D&D General Dying & Death Saves Homebrew Suggestions/Feeback [+]

el-remmen

Moderator Emeritus
Here is a set of house rules for dying that we've been using in my 5E games for a few years now, having been tweaked here and there over time until the version below is what I am proposing for my Homebrew Rule set, VF5E.

The super short version is that being at 0 HPs and Dying, does not mean you are automatically unconscious and unable to act.

The things it does that I like are that it gives Death Saves an additional layer of stakes through which to perform heroic (or sneaky acts). There is a shift in energy and drama when there is someone dying but conscious on the table and what they will do with those one or two rounds? Will they drink a potion or take revenge? It works best, in my opinion, is when something happens as it did in a recent session, when the PC paladin was dying at the same time as his protege NPC sidekick and he used his action to heal the sidekick, knowing he might fail his death save next time around and not get to heal himself before falling unconscious (the rest of the party was kinda stuck fighting undead). I also like the mechanic allows for someone to fall in and out of consciousness!

One side effect of this that I consider more neutral, is that Dying characters who are still acting can still pose a threat to enemies, meaning they are opening themselves up to being targeted while vulnerable. On the one hand, this also builds drama and adds a point of tactical consideration, but on the other hand, as a DM, I sometimes feel like a jerk when I have enemies target downed PCs when it makes sense (even though my players would not want it any other way).

The one potential negative we ran into was the peculiar case of druids. If a Dying druid of 2nd level or higher can take an action, then they can use Wildshape (2014) to gain a new pool of temporary hit points (but not capital T Temporary Hit Points ;) ) through which to do stuff while delaying the dying condition. Maybe this is not a big deal, but when it made defeating a druid antagonist in one adventure extremely more difficult, it gave me pause and then the PC druid started doing it. We put a moratorium on being able to wildshape while dying in our current game, but am considering lifting it.

Below are the rules as we use them currently, starting with the Dying Condition (which comes along with it the Prone and Dazed conditions), followed with rules for Death Saves. I cribbed the Dazed condition off Flee, Mortals! as a kind of lesser stunned condition.

Dying. A Dying creature has dropped to 0 Hit Points. They immediately lose concentration on any spell they are maintaining, fall Prone, and cannot get back up until they regain Hit Points. At the beginning of a Dying creature's turn they must make a Death Save [see Death Saves]. A Dying creature with more Death Save failures than Successes is unconscious. A Dying creature that is still conscious is Dazed, and can only take an Action, Bonus Action, or move (crawl) on their turn. The only actions a Dying creature can take are the Attack, Cast a Spell, or Use an Object Actions, but they cannot cast any spells with a concentration duration or a casting time longer than 1 Action. The Dying creature suffers Disadvantage on any Strength or Dexterity based ability checks or saving throws, and on any attack they make.

Dazed. A dazed creature can only take an Action or Bonus Action or move its Speed on its turn. It cannot take Reactions.

Death Saves
A creature at 0 Hit Points is Dying [see Dying Condition]. At the beginning of each of its turns it must make a Death Save, which is an unmodified d20 roll against DC 10. If the Dying creature earns 3 successful Death Saves, they are stabilized. If the Dying creature earns 3 Death Save failures, they die. If at any time the Dying Creature has more Death Save failures than successes they fall Unconscious (and can wake back up if this ratio changes).

If the Dying creature rolls a natural '20' on their Death Save, it automatically stabilizes and gain 1 Hit Point. If they roll a natural '1', this counts as 2 failures. A Hero Die can be spent to make a failed Death Save you earned this turn into a success.

If you take any damage while Dying, you automatically suffer two failed Death Saves.

Stabilizing
If you stabilize while conscious, you still suffer the penalties for the Dying condition until you've had 1d4 hours of rest. The DM makes this roll in secret. If you participate in even light activity, you must begin the rest again. If you are unconscious, you remain that way for 1d4 hours. After this time, you regain 1 Hit Point. During this time you no longer have to make Death Saves unless you take damage again. You cannot begin an effective Short or Long Rest unless you have at least 1 Hit Point.

Failed Death Saves
Failed Death Saves stay with you. If you fall to 0 Hit Points, earn a failed Death Save, are healed, and then fall to 0 Hit Points and are Dying again, you begin with 1 failed Death Save. All failed Death Saves are removed after a Long Rest. They can also be removed with the Lesser and Greater Restoration spells. [note: the former removes 1 failed Death Save. The latter removes all].
 

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Oops I meant to include the Lingering Wounds rules but realized they are not ready - but basically when you have 2 Failed Death Saves, you make a CON save with the resulting number determining if and how severe a Lingering Wound you may have. I am still working on the table.
 

Example:

Jekko the wizard falls to 0 HPs from a goblin club attack that happened on its turn. Jekko falls prone and is Dying. He cannot take Reactions, but he is still conscious. On his turn, Jekko immediately makes a Death Save. If it were an 11, SUCCESS! He is conscious but remains Prone and is Dazed. He can only take an Action, Bonus Action, or move (crawl). Seeing the body of the fallen NPC cleric nearby, and thus a potential source of potions of healing, he chooses to crawl 10 feet over there. That is all he can do. On his next turn, he must make another Death Save. This time he fails, but since he does not have more failures than successes, he remains conscious. Unfortunately, there are no obvious potions in sight, so he chooses to use his Action to search the body, making an Intelligence (investigation) check, however this is made at Disadvantage because of the Dying condition. He rolls a 12 and 16, both of which would have been good enough to beat the DC 8 the DM gave finding the potion on the already dead cleric. In the following round, the battle with the goblins having moved further down the hall, Jekko makes another Death save, if he makes it he will have two successes and 1 failure, still be conscious and be able to drink the potion and save himself. If he fails, he falls unconscious and the potion falls unimbibed from his hands. Furthermore, assuming he survives, because he has 2 failed saves, he has to roll on the Lingering Wound table by making a CON save.
 

I was just editing and reshaping this into a blog post for HOW-I-RUN-IT.com and I figured I'd give this a bump since it seems like posting it on a Sunday means fewer eyes got on it. Just seeing if there is any other feedback to continue when I write about it.
 

I like these.

I’m not quite as much a fan of failed death saves hanging around all day, but maybe it’s not so bad with 2024 healing spells.

Honestly I’d probably just leave in the moon druid “loophole” - druids being hard to kill would be a known thing in-universe so it becomes more reasonable for enemies to focus on downed druids before they turn into a bear and undo all that hard work!
 

My take is it’s over complicating things. Your establishing the character is prone and can’t maintain concentration. Than they can fall unconscious with a death save.

That’s already a pretty solid penalty. Your speed js reduced, you can’t hit well, you can get hit easily, and any damage is two death failures (regular rules require a crit).

I think that’s plenty. The character can act but it’s already limited and there’s a ton of danger to that action. Feels great. More than that is complicated overkill
 

I just hate the term "Failed Death Save". It's both too long and too vague. Actually, it's not its vague-ness that bothers me. That's okay, in that it represents quite a lot of things that could be happening. It's just not evocative of any of those things.

It's like how I much preferred 3e's Fortitude Reflex and Will Saves over 2e (and previous) "Save vs Spell. Or Death. Or Rod, Staff, or Wand.". The latter didn't really imply any particular method for what anyone was doing when they saved.

Which is why I prefer the term "Wound" in place of "Failed Death Save". Like most words in D&D, it wouldn't always have to be an actual wound that is being represented, but the description starts there. YMMV, clearly.
 


any damage is two death failures (regular rules require a crit).

Oops! I think you are right. That was an oversight that somehow got regularized when developing these rules, when it should have been fixed earlier. It should only be 1 failure.

As for the complication, I feel ya. . . but I will say, that the level of engagement it requires from a character who would otherwise just be unconscious keeps thing interesting for those who would have been out of the fight. In using a version of these rules in my 5E games since around 2021, the complication has not been an issue so far.
 

I am not a fan either, but I tolerate it because it is the term players already know, so it makes sense in the context of play and everyone knows what it means.
I follow you and sympathize, but having made the change, I have found that two things have happened: 1) Everyone "gets" it really quickly when you say, "Failed Death Saves are called Wounds". 2) The word change makes players take them more seriously (from a role-play perspective, they take them mechanically seriously enough as it is). Even when the mechanics would be the same either way.

I have been happy with both results.
 

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