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Death Saving Throw

 

Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life.

  • Roll a d20. This saving throw isn't tied to any ability score, but can be aided by spells and features that improve your chances of succeeding on a saving throw.
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  • If the result is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself.
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  • On your third success, you become stable. On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind.
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  • When you roll a natural 1, it counts as two failures. If you roll a natural 20, you regain 1 hit point and thus are no longer unconscious. 
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Additional rules on death saving throws:
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  • The number of successes and failures is reset to zero when you regain any hit points or become stable. 
 
  • If you take any damage while unconscious and stable, you stop being stable and must start making death saving throws again.
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Instead of gambling for survival via death saving throws, you can heal or at least proactively  stabilize the creature with zero hit points.
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