System: Last Stand

by Niv

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Last Stand

Heroic characters have a tendency to make the most of their last moments. Whether it's stoically standing their ground against an evil archer so their allies can escape, or using their dying breath to lay a curse upon their foes, fantasy is rife with examples of characters who push through their own death to leave a meaningful and lasting impression on their allies even as they perish.

These optional rules replace the rules for Dropping to 0 Hit Points from the Basic Rules.

Dropping to 0 Hit Points

When you drop to 0 hit points, you either die outright or are dying, as explained in the following sections.

Instant Death

Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum.

For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies.

Dying

If damage reduces you to 0 hit points and fails to kill you, you fall prone and are dying (see below). If you regain any hit points, you are no longer dying.

Death Saving Throws

Whenever you end 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. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw.

Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail and gain a level of exhaustion. If you gain 3 successes, you are no longer dying and are stable. If you roll a natural 20 on, you regain 1 hit point, and are no longer dying.

Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you gain a level of exhaustion. If the damage equals or exceeds your hit point maximum, you suffer instant death.

Stabilizing a Creature

The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw.

You can use your action to administer first aid to a dying creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check. A creature that is successfully stabilized is no longer dying, and is stable.

Condition: Dying
  • A dying creature who takes the Attack or Cast a Spell action gains a level of exhaustion.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • At the end of the creature's turn, it must make a death saving throw or gain a level of Exhaustion.
Condition: Stable
  • A stable creature who takes the Attack or Cast a Spell action becomes dying at the end of their turn, unless they have 1 or more hit points.
  • The creature automatically fails Strength and Dexterity saving throws.
  • Attack rolls against the creature have advantage.
  • The creature stops being stable, and must start making death saving throws again, if it takes any damage.
  • A stable creature that isn't healed regains 1 hit point after 1d4 hours.

Monsters and Death

Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall prone and dying.

Mighty villains and special non-player characters are common exceptions; the DM might have them gain the dying condition and follow the same rules as player characters, or might allow some creatures to be dying, but unconscious.

Falling Unconscious

At your choice, when your character is reduced to 0 hit points you can instead choose to have them fall unconscious. Your character is stable, instead of dying.

Credits

Last Stand
 

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