Accelerate Healing and Rapid Recovery (3.5e Variant Rule)

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Accelerate Healing[edit]

Accelerate healing is a non magical creature's ability that replace creature's natural healing rate. Accelerate healing rate can change between 1 hit point per hour to 1 hit point per 12 hours, and never out of this range, which meant to keep this ability balanced.

Accelerate healing is stronger than natural healing, but weaker than fast healing, it definitely isn't enough to keep dying creature from death; even in its fastest rate, it is still isn't fast enough to heal mid-encounter. It grant creatures no advantage in fights, only allow them to recovering from those fights faster.

Some of the creatures who have this ability are also more resilient to intoxication (bonus to Fortitude checks); if they are, the bonus will be stated in the describe of this ability in their data.

Rapid Recovery[edit]

This ability works similarly to accelerate healing, but is stronger. Rapid recovery rate can change between 1 hit point per minute to 1 hit point per 30 minutes, and never out of this range, which meant to keep this ability balanced.

Rapid recovery is stronger than accelerate healing, but still weaker than fast healing. Unlike accelerate healing, its more faster rates may be enough to keep dying creature from death, and also are fast enough to heal mid-encounter, in case the encounter is long. It grant creatures some advantage in fights, however only a minor one.

Creatures who have this ability are also more resilient to intoxication (bonus to Fortitude checks); the bonus is stated in the describe of this ability in their data.



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