Dying Revisited
When a character is reduced below 0 hit points, they gain the dying condition (or increase their dying condition one step if they already had it). A dying character has only one act per turn, has their move speed reduced by half, makes attack rolls; skill checks; and saving throws at disadvantage, suffers a -4 penalty to AC and CMD, and has a penalty to all rolls equal to their dying level. The dying condition is measured in levels from 1 to 10 beginning at level 1 with each level representing a character's slip toward death. If a character would ever increase their dying level beyond 10 they instead immediately die. While at negative hit points, taking actions which require little effort do not risk further injury, but performing any action the GM deems strenuous - including some free actions such as casting a Quicken Spell spell - deals 1 point of damage after the completion of the act and increases the dying condition one step.
On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 12 Constitution check to become stable. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, they suffer 1d4 damage per level of dying in secret damage. Before rolling, a character may push themselves by increasing their dying condition 2 levels. Regardless of the result, and provided the character did not die as a result of a failed check, the creature may act as though staggered instead of having only one act for that turn. A dying character must make concentration checks to cast spells as though they were taking persistant damage. The DC is equal to 10 + Dying level + level of spell. If a dying character has an amount of negative hit points equal to double its Constitution score, it dies. StableA character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. Such characters retain their levels of dying and all associated penalties but are no longer at risk of losing hit points or required to make stabilization checks at the start of their turn. A stable character who performs a strenous act as described in the dying condition suffers 1 point of damage after the completion of the act, increases their dying condition one step, and loses the stable condition. Unless the action increased the disabled character’s hit points, they are now in negative hit points and dying.
Levels of Dying and healingUpon regaining non-negative hit points, the penalties associated with the dying condition cease to apply. However, the character's level of dying remains. Should the character be reduced to negative hit points again, their dying condition increases by 1 and the penalties resume. To remove a character's levels of dying, they must be healed to at least half-health or be allowed to naturally recover. A full night's rest reduces your dying condition by 1 level in adition to the normal healing. Complete bed rest reduces the dying condition by 2 levels.
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