Death Saving Throws#

Lingering Wounds & Safe Havens#


πŸ“œ 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

βš”οΈ 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:

  1. You drop to 0 HP and fail 2 death saves before being healed
  2. You wake up with HP restored
  3. But those 2 failure slots remain crossed out
  4. Later, you drop to 0 HP again
  5. You now only have 1 failure left before permanent death

The Deadly Consequence#

**πŸ’€ If all 3 Failure slots are marked:** The next time you drop to 0 HP, **you die instantly** with no Death Saving Throws.

πŸ›‘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
**πŸ•οΈ 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:

  • βœ… All HP restored (as normal)
  • βœ… All spell slots restored (as normal)
  • βœ… All hit dice restored (as normal)
  • βœ… All Death Save Failure slots cleared

πŸ“Š 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)
**⚠️ Critical Status:** If you have 2 or 3 failures marked, **prioritize finding a Safe Spot** before your next dangerous encounter!

🎲 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)

πŸ’‘ 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

πŸ€” 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.


🎭 Roleplaying Death Save Failures#

These persistent wounds aren’t just mechanicalβ€”they’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 eyesβ€”the shadow of mortality.”


πŸ›‘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

**πŸ₯ Survival Tip:** Always know where the nearest Safe Spot is. Mark them on your map. They might save your life!

Death is not the endβ€”but it’s closer than you think.