allows you to counter advantage—
you cannot impose disadvantage.
Options:
 Other classes may gain
access to this usage, such as
the cleric and the druid
(representing divine
guidance), or possibly the
bard and the rogue Healing Hands
(representing luck). You tap into your own life energies to
help heal your comrades.
When you use your Lay on Hands
Spirited Smite feature, you can expend up to one
You sacrifice your own life force to Recovery Dice for every 5 points of
empower the divine wrath flowing healing you give. Add the result of the
through you. die roll to your healing, but do not add
When you use your Divine Smite your Constitution modifier to the total.
feature, you can spend a Recovery Die
to add an additional d6 of radiant
damaged to the total. Ranger
Options: Enduring Hatred
 You can expend more than When you come face to face with your
one Recovery Die as part of a greatest, most hated enemy, you give
smite attack. your attacks everything you’ve got.
 You gain a level of If you successfully hit a favored
exhaustion for each die you enemy creature with a weapon attack,
add to the smite attack. you can expend a Recovery Die and add
 The maximum number of the result to your damage. If you roll a
dice you can add equals your critical hit against a favored enemy,
proficiency bonus. you can expend a Recovery Die to reroll
 Alternatively, the maximum any of your damage dice, but you must
number of added dice equals accept the reroll.
your Constitution modifier.
Lethal Hunter Skilled Nemesis
When it comes to slaying your hated You’ve spent years studying, observing,
enemies, you push your mind and body and learning to understand your
to their limits. enemies. You know more about them
If you took the Hunter archetype, than they know about themselves.
you can spend a Recovery Die as a When you need to make an
bonus action to gain access to one of Intelligence or Wisdom check related
the features you don’t currently have. to your favored enemy, you can spend
Thus, at 3rd-level you can spend a a Recovery Die and add the result to
Recovery Die to gain access to one of your check. You must spend the
the features under Hunter’s Prey; at Recovery Die before you make the
7th-level, access to a feature under check.
Defensive Tactics; 11th-level for
Multiattack; and 15 -level for Superior
th

Hunter’s Defense. You gain access to


Survivalist
this feature until the end of your next
The wilderness is your true home, a
turn.
part of your very soul. You know it, and
more importantly, you understand it.
When you need to make an
Rapid Shot Intelligence or Wisdom check related
You know that in battle, those who act to your favored terrain, you can spend
first usually also get to act last. a Recovery Die and add the result to
When combat is imminent but your check. You must spend the
before initiative is rolled, you can Recovery Die before you make the
spend a Recovery Die to make an check.
immediate ranged or melee weapon
attack against a creature in range you
can see. You receive advantage on this
Rogue
attack.
Amazing Dodge
You twist, bend, and roll out of the
Shared Bond path of an incoming attack
You care more about your beast When you use your Uncanny Dodge
companion than you do about most feature, you can spend a Recovery Die
people. to further reduce the damage you
As a bonus action, you can donate suffer. Subtract the result of the roll
one or more of your Recovery Dice to before halving the damage.
your beast companion. The
companion must be within sight. The Options:
companion can use one, some, or all of  You can expend more than
these donated dice immediately, but one Recovery Die to reduce
doing so costs your action for the turn. the damage as part of your
Uncanny Dodge, to a
maximum equal to your You can expend one Recovery Die
proficiency bonus. to regain 1 sorcery point as a bonus
action. You cannot have more sorcery
points than normally allowed for your
Backstabber level.
You know precisely where to strike
your enemy to inflict the most damage,
and put everything you have into it. Options:
You can spend a Recovery Die to do  You can spend up to two
an additional die of sneak attack Recovery Dice to regain 2
damage. sorcery points as an action. It
isn’t recommended that the
Options: DM allow this option to
 You can spend more than regain a larger number of
one Recovery Die to increase sorcery points.
your Sneak Attack damage,
up to a number of dice equal
to your proficiency bonus.
Boosted Spell
You draw upon your spark of life to
boost the raw power of your magic.
Quick Reflexes When you wish to cast a spell at a
Your quick thinking and sharp reflexes higher level, you can spend two
let you act first. Recovery Dice in place of a one level
At the start of a battle, you can higher slot. For example, if you wish to
spend a Recovery Die and add the cast fireball at 4th-level of effect, you
result to your initiative check. use a 3rd-level spell slot and expend two
Recovery Dice, rather than using a 4th-
Options:
level slot. You can combine this option
 If you spend a second with a higher-level slot. For example, if
Recovery Die, you gain you wanted to cast bane as a 3rd level
advantage on your initiative spell, you can do so with a 2nd-level
roll. spells lot and by expending two
 Other classes might gain Recovery Dice.
access to this usage, such as
bards, monks, and rangers.
Improvisational Magic
You push your skill in arcane magic to
Sorcerer the breaking point in pursuit of new
and mysterious magic.
Blood Magic You can gain temporary access to a
You draw on your life force reserve to sorcerer spell that is not on your list of
fuel your magic. You’ll pay the price known spells. To do so, expend one
later, but for now you need all the Recovery Die to temporarily add that
power you can grasp. spell to your list of spells known. This
spell can be no more than one level
lower than the maximum level spell Options:
slot you can cast. At the same time,  You can expend multiple
choose one of your known spells of Recovery Dice, gaining an
equal level that you lose access to as additional die of damage for
long as this option remains in effect. each Recovery Die you
Until you complete a long rest, the spend, to a maximum equal
temporary spell replaces one of your to your Charisma modifier
known spells. (minimum 1).
 While using the Empowered
Spell metamagic feature,
Luck Wielder spend a Recovery Die to
You manipulate the whims and tides of
increase the number of
luck around you.
damage dice you can reroll
When using your Bend Luck
by 1 (i.e., as if your Charisma
feature, you can spend one Recovery
modifier were 1 point higher
Die and 1 sorcery point, rather than
than it actually is).
spending 2 sorcery points.

Manipulate Wild Surge


You bend the chaotic flows of wild
magic ever so slightly.
If you trigger a wild surge but
before you roll on the Wild Magic
Surge table, you can spend a Recovery
Die. This allows you to take either the
result indicated by the percentile roll.
Alternatively, you can take the result
either above that one or below it. In
the case of a roll of 01-02, you can
choose the result of 99-00 (i.e., regain
all expended sorcery points) or 03-04; if
you roll 99-00, you can either choose
01-02 or 97-98.

Overcharged Spell
You throw everything you’ve got into a
spell, raining death and destruction on
your foes.
When using the Empowered Spell
metamagic feature, you gain one
additional die of damage for the spell.
have a spell slot of the appropriate
Warlock with which to do so: augury,
clairvoyance, speak with dead,
Arcane Secrets divination, or commune. The casting of
You call upon your pact boon to give this spell expends the spell slot and
you a flash of insight into the secrets of requires 10 minutes to complete.
magic. The knowledge fades quickly.
Spend a Recovery Die as a bonus
action to gain access to a cantrip from Wizard
the warlock spell list that you do not
Several of the following options
know. You lose access to this bonus
provide considerable flexibility to the
cantrip at the end of your next turn.
wizard. This can run the risk of
encroaching on and diluting the
Borrowed Invocation sorcerer class’s features. If your party
Your patron hears your request and includes both a wizard and a sorcerer,
gives you a momentary surge of arcane keep a close watch on how these
power. Recovery Dice options affect game play
You can gain access to an between them.
invocation you do not know when you
spend a Recovery Die as a bonus
action. You must still meet the
Advanced Arcane Preparation
You’ve learned a number of mnemonic
invocation’s prerequisites in order to
tricks and techniques to improve your
use it. You know this new invocation
spell memorization.
until you end a long rest.
While preparing your spells for the
day, spend a Recovery Die to treat your
Eldritch Charisma Intelligence modifier as if it were 1
The dark mysteries of your patron point higher, thus allowing you to
infuse your aura with supernatural prepare one extra spell for the day. This
charisma. improvement has no effect on
By spending one Recovery Die as a spellcasting otherwise.
bonus action, your Charisma modifier
increases by 1 for the purposes of your
spell attack modifier and spell save DC
Experimental Magic
Against everything your master taught,
until the end of your turn.
you attempt a spell outside of your
repertoire.
Insight of the Ancients As a bonus action, you can expend
With the proper measure of fear and a Recovery Die to cast a spell that is not
trembling, you call upon your patron on your list of known spells. The spell
for answers. must still be on your class’s list, e.g.,
You ask your patron for you cannot use this option to cast a
information about a pressing problem. bard or cleric spell.
By spending a Recovery Die, you can
cast one of the following spells if you
Options:  If your Arcana check
 When using Experimental succeeds and you cast the
Magic, you are limited to spell, you gain one level of
casting a spell one level exhaustion.
lower than your maximum (if  You can only use this option
you can only cast 1st-level once between long rests.
spells, you are limited to  You must choose the spell
cantrips). you wish to cast before you
 Casting an experimental expend the Recovery Die.
spell first requires a Thus, you can’t “save” the
successful Intelligence slot to use in future without
(Arcana) check with the DC having the specific spell
equal to 10 + the level of the planned. The GM may limit
spell being attempted + 1. If which spell you can select,
you fail this check, you burn and he may also limit how
the spell slot but fail to cast many different spells you can
the spell. have access to.
 You suffer 1d6 of necrotic
damage for multiplied by the
Forced Casting level of the slot you force
You reach past the limits of your
cast. Resistance and other
knowledge and skill and attempt to
factors cannot reduce this
cast magic beyond your grasp, despite
damage.
the risks.
You can attempt to cast a spell of  The cost in Recovery Dice is
one level higher than you are allowed equal to the level of the spell
to cast. In order to do so, you must first slot you attempt to cast;
succeed at an Intelligence (Arcana) force casting a 6th level spell
check, with the DC equal to 10 + the costs six Recovery Dice.
level of the slot you wish to cast + 1. If
you fail this check, you expend a Infused Magic
Recovery Die without benefit. If you You infuse your spell with a surge of
succeed, you can cast the higher-level arcane power, casting it at a higher-
spell. level slot.
For example, if a 3rd-level wizard When you spend a Recovery Die,
can attempt to force cast up to a 3rd- you can cast a spell you have prepared
level spell. The DC for this Arcana at one level higher effect without
check is 14. If the wizard succeeds, they costing a higher-level spell slot. For
can cast a 3rd-level spell. instance, if you cast sleep at 2nd-level of
Options: effect, it still only costs a 1st-level slot.
 If you fail the Arcana check, You cannot infuse a spell to a higher-
you gain two levels of level slot than you can cast.
exhaustion.
Options: they can’t recover a 3rd-level
 You can only apply Infused slot.
Magic to a number of spells,  You gain one level of
selected ahead of time, equal exhaustion for each level of a
to your Intelligence modifier spell slot you recover. Since
(minimum of 1). You can six levels of exhaustion
change this list after a long equals death, this option
rest. For example, a wizard limits you to regaining 5th-
with Intelligence 14 can level spells.
select two spells he can  You can only regain a spell
empower, doing so when he slot to cast a spell you’ve
prepares his spells for the already cast in the past 24
day. hours.
 Other spellcasting classes  Recovering a spell slot in this
gain access to Infused Magic fashion first requires a short
(although there is no benefit rest.
to the warlock, since he casts  You can only use this option
all his spells at a set level of once between long rests.
effect).
 At the GM’s option,
Empowered Magic is a feat
you must take in order to
gain its benefits.

Inner Mana
You draw upon your reserves to power
your magic.
As an action, spend one Recovery
Die to regain one spell slot level. You
can regain a higher-level spell slot if
you expend a die for each level of the
slot.
Options:
 The maximum level spell slot
you can recover in this way is
one less than your
maximum, with a minimum
of a 1st-level slot. For
example, a 5th-level wizard
can expend one Recovery Die
to regain a 1st-level slot, or
they can expend two dice to
regain a 2nd-level slot, but
he may only want to track Recovery
Spell Swap Dice loss for solo monsters or major
When you need it the most, you can NPC villains. Because most monsters
recall the proper incantation for a spell don’t necessarily use Recovery Dice,
you don’t have prepared. this option affects characters more
In exchange for expending a
than it hurts the monsters, and as such
Recovery Die, you can swap one of
represents an increase in the game’s
your currently prepared spells for one
lethality.
of your known spells you don’t have
prepared. This swap remains in effect
This option may have the side effect of
until you once again prepare spells for
making players reluctant to expend
the day, or spend another Recovery Die
Recovery Dice for other things,
to make another swap.
balancing some of their great effects.

COMBAT OPTIONS FOR Empathic Healing


RECOVERY DICE Lethality: †††
The following Recovery Dice options When a character casts cure wounds or
don’t necessarily benefit characters, other healing magic, he must expend a
but rather serve to dial up or down the Recovery Die. If he has no dice
lethality and grittiness of combat in a remaining in his pool, he cannot
campaign. These options don’t change perform the healing, even if he has the
what Recovery Dice can do, but they spell slots available. Likewise, a paladin
do change how those dice might be can’t use his Lay on Hands feature
spent or used up. Each of these unless he has the Recovery Dice
alternatives includes a lethality rating available to spend.
of one to five daggers (†), where one
dagger signifies a small, but noticeable, This option fits best with a grim, gritty
effect on combats, all the way up to setting where healing magic is rare and
four daggers, which means that precious. That being said, this option
particular option is guaranteed to imposes a limit on certain classes, and
result in character deaths over time. forces healers to choose between
having Recovery Dice for their own use
and the ability to heal their comrades.
Brutal Critical
Lethality: † There are several ways to modify this
When a creature suffers a critical hit, it option.
also loses one of its Recovery Dice. If
the creature has no dice remaining,  For healing spells, it costs one
then it suffers an additional weapon Recovery Die per spell level;
die of damage. thus, heal would cost the cleric
six dice. For the paladin’s Lay on
This option ramps up the potency of Hands feature, the cost is one
critical hits. In addition, since this Recovery Die per 5 points of
option adds to the GM’s bookkeeping, healing granted. This option
increases the campaign’s bookkeeping necessary to track a
lethality by another degree, and monster’s hit points.
imposes a major limit on how
much healing any character can If, on the other hand, the GM gives
perform. monsters access to some of the options
 If the healer has run out of provided in this sourcebook, then
Recovery Dice for the day, he things become more dangerous for the
can opt to expend his own hit characters (and interesting for the
points to power his healing. If he GM!). Imagine if a monster can expend
casts a 3rd-level cure wounds one of its Recovery Dice to shake off a
spell, he would first have to take condition or go first on initiative—such
3d8 points of damage to power a benefit could provide decisive in a
the healing. battle.

Should the GM use this option, he


Momentary Respite should generally limit it to “boss”
Lethality: †† monsters and villain NPCs important
When you expend Recovery Dice, you to the campaign; minions, henchmen,
gain the result of the die roll plus your and mooks shouldn’t have Recovery
Constitution modifier in temporary hit Dice. In addition, the GM should
points, rather than normal hit points. usually limit a monster to how many of
its dice it can expend in a given
Monster Recovery Dice encounter. As mentioned, most
Lethality: †† to ††† monsters don’t survive a single
For the most part, it doesn’t matter if encounter, so there is no reason for the
monsters have Recovery Dice or not GM to play conservative with spending
since they appear in one encounter, dice, going for broke. One possible
after which they are usually dead and option is treat Recovery Dice much like
thus healing isn’t an issue. With this lair actions or legendary actions—
option, however, monsters have ready limited to one, two, or perhaps three
access to Recovery Dice just like times in an encounter. Another
characters do, i.e., equal to their Hit alternative would be to require the
Dice and usable in a variety of ways. monster succeed at some sort of ability
check (most often Constitution,
From the standpoint of monsters Dexterity, Intelligence, or Wisdom) to
regaining hit points, this option has be able to spend a Recovery Die.
negligible effect in most campaigns.
For starters, few monsters ever survive With this option in play, the GM may
the encounter in which they appear. allow animal companions and familiar
Second, even if a monster survives, to benefit from different ways to spend
they seldom pursue the adventurers in Recovery Dice.
hopes of a rematch, and if they do,
most GMs don’t bother with the
require expenditure or presence
Slow Healing of Recovery Dice.
Lethality: ††
 Divine healing doesn’t cost or
You cannot expend Recovery Dice for
require Recovery Dice if the
healing after a short rest; you must
cleric and his patient worship
complete a long rest in order to spend
the same deity.
these dice.
 Certain kinds of healing don’t
require Recovery Dice, such as
Wound Thresholds the paladin’s Lay on Hands
Lethality: †††† feature.
One of Fifth Edition’s optional rules  If a character lacks Recovery
requires that a character can only Dice in his pool and receives
expend a Recovery Die if they use an healing, he gains half the effect,
application of a healer’s kit as part of rather than no benefit.
the process. Thus, no healer’s kit, no  As one possible alternative, a
healing from Recovery Dice. Along creature can benefit from
similar lines, this option prohibits all magical healing so long as it still
healing unless a character spends has at least one Recovery Die
Recovery Dice. remaining. A creature with no
remaining Recovery Dice
For example, if a character receives a cannot, however, benefit from
cure wounds spell, he must expend a any healing until it regains at
Recovery Die in order to receive the least one die.
healing. If the character is out of dice
for the day, then the cure provides no
benefit whatsoever. The same goes for ADDITIONAL OPTIONS
healing potions; if a character lacks any The following are a few more options
Recovery Dice in his pool, then the for using Recovery Dice in a campaign.
potion might as well be plain water. These options work best to tailor the
rules to fit a setting with a tone or
There are several additional options theme different from the Fifth Edition
you can include as part of this concept, baseline.
some of which soften the overall
lethality. Big Damn Heroes
 If a character has no Recovery Under the core rules, at 1st level you
Dice left and receives some form have one Recovery Die. With this
of healing (e.g., cure wounds), he option, you also start with a number of
receives the healing as Recovery Dice equal to your
temporary hit points, not Constitution modifier. Thus, a 1st-level
normal ones. character with a Constitution of 16 (+3)
 Higher-level or more powerful has 4 Recovery Dice; at 5th level, he
healing, such as heal, does not would have 8 Recovery Dice.
This option, especially when combined Keep in mind the two downsides of
with some of the ways of using this approach. First, it may mean that
Recovery Dice described in this book, players are less willing to use the
increases character power and Recovery Dice options in the first
effectiveness right from the start. It place—they may consider the cost too
elevates characters more towards high. Second, this increases the
superheroes in a sense, emphasizing amount of bookkeeping that GMs and
high fantasy and over the top players must do in the middle of the
adventure. action. This can bog down the game
and take away from the spontaneity of
There are several other ways you can combat.
further modify this option that add
even more a sense of pulp adventure
and heroics.
Low Magic
If you favor a low magic campaign
 Characters regain all their setting, this option requires
Recovery Dice after a long rest. spellcasters to expend Recovery Dice to
 Characters regain half their cast higher-level spells. Before
Recovery Dice after a short rest. establishing the exchange rate of dice
 Instead of selecting the +2 to spell levels, decide the cutoff level
ability increase or a feat, a between low magic and high. For
character could receive three example, one setting may consider
additional Recovery Dice. spells higher than 3rd level as extremely
rare, dangerous, or difficult to cast.
Another setting might be limited
Heroic Fatigue primarily to “hedge magic”; any spell
To help balance out the spending of over 1st level comes at a cost. Thus,
Recovery Dice and the benefits spells at or below the cutoff level do
thereof, you can add the accumulation not incur a cost (beyond expending the
of exhaustion levels for some (or all) spell slot). Spells above the cutoff,
the options provided in this book. This however, require expenditure of
represents a character not only using Recovery Dice to power them.
up some of his personal vitality, luck,
and energy (stealing from the future to After you set the spell level cutoff, you
pay for a benefit now), it also next determine the price to cast magic
represents the character pushing his over this level. The easiest, most
body, mind, and spirit past normal straightforward method is a cost of
limits. With most of these options, you one Recovery Die per spell level over
can simply impose one exhaustion the cutoff. With magic generally
level after the character has limited at 3rd level, for example, casting
accomplished what he wanted to do by a 5th-level spell would cost two
spending the Recovery Die. For some Recovery Dice. If you want magic truly
of the more potent options, you can rare and precious, the cost might come
exact multiple exhaustion levels. in multiples of dice per spell level over
the cutoff, say two Recovery Dice per
spell level over the cutoff. The higher
Wounded Recovery
One option that can improve character
the cost, the fewer spells that
survivability and durability involves
characters can and will cast—and the
using Recovery Dice and the wounded
fewer players will want to play
condition (see Fifth Edition Options,
spellcasters.
published by TPK Games). In brief, you
gain the wounded status when your
Alternatively, you can establish a
hit points fall to 10% or lower of your
simple cost of one Recovery Die to cast
hit point maximum. While wounded,
any spell, regardless of level, beyond
you suffer disadvantage on attack rolls,
the cutoff. This option still keeps magic
ability checks, and saving throws.
less commonplace, but imposes a less
severe restriction on spellcasters.
With this option, when you become
wounded, you can immediately use
You should also consider what
your reaction to expend a Recovery Die
spellcasting looks like, in the setting
to regain hit points. If doing so brings
itself, when a spellcaster draws upon
your hit points above the 10%
Recovery Dice to fuel his magic. Does
threshold, you are no longer wounded.
the casting leave him tired and
shaking? Does he need to offer up his
own blood as part of the process? New Threats
With this sourcebook, Recovery Dice
As part of a low magic setting, you become more valuable and versatile to
should also consider the role of magic characters, especially at lower levels.
items. Even in a campaign where Given this fact, it makes sense for you
magic is extremely rare, there are to throw in some new hazards and
usually a few magic items out there, dangers to threaten a character’s
waiting to be discovered. If you want to Recovery Dice. Some of the
emphasize the rarity of magic items, possibilities are described below.
you can tie their use into Recovery Dice
as well. After a character attunes with Diseases. Create a new disease, or
an item, he must spend a Recovery Die modify one of the existing ones, to take
every time he activates that item. If he away Recovery Dice, limit their use, or
has spent all his dice for the day, he limit their effectiveness.
can’t use the magic item. This
restriction doesn’t work as well with For example, consider one of the
items that are “always on,” such as diseases presented in the core rules,
weapons, armor, and shields, but it sewer plague. In addition to its other
works quite well for potions, scrolls, effects, the sufferer only recovers half
and items that require activation, such normal hit points from spending
as wands, staves, and so forth. Recovery Dice.

A disease could slowly deplete a


character’s reserve of Recovery Dice as
the illness progresses, such as the loss not to simply tell them outright). If too
of one die per day the disease many monsters steal or drain Recovery
continues. A disease could have other Dice, then players may become
effects, such as reducing the die value reluctant to spend those dice for other
of Recovery Dice by one step (e.g., d10 purposes, including the options
to d8, or d8 to d6) as long as the disease described in this book.
runs its course. You could even have a
disease “consume” Recovery Dice and Poisons. Like diseases, any existing
using them to make itself stronger— poison from the core rules could be
perhaps representing a parasitic modified or a new one created that
infection. includes loss of Recovery Dice, or
reduction of their effectiveness, as part
Life Drain. Undead are particularly of its effect.
appropriate creatures for stealing or
draining a character’s Recovery Dice. For example, you could modify burnt
Vampires, wights, and wraiths are othur fumes such that a character
good candidates. You can either give cannot spend any Recovery Dice as
these undead a special attack that long as they remained poisoned by it.
specifically drains a character’s
Recovery Dice, or you can combine this Spells. What if certain necromantic
effect with other ones, such as necrotic spells did more than steal hit points?
damage or reducing the target’s hit What if vampiric touch, for example
point maximum. also drained a Recovery Die from the
target and gave it to the caster? A spell
For example, consider the wraith’s Life such as ray of enfeeblement might take
Drain ability. You can add a Recovery away a Recovery Die in addition to its
Die element to this attack, making it reduction of Strength-based weapon
more dangerous. Thus, in addition to damage.
reducing the victim’s hit point
maximum, this attack could also drain Be cautious in permitting a spellcaster
a Recovery Die (or more than one) until to add a Recovery Die element to any
the victim completes a long rest. spell’s effects; doing so could
unbalance an encounter in surprising
The GM should tread carefully when ways, and resourceful players have a
adding this option to a monster’s tendency to repeatedly use a tactic or
attacks. At the least, you should trick once they discover how well it
provide your players with hints as to works.
the loss of Recovery Dice (if you prefer
OGL

Contents ©2016 Total Party Kill Games


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Recovery Dice Options ©2017 Total Party Kill Games; Authors Brian Berg, Rick Cox, Mark Hart and Nathan Sherrets.

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