Aspect Codex
Regeneration
Regeneration is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
What This Aspect Does
Regeneration defines a character's supernatural focus, training profile, resource model, and power family. This page is structured so each separate power can become its own linked entry instead of being buried inside a character sheet.
Power Links
Close Cut
Force a small wound closed. Regain hit points equal to 1d6 + your WIS modifier. This cannot restore hit points above half your maximum hit points.
Pain Check
When you take damage, brace your body and begin repair. Reduce the damage by 1d6 + your WIS modifier. If this reduces the damage to 0, you may also end one bleeding effect of Tier 0 or lower on yourself.
Rapid Clot
When you take piercing, slashing, poison, acid, or ongoing bleed damage, your blood thickens and tissue seals. Reduce the damage by 1d8 + your WIS modifier and end one mundane bleeding effect on yourself.
Second Wind
Draw on your body’s reserve healing. Regain 1d10 + your Regeneration tier + your WIS modifier hit points. If you are bloodied or below half your maximum hit points, also stand from prone without spending movement.
Ignore Ache
For the duration, you ignore nonmagical pain, soreness, bruising, fatigue from minor exertion, and cosmetic injury. You have advantage on CON saves made to maintain activity despite discomfort, cold, heat, hunger, or thirst.
Clean Wound
Purge infection, dirt, splinters, venom residue, and minor disease from your own wounds. End one mundane poison, infection, or disease symptom of Tier 1 or lower affecting you. You also regain hit points equal to your WIS modifier.
Fast Healing
Your body knits continuously. At the start of each of your turns for the duration, regain hit points equal to your WIS modifier if you have at least 1 hit point. This healing cannot restore hit points above half your maximum hit points.
Scar Seal
Close old and new wounds cleanly. Remove one visible scar, limp, minor burn mark, nonmagical skin condition, or cosmetic injury from yourself, or regain 2d8 + your WIS modifier hit points.
Poison Rejection
When you fail a save against poison or take poison damage, violently purge it. Reduce the poison damage by 2d8 + your WIS modifier, and you may immediately repeat the saving throw against one poisoned condition affecting you.
Bone Set
Reset fractured bone, torn muscle, twisted joints, or similar physical trauma in yourself. End one Tier 2 or lower effect reducing your speed, imposing disadvantage on STR or DEX checks from injury, or preventing the use of one limb.
Regenerative Pulse
Trigger a burst of tissue repair. Regain 3d8 + your WIS modifier hit points. If you are below half your maximum hit points, you also gain temporary hit points equal to your WIS modifier.
Fight Through
When you would become prone, grappled, restrained, slowed, stunned until the start of your next turn, or knocked unconscious by nonlethal damage, make a CON save against the triggering DC. On a success, the condition fails to affect you.
Wound Memory
Your body remembers its preferred form. You have advantage on saves against effects that maim, scar, deform, petrify, age, or permanently alter your body. After a long rest, you may restore one minor physical alteration to your original form.
Share Regeneration
Touch one willing creature and transfer a small portion of your regenerative rhythm. The target regains hit points equal to 2d8 + your WIS modifier now and gains temporary hit points equal to your WIS modifier at the start of each of its turns for the duration while within 30 ft. of you.
Regenerative Hide
Your skin, scales, scar tissue, or flesh toughens and immediately repairs shallow harm. For the duration, gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. At the start of each of your turns, regain hit points equal to your WIS modifier if you are below half your maximum hit points.
Burn Recovery
When you take acid, cold, fire, lightning, necrotic, or radiant damage, your body overcorrects. Reduce the damage by 4d8 + your WIS modifier. If the damage is reduced to 0, regain hit points equal to your WIS modifier.
Purge Condition
Force your body back toward function. End one blinded, deafened, poisoned, diseased, slowed, prone, grappled, restrained, or exhaustion effect of Tier 4 or lower affecting you.
Blood Reservoir
Your body stores emergency vitality. When you finish a short or long rest, gain temporary hit points equal to 4d8 + your WIS modifier. While you have these temporary hit points, you have advantage on death saving throws.
Limb Regrowth
Regrow or reattach one lost finger, toe, ear, eye, tooth, hand, foot, limb, tail, horn, or similar body part. A complex organ, head, or vital body core cannot be restored by this power. If the severed part is present, the process takes only an action.
Trollblood
For the duration, regain 10 hit points at the start of each of your turns if you have at least 1 hit point. If you take fire or acid damage, this healing does not occur at the start of your next turn.
Diehard
When you drop to 0 hit points and do not die outright, make a CON save against DC 10. On a success, you drop to 1 hit point instead. Each time you use this again before finishing a long rest, the DC increases by 5.
Renewing Strike
Make a melee power attack as your body converts aggression into repair. On a hit, the target takes 6d8 bludgeoning damage, and you regain hit points equal to half the damage dealt.
Regeneration Dominion
Your Regeneration powers ignore effects that reduce healing by half unless the effect is Tier 6 or higher. You age at half the normal rate, recover twice as many hit dice during rests, and have advantage on saves against disease, poison, and exhaustion.
Greater Regeneration
For the duration, regain 15 hit points at the start of each of your turns if you have at least 1 hit point. If you take fire, acid, or necrotic damage, this healing is reduced to 5 hit points at the start of your next turn.
Organ Reset
Repair damaged organs, deep infections, internal bleeding, shattered bones, ruined senses, and similar severe bodily harm. End one blinded, deafened, poisoned, diseased, paralyzed, stunned, or exhaustion effect of Tier 6 or lower affecting you if it has a bodily cause.
Regenerative Burst
When you take damage, release a pulse of uncontrolled healing tissue and vitality. Reduce the damage by 6d8 + your WIS modifier. You and allies of your choice in the emanation regain hit points equal to your WIS modifier.
Perfect Recovery
Restore yourself with extreme speed. Regain 7d10 + your WIS modifier hit points and end one condition of Tier 7 or lower affecting you that your body could physically recover from, including blinded, deafened, poisoned, diseased, paralyzed, stunned, restrained, or exhaustion.
Reattach Self
When a body part is severed, destroyed, petrified, or transformed by an effect of Tier 7 or lower, immediately regrow it or reassert its true form. If the effect would have killed you solely by removing that part, you survive at 1 hit point.
No Scar Left
Touch yourself or a willing creature. Remove nonmagical scarring, disfigurement, missing minor tissue, burn marks, brand marks, lingering pain, and cosmetic damage. If used on yourself, also regain hit points equal to 7d8 + your WIS modifier.
Predatory Renewal
For the duration, when you deal melee damage to a hostile creature, regain hit points equal to your WIS modifier. Once per turn, if you critically hit or reduce a hostile creature to 0 hit points, regain 4d8 additional hit points.
Immortal Tissue
Your body constantly corrects itself. You are immune to mundane disease and poison, and you have advantage on saves against magical disease, poison, petrification, polymorph, aging, and exhaustion. Lost minor body parts regrow over a long rest.
Regrow From Ruin
When you would die from damage and at least a heart, brain, soul-anchor, or fist-sized piece of your body remains, survive at 1 hit point instead. You immediately regrow enough body to act, though missing gear is not restored.
Regenerative Aura
Your regenerative field spills outward. You regain 10 hit points at the start of each of your turns. Allies of your choice in the emanation regain hit points equal to your WIS modifier at the start of their turns if they have at least 1 hit point.
Adaptive Survival
When you take acid, cold, fire, lightning, necrotic, poison, radiant, or thunder damage, reduce it by 8d8 + your WIS modifier. For the duration, you gain resistance to that damage type. If you already have resistance, gain temporary hit points equal to the damage prevented.
Sovereign Regeneration
Your Regeneration powers ignore healing reduction and effects that prevent regrowth unless those effects are Tier 9 or higher. You are immune to mundane aging, disease, poison, scarring, bleeding, and exhaustion from exertion.
Undying Body
For the duration, regain 25 hit points at the start of each of your turns if you have at least 1 hit point. If you take fire, acid, necrotic, or disintegration damage, regain only 10 hit points at the start of your next turn.
Reject Transformation
When an effect would transform, petrify, age, disintegrate, sever, mutate, or body-control you, make a CON save against the effect’s DC. On a success, the effect fails against you. On a failure, reduce any damage from the effect by 9d8 + your WIS modifier.
Return From Death
If you died within the last minute and any meaningful remains or soul-anchor persist, your regeneration restarts. You return to life with 1 hit point, regrow enough body to survive, and gain temporary hit points equal to 9d10 + your WIS modifier.
Perfect Regeneration
For the duration, regain 50 hit points at the start of each of your turns if you have at least 1 hit point. You also regrow any missing non-vital body part at the start of your next turn and end one bodily condition of Tier 10 or lower at the end of each of your turns.
Reform From Nothing
When your body is destroyed, disintegrated, consumed, or scattered, your regeneration rebuilds you from a soul-anchor, blood memory, or smallest surviving trace. You reform in the nearest safe space with 1 hit point at the end of the duration. If your soul is trapped or erased, this power fails.
Immortal Form
You no longer age unless you choose to, cannot be scarred or maimed permanently by effects below Tier 10, and cannot die from disease, poison, blood loss, organ failure, suffocation, or ordinary bodily decay. You still die if your soul is destroyed, your regeneration is suppressed by a Tier 10 effect, or a story condition overcomes your body.
The Body Remembers
Awaken mythic regeneration tied to your original, ideal, or chosen body. Define its principle with the GM: body that cannot be scarred, bloodline that always returns, heart that regrows a hero, flesh that remembers truth, or a wound that heals the world. It can restore an impossible bodily loss or establish a lasting regenerative story effect, ending only by Tier 10 anti-life, soul destruction, divine intervention, or a story condition set when used.
Characters With This Aspect
No character is linked to this aspect yet.