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Swords against tentacles!
Here's an idea I have for a house rule:
Desperate Gamble: As a bonus action whenever you have 1 hp or more, you may "spend" between 1 to 3 Death Save failures to gain a corresponding number of Hit Dice, which you then immediately roll to regain lost hit points. Hit Dice gained in this fashion do not against your regular Hit Dice which you use for healing during short rests. You can gain a maximum of 3 Hit Dice in this fashion until you make a long rest. If you are reduced to 0 hp, each Hit Dice gained in this fashion counts as an immediate Death Save failure. After you finish a long rest, the failed Death Saves reset.
Example: Durek the Dwarf, a 3rd-level Fighter with Con 16 and 31 hp max, is fighting a horde of orcs. He currently has only 5 hp left. As a bonus action, he chooses to spend 2 Death Save failures to gain 2 Hit Dice, and rolls 2d10+6 and regains 17 hp, bringing his new total up to 22 hp. Using this newfound reserve, he manages to fight off the orcs while suffering a few wounds, ending combat with 10 hp. Durek survived the orcs, but is now in a precarious situation: If he continues exploring the dungeon and suffers damage that brings him to 0 hp, he only gets to make one Death Save (instead of the regular 3 saves) because he has already accumulated 2 failures by trading them for hit points. If he needs to during his exploration, he could also choose to spend the last Death Save failure to heal again (1d10+3), but this would leave him with 3 accumulated failures, and any attack that brings him to 0 hp would immediately kill him!
So the idea here is to give PCs additional ability to heal themselves, but with a trade-off: Do I want more hit points now, but be at higher risk of death later?
Comments? What do you think are the pros and cons of such a house rule?
Desperate Gamble: As a bonus action whenever you have 1 hp or more, you may "spend" between 1 to 3 Death Save failures to gain a corresponding number of Hit Dice, which you then immediately roll to regain lost hit points. Hit Dice gained in this fashion do not against your regular Hit Dice which you use for healing during short rests. You can gain a maximum of 3 Hit Dice in this fashion until you make a long rest. If you are reduced to 0 hp, each Hit Dice gained in this fashion counts as an immediate Death Save failure. After you finish a long rest, the failed Death Saves reset.
Example: Durek the Dwarf, a 3rd-level Fighter with Con 16 and 31 hp max, is fighting a horde of orcs. He currently has only 5 hp left. As a bonus action, he chooses to spend 2 Death Save failures to gain 2 Hit Dice, and rolls 2d10+6 and regains 17 hp, bringing his new total up to 22 hp. Using this newfound reserve, he manages to fight off the orcs while suffering a few wounds, ending combat with 10 hp. Durek survived the orcs, but is now in a precarious situation: If he continues exploring the dungeon and suffers damage that brings him to 0 hp, he only gets to make one Death Save (instead of the regular 3 saves) because he has already accumulated 2 failures by trading them for hit points. If he needs to during his exploration, he could also choose to spend the last Death Save failure to heal again (1d10+3), but this would leave him with 3 accumulated failures, and any attack that brings him to 0 hp would immediately kill him!
So the idea here is to give PCs additional ability to heal themselves, but with a trade-off: Do I want more hit points now, but be at higher risk of death later?
Comments? What do you think are the pros and cons of such a house rule?

