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<blockquote data-quote="el-remmen" data-source="post: 8927126" data-attributes="member: 11"><p>This is what my group has been using since last summer (based on Think DM's "<a href="https://thinkdm.org/2020/08/01/death-saves-revived/" target="_blank">Death Saves Revived</a>"). I moved the death save to the end of the turn, allowing for dramatic action before someone drops off to death or unconsciousness.</p><p></p><p>-------------------------------------------------</p><p>When a you drop to zero hit points, you are dying. You fall prone and automatically drop concentration on any spells or abilities requiring it, but you are not unconscious.</p><p></p><ul> <li data-xf-list-type="ul">A prone creature at zero hit points' only movement option is to crawl (half speed rounded down). You cannot stand.</li> <li data-xf-list-type="ul">You have disadvantage on Attack rolls, ability checks, and Strength and Dexterity saves.</li> <li data-xf-list-type="ul">Melee attack roll against you have advantage.</li> </ul><p></p><p>At the end of your turn, you make a DC 10 Death Save (unmodified d20 roll). As long as you have more successful death saves than failures you remain conscious, but your effectiveness diminishes with each failed save.</p><p></p><ul> <li data-xf-list-type="ul">0 Failed Death Saves: Prone (Cannot Stand)</li> <li data-xf-list-type="ul">1 Failed Death Save: Incapacitated (you can’t take Actions or Reactions)</li> <li data-xf-list-type="ul">3 Failed Death Saves: Dead</li> <li data-xf-list-type="ul">More Fails than Saves: Unconscious (you can’t move or speak, are unaware of your surroundings, drop whatever you are holding, automatically fail Strength and Dexterity Saving Throws, Attack rolls against you have advantage, any Attack that hits you is a critical hit if the attacker is within 5 feet. The blow counts as two death save failures).</li> </ul></blockquote><p></p>
[QUOTE="el-remmen, post: 8927126, member: 11"] This is what my group has been using since last summer (based on Think DM's "[URL='https://thinkdm.org/2020/08/01/death-saves-revived/']Death Saves Revived[/URL]"). I moved the death save to the end of the turn, allowing for dramatic action before someone drops off to death or unconsciousness. ------------------------------------------------- When a you drop to zero hit points, you are dying. You fall prone and automatically drop concentration on any spells or abilities requiring it, but you are not unconscious. [LIST] [*]A prone creature at zero hit points' only movement option is to crawl (half speed rounded down). You cannot stand. [*]You have disadvantage on Attack rolls, ability checks, and Strength and Dexterity saves. [*]Melee attack roll against you have advantage. [/LIST] At the end of your turn, you make a DC 10 Death Save (unmodified d20 roll). As long as you have more successful death saves than failures you remain conscious, but your effectiveness diminishes with each failed save. [LIST] [*]0 Failed Death Saves: Prone (Cannot Stand) [*]1 Failed Death Save: Incapacitated (you can’t take Actions or Reactions) [*]3 Failed Death Saves: Dead [*]More Fails than Saves: Unconscious (you can’t move or speak, are unaware of your surroundings, drop whatever you are holding, automatically fail Strength and Dexterity Saving Throws, Attack rolls against you have advantage, any Attack that hits you is a critical hit if the attacker is within 5 feet. The blow counts as two death save failures). [/LIST] [/QUOTE]
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