D&D Hard Core House Rules In this campaign, the world does not care what level you are. You might find yourself in a position where running is your only option. Here, instead of magical healing, you will find blood, pestilence, broken bones, and wicked scars. Here, Your pile of hitpoints won’t be enough to save you. You will survive or perish by merit of wits, and luck alone. Character Options Setting Race Notes Human and human variant only Setting Class Notes: Paladin There are no paladins in this setting. Bard There are no bards in this setting. Cleric  Clerics may use the thaumaturgy cantrip but never get access to any other spells or spell slots. Additionally, at first level, take one extra feat and one extra class skill proficiency. Druid Druids may use the druidcraft cantrip, but never get access to any other spells or spell  slots.  Additionally, at first level, take one extra feat and one extra class skill proficiency. Fighter Fighters do not get the Second Wind ability. Additionally, take one extra class skill. Ranger Rangers can use Hunter’s Mark at will. At 3rd level they can cast primeval awareness at will. They may cast no other spells and do not have spell slots. Setting notes regarding wounds and healing Natural Healing Each long rest, if you are not in wounded status, you regain a number of hit points equal to half your character level (rounded up). In wounded status, natural healing is reduced to 1 hit point per day, provided that the wounded person remains bed ridden the entire time. Hit dice You can use a maximum of one hit die to heal HP per long rest. When a hit die is expended in this way, the hit die is spent permanently. Healing Potions Healing potions do not heal hit points. Instead, they can remove infection status. Dangerous Wounds When you take damage, you must roll a constitution save where the difficulty of the save is equal to  the damage taken. If this check is failed, the character is wounded. The DM chooses one of the following conditions to apply. Wounded status Blood loss Character takes 5 points of damage on their turn until Blood loss is removed. Additionally, if a character with the blood loss status attempts an action or reaction, or attempts to move more than 10 feet during their turn, they take an additional 5 HP of damage. Passing a healing check DC 10 by an ally, or dc 15 by the wounded character can remove blood loss status. Doing so requires the use of a healing kit. Infection Character no longer reduces fatigue on a long rest, and suffers cumulative exhaustion levels every day until infection is removed by a healing potion. Alternatively, a healing check DC 20 made by a character with the physician feat can remove one exhaustion level twice per day. If the infected character has zero exhaustion levels, the physician can remove the infection status without the use of a healing potion. Skeletal Fracture Character has a broken bone. The DM will decide which bone is broken. Once medical attention is received for a broken limb, the character will require 8 weeks to heal, minus a number of weeks equal to the character’s constitution bonus. Arm: The character drops anything they were holding in that arm, and has disadvantage on any actions or reactions. A successful medicine check dc 10 to bind and splint the limb with the use of a healing kit will allow actions and reactions without disadvantage again. The character can not use tools or weapons that require use of that arm, or carry anything in that arm for the duration of the status. Leg: movement is reduced to zero.. In addition, when a leg is broken, the character is knocked prone. A successful medicine check DC 15 to bind and splint the limb will allow the character to walk with crutches at half speed, or one crutch at a speed of 10 .