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Death saving throw modifiers?


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Warforged can treat all death saving throws as a 10 so they never bleed out but can eventually get back up when they roll a 20 and spend a surge.
But anything else that grants a bonus to a saving throw also affects bleeding out.
 

Humans - Human Perseverance +1
Warlocks - Fate of the Void +1 or with Improved Fate of the Void +2, Cumulative
Ring of Protection - +1
Bloodthread Armor - (0 or less = Bloodied) +2

Power that grants a Saving Throw with bonus:
[Must be either used on you from an outside source]
Cleric/Paladin
Channel Divinity: Divine Mettle - +Cha

Cleric:
Divine Aid - +Cha mod
Hallowed Ground - +2

Paladin:
Cleansing Spirit - +2
(Justicar)Just Spirit - Reroll
(Justicar)Just Shelter - +1 [When in range]

Fighter:
? Unyielding Avalanche: +1[Self] (Unsure, not certain what happens with stances when a person drops unconscious)

Warlord:
Shake it off - +Cha
? Hero's Defiance - Auto-Success (Unsure, Success = Stabilize or No Change?)
Battle On(Inspiring) - +Cha


Those are the only things I found so far.
 

Gunpowder said:
Warforged can treat all death saving throws as a 10 so they never bleed out but can eventually get back up when they roll a 20 and spend a surge.
But anything else that grants a bonus to a saving throw also affects bleeding out.

They can take 10 or roll... not both. Rolling is a risk to them. If they want to take 10 they'll need to wait for someone to help them.
 


But that is still not an auto take ten, cause if i want i can still suffer effects.. or of i roll 15, i offcourse wont be taking 10..
 


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