Death Saving Throws#
Lingering Wounds & Safe Havens#
π Standard 5e Rules (Quick Reminder)#
When your Hit Points drop to 0, you fall unconscious and begin making Death Saving Throws:
- Roll 1d20 vs DC 10 at the start of your turn
- 3 Successes = You stabilize with 1 HP
- 3 Failures = Your character dies
- Natural 20 = You immediately wake up with 1 HP
βοΈ House Rule: Persistent Death Save Failures#
In this campaign, death is more persistent. Failed death saves leave lasting wounds that don’t go away when you’re revived.
How It Works#
When you fail a Death Saving Throw, that Failure slot remains marked even after you’re healed or stabilized.
Example:
- You drop to 0 HP and fail 2 death saves before being healed
- You wake up with HP restored
- But those 2 failure slots remain crossed out
- Later, you drop to 0 HP again
- You now only have 1 failure left before permanent death
The Deadly Consequence#
**π If all 3 Failure slots are marked:** The next time you drop to 0 HP, **you die instantly** with no Death Saving Throws.
π‘οΈ Recovering Failure Slots: Safe Spots#
The only way to clear your marked Failure slots is by taking a Long Rest at a Safe Spot.
What is a Safe Spot?#
Safe Spots are secure locations designated by the DM where your character can truly rest and recover:
- Sanctified temples
- Fortified taverns
- Protected campsites
- Friendly strongholds
- Bureau safehouses
**ποΈ Safe Spots** are clearly marked by the DM. When in doubt, ask: "Is this location safe enough for full recovery?"
Full Recovery#
When you complete a Long Rest at a Safe Spot:
- β All HP restored (as normal)
- β All spell slots restored (as normal)
- β All hit dice restored (as normal)
- β All Death Save Failure slots cleared
π Tracking Your Death Save Status#
Keep track of your Death Save status on your character sheet:
Death Save Failures:
β β β (All clear - fresh character)
β β β (1 failure marked)
β β β (2 failures marked - getting dangerous!)
β β β (3 failures marked - next time you drop, you're DEAD)**β οΈ Critical Status:** If you have 2 or 3 failures marked, **prioritize finding a Safe Spot** before your next dangerous encounter!
π² Examples in Play#
Example 1: Close Call#
Situation: Gwyn drops to 0 HP in battle
- Fails 1 death save (β β β)
- Whisky heals her before more failures
- Gwyn is conscious but still has 1 failure marked
- Status: Risky but manageable
Example 2: Near Death#
Situation: Kairos has 2 failures marked (β β β) from a previous fight
- Party reaches a Safe Spot (friendly temple)
- Kairos takes a Long Rest
- All failure slots cleared (β β β)
- Status: Fully recovered
Example 3: The Final Stand#
Situation: Minerva has 3 failures marked (β β β)
- During the next battle, Minerva drops to 0 HP
- No death saves - Minerva dies instantly
- Party must use resurrection magic or accept the loss
- Status: Permanent death (unless resurrected)
π‘ Strategic Implications#
This house rule creates meaningful choices:
Risk Management
- Consider retreating to Safe Spots before failures pile up
- Don’t push into dangerous areas with marked failures
- Healing Word becomes even more valuable
Party Coordination
- Protect characters with multiple failures marked
- Plan routes that include Safe Spot access
- Consider the risk/reward of continuing vs resting
Resource Balance
- Healing items are more precious
- Safe Spots become strategic goals
- Death is a real, persistent threat
π€ Frequently Asked Questions#
Q: Do failures reset on a Short Rest?
A: No, only a Long Rest at a Safe Spot clears failures.
Q: Can I long rest anywhere to clear failures?
A: No, you must be at a DM-designated Safe Spot.
Q: What if I’m revived after dying with 3 failures?
A: Resurrection magic (Revivify, Raise Dead, etc.) brings you back to life but does not clear failure slots. You’ll need to reach a Safe Spot.
Q: Do magical healing effects clear failure slots?
A: No, only Long Rests at Safe Spots clear them.
Q: Can NPCs have marked failures too?
A: At DM discretion. Important NPCs might, but most enemies don’t track this.
π Roleplaying Death Save Failures#
These persistent wounds aren’t just mechanicalβthey’re story opportunities:
1 Failure Marked:
“Your vision still blurs at the edges. That near-death experience left its mark.”
2 Failures Marked:
“You feel Death’s cold touch lingering. Your hands tremble slightly, remembering how close you came.”
3 Failures Marked:
“You’re living on borrowed time. One more mistake, one more moment of carelessness, and it’s over. The others see it in your eyesβthe shadow of mortality.”
π‘οΈ Why This Rule Exists#
This house rule adds:
- Tension: Death becomes more real and threatening
- Strategy: Safe Spots become important tactical goals
- Story Weight: Near-death experiences have lasting impact
- Consequences: Reckless play has real costs
- Drama: Creates memorable “barely survived” moments
**π₯ Survival Tip:** Always know where the nearest Safe Spot is. Mark them on your map. They might save your life!
Death is not the endβbut it’s closer than you think.