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Dying & Negative HP

If a creature is reduced below 0 hp, they fall unconscious and into a dying state. Their health can continue to lower into the negatives due to ongoing affects such as bleeding, or enemy attacks. Should their negative health become as large as their maximum health pool, they die instantly. In addition - falling into this state may force the character to roll a savings throw for their armor and/or items, depending on the circumstances of their injury.  

Dying

On the dying creature's turn, perform a death saving throw, which is not modified by any ability unless explicitly for death saving throws. The creature rolls a d20 every round while dying until they run out of death saving throws and die, or stabilize.  
  • 1-9: Failure - consume a death saving throw.
  • 10-19: Nothing happens
  • 20: Stabilize
 

External intervention

Another creature can attempt a medicine check (using an appropriate kit), where the DC is 5 + (1/2 amount of the dying creature's negative hp). For example, if a creature had 7 hp and took 17 damage, they are now at -10 hp. The DC for a heal check to stabilize would then be 5 + (5) = 10.   A creature can also cast healing spells or administer curatives such as healing potions on the dying. Hit point recovery starts at the negative number. For example: If a creature is at -7 hp, and is given a healing potion that restores 9 hp, that creature is now at 2 hp. A healing spell or curative may not stabilize a creature if it is not powerful enough, but it does reduce the heal check DC to stabilize.  

Death saving throws

All players get 3 death saving throws. Death saving throws are only recovered when a player performs a long rest at full hit die. A player can recover a maximum of 1 death saving throw per long rest.

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