D&D 5E Second Wind Regeneration

S'mon

Legend
As written, Second Wind lets Fighters bypass the hit dice limitation on self healing and effectively regenerate every hour. I'm using the Slow Healing DMG option so that doesn't work for me. IMC I'm changing it to:

"Second Wind
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your
fighter level. Once you use this feature, you must finish a short or long rest (and have taken damage from combat etc - not self-inflicted) before you can use it again."
 

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This remains the mountain out of a molehill it was when we had multiple huge threads about it last year. A short rest is described as "a period of downtime at least one hour long." A short rest is as least one hour; that doesn't mean that every hour between combat counts as a short rest.
 

I like second wind in a Slow Healing game. It gives the fighter more durability, which seems like a perfect fit to me. I mean how often do you actually rest more than one hour before moving on anyways? Not often. And on the rare occasion you do, cool, fighter is ready to fight again. Sounds about right to me.

On the other hand, we use a modified Injuries & Setbacks table, so "lingering wounds" manifests in other ways unconnected with HPs.
 


I like second wind as a DR reaction. That way you have to take damage to use it.

But I do high healing rates but add a long term injury mechanic.
 

Make second wind a reaction to taking damage instead of a bonus action.

Brilliant -but the players who WILL abuse such things will be plucking themselves with daggers (or getting the wizard with an 8 STR to do it) right before each short rest. :)

That said, I don't believe such a rule should be changed, it just needs the proverbial DM "boot to the head" and a little group peer pressure to knock off such silly hijinks.

At most, if it becomes a problem, I would institute a house rule that says you can short rest up to two times per 24 hours - more than that does not give any real benefit. It would be like someone lazing around all day - after a point it makes you feel WORSE instead of better.
 
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Brilliant -but the players who WILL abuse such things will be plucking themselves with daggers (or getting the wizard with an 8 STR to do it) right before each short rest. :)

That said, I don't believe such a rule should be changed, it just needs the proverbial DM "boot to the head" and a little group peer pressure to knock off such silly hijinks.

At most, if it becomes a problem, I would institute a house rule that says you can short rest up to two times per 24 hours - more than that does not give any real benefit. It would be like someone lazing around all day - after a point it makes you feel WORSE instead of better.
'

here is the house rule for that: "IF you try to cheese the system, or I just feel you are tyring to, take 10d6damage..."
 

Second Wind (in slow healing game): As a Bonus Action, if you have taken damage since your last Turn, gain Temporary HP equal to 1d10 + your Fighter level. You cannot use this ability again until after you take a Short or Long Rest.

This keeps the purpose of the ability in line with the slower healing option, IMO. The fighter will still wear down over time, but at a much slower rate than everyone else.
 


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