Player Death

Danger is a common occurrence in the world of Rogue Odyssey. Whether it’s a dragon’s fiery breath, a deadly trap, or a collision with another ship, your character’s life is always on the line. Players should consider permanent death as a very real possibility and take risks accordingly in game.

Death Saving Throws

When your character drops to 0 Hit Points, they immediately gain the Unconscious condition. To determine if your character starts creeping closer to death, whenever you start your turn with 0 Hit Points, your character will make a Death Saving Throw. To do so, roll a d20. If the roll is 10 or higher, your character succeeds in making a Death Saving Throw. If the roll is 9 or lower, your character fails the saving throw.

Keep in mind that:

  • This roll doesn’t apply any modifiers. Your fate is decided by the luck of the dice.

  • If your character fails three Death Saving Throws, they die.

  • But, if your character succeeds on three Death Saving Throws, they manage to hang on to life in a stable condition. You still have 0 Hit Points and the Unconscious condition, but you are Stable and no longer in danger of dying (unless someone is still trying to kill you, that is.)

Critical Successes and Failures on Death Saves

  • Rolling a 20: If your character rolls a 20 on a Death Saving Throw, they regain 1 Hit Point, which removes the Unconscious condition. Seeing as you start your turn by making Death Saving Throws, this means you’ll pop back up with your action, Bonus Action, and movement at your disposal!

  • Rolling a 1: If your character rolls a 1 on a Death Saving Throw, they suffer two failures.

Taking Damage at Zero Hit Points

If some monster really wants you dead and attacks you while you’re down, it can speed you towards an early demise.

Taking any damage at 0 Hit Points makes you suffer an additional failure. But it gets worse. If you take damage from a Critical Hit, you instead suffer two failures instead. So for example, if the foe that downed you is hell-bent on finishing the job, has a Multiattack, and is within 5 feet of you, your odds don’t look too good if they get to attack again.


Instant Death

When you take damage and are reduced to 0 Hit Points, if there is still damage left over that equals your total Hit Points, you die immediately. No death saves.

Instant death can be the result of other effects, like dying due to the Disintegrate or Power Word Kill spells, or having your Strength reach 0 as a result of the Shadow’s Strength Drain attack. In this case, players skip Death Saving Throws and will need revival magic to continue to play their character.

If a party member is at 0 Hit Points, it’s crucial to try and heal them as soon as possible. Whether you use a healing spell, Potion of Healing, class feature, or Healer’s Kit, gaining any Hit Points back removes the Unconscious condition and resets the Death Saving Throws count.

Healing Word is one of the best options for reviving downed teammates. It’s a ranged option, can be performed as a bonus action, and only costs a level 1 spell slot. Plus, in the 2024 Player’s Handbook, it heals for 2d4 + spellcasting modifier, rather than just 1d4. Even if your party member gets dropped again in the next round, they will have reset their Death Saves failures so an errant natural 1 won’t kill them.

Stabilizing at Zero Hit Points

If you become Stable while rolling Death Saving Throws, you’re still Unconscious at 0 Hit Points, but you are no longer slipping toward your demise.

There are a number of ways to Stabilize when making Death Saving Throws:

  • Roll 3 successes on your Death Saving Throws

  • Have an ally use the Help action to make a DC 10 Wisdom (Medicine) check, stabilizing you on a success.

  • Have an ally cast Spare the Dying on you.

  • Have an ally with a Healer’s Kit take the Utilize action to expend one of the kit’s uses. They don’t have to make a Medicine check.

If your character has stabilized but remains unconscious, they will regain 1 hit point after 1 hour, which removes the Unconscious condition.