Secret Lesson 27
Healing, Dropping to 0 Hit Points, Death Saving Throws, Stabilization, and Temporary Hit Points
You now understand:
-
Hit Points
-
Damage Rolls
-
Critical Hits
-
Damage Types
-
Resistance
-
Vulnerability
-
Immunity
Now we reach the point where combat becomes most dangerous:
0 HIT POINTS
What happens when a character falls?
Do they die immediately?
Can another character save them?
What are Death Saving Throws?
Can healing bring them back into the fight?
And how do:
TEMPORARY HIT POINTS
differ from real Hit Points?
This lesson completes the core Combat section.
PART ONE — HEALING
Damage removes Hit Points.
Healing restores them.
The SRD gives several possible sources of healing, including:
-
magic such as Cure Wounds
-
a Potion of Healing
-
a Short Rest
-
a Long Rest
HOW HEALING WORKS
When you receive healing:
ADD THE RESTORED HIT POINTS TO YOUR CURRENT HIT POINTS
But:
YOU CAN'T EXCEED YOUR HIT POINT MAXIMUM
Any healing beyond your maximum is:
LOST
EXAMPLE
Current HP:
8
Maximum HP:
20
Healing received:
7
Calculation:
8 + 7 = 15
New HP:
15
EXCESS HEALING
Current HP:
17
Maximum:
20
Healing:
10
You need only:
3 HP
to reach maximum.
Therefore:
NEW HP = 20
The remaining:
7 POINTS OF HEALING ARE LOST
You do not increase your maximum to 27.
SRD EXAMPLE
The SRD gives:
Current HP:
14
Maximum HP:
20
Healing:
8
Only:
6 HP
are restored because that brings the creature to its maximum of 20.
HEALING DOESN'T AUTOMATICALLY INCREASE YOUR HIT POINT MAXIMUM
These are two different statistics:
CURRENT HIT POINTS
and:
HIT POINT MAXIMUM
Ordinary healing restores current HP.
It does not raise the maximum unless a rule specifically says otherwise.
PART TWO — DROPPING TO 0 HIT POINTS
When a creature reaches:
0 HP
one of two broad things happens:
IT DIES
or:
IT FALLS UNCONSCIOUS
depending on the circumstances.
INSTANT DEATH
The SRD identifies several major ways a creature can die immediately:
MONSTER DEATH
HIT POINT MAXIMUM REACHES 0
MASSIVE DAMAGE
Let's examine each.
1. MONSTER DEATH
The normal rule is:
A MONSTER DIES THE INSTANT IT DROPS TO 0 HP
This keeps ordinary monster combat simple.
BUT THE GM CAN MAKE AN EXCEPTION
The SRD explicitly allows the Game Master to ignore that rule for:
AN INDIVIDUAL MONSTER
and instead treat that monster:
LIKE A CHARACTER
This can be useful when a particular NPC or important monster should have a chance to survive at 0 HP.
EXAMPLE
A normal hostile monster reaches:
0 HP
Default:
IT DIES IMMEDIATELY
But an important named NPC reaches 0 HP.
The GM decides to treat that NPC like a player character.
It may instead fall Unconscious and use the relevant 0-HP rules.
2. HIT POINT MAXIMUM OF 0
A creature dies if:
ITS HIT POINT MAXIMUM REACHES 0
Certain effects can drain life energy and reduce a creature's Hit Point maximum.
If that maximum itself reaches zero:
THE CREATURE DIES
CURRENT HP 0 VS. MAXIMUM HP 0
These are not the same situation.
Current HP = 0
The creature may fall Unconscious and potentially survive.
Maximum HP = 0
THE CREATURE DIES
3. MASSIVE DAMAGE
A player character can also die immediately from:
MASSIVE DAMAGE
The rule works like this:
Damage reduces the character to:
0 HP
Then ask:
HOW MUCH DAMAGE REMAINS?
If the remaining damage:
EQUALS OR EXCEEDS THE CHARACTER'S HIT POINT MAXIMUM
the character:
DIES
MASSIVE DAMAGE EXAMPLE
Maximum HP:
12
Current HP:
6
Incoming damage:
18
First 6 points reduce the character:
6 → 0 HP
Remaining damage:
12
The character's maximum HP is:
12
Since:
REMAINING DAMAGE ≥ HIT POINT MAXIMUM
the character:
DIES INSTANTLY
This is the SRD's example.
ANOTHER MASSIVE DAMAGE EXAMPLE
Maximum HP:
20
Current HP:
8
Incoming damage:
24
8 damage reduces you to 0.
Remaining damage:
24 − 8 = 16
Compare:
16 < 20
Therefore the Massive Damage rule does:
NOT KILL YOU INSTANTLY
You instead proceed to the normal 0-HP rules.
MASSIVE DAMAGE IS BASED ON THE DAMAGE LEFT AFTER REACHING 0
Do not compare the entire original attack directly with maximum HP.
Example:
Maximum HP:
30
Current HP:
20
Damage:
35
After reaching 0:
15 damage remains
Since:
15 < 30
no instant death from Massive Damage.
CHARACTER DEATH
If a player character dies, the SRD notes that the group may potentially use magical means of revival, such as:
-
Raise Dead
-
other applicable magic
or the player can discuss creating a new character with the GM.
The broader rules for death and revival appear elsewhere in the SRD.
PART THREE — FALLING UNCONSCIOUS
If you reach:
0 HIT POINTS
and you:
DO NOT DIE INSTANTLY
you gain:
THE UNCONSCIOUS CONDITION
until you regain any Hit Points.
You must also begin making:
DEATH SAVING THROWS
WHAT DOES UNCONSCIOUS DO?
While Unconscious, you experience several serious effects.
INERT
You have:
INCAPACITATED
and:
PRONE
You also:
DROP WHATEVER YOU ARE HOLDING
When Unconscious ends, you still remain:
PRONE
SPEED 0
Your Speed becomes:
0
and can't increase.
ATTACKS AGAINST YOU
Attack Rolls against you have:
ADVANTAGE
SAVING THROWS
While Unconscious, you automatically fail:
STRENGTH SAVING THROWS
and:
DEXTERITY SAVING THROWS
ATTACKS FROM WITHIN 5 FEET
Any Attack Roll that hits you is a:
CRITICAL HIT
if the attacker is within:
5 FEET
This becomes especially dangerous when you are already at 0 HP.
We will see why shortly.
UNAWARE
An Unconscious creature is:
UNAWARE OF ITS SURROUNDINGS
PART FOUR — DEATH SAVING THROWS
If you start your turn with:
0 HIT POINTS
you must make:
A DEATH SAVING THROW
This determines whether you move closer to:
SURVIVAL
or:
DEATH
DEATH SAVES ARE SPECIAL
Unlike ordinary Saving Throws:
A DEATH SAVING THROW IS NOT TIED TO AN ABILITY SCORE
So don't automatically add:
-
Strength
-
Dexterity
-
Constitution
-
Intelligence
-
Wisdom
-
Charisma
to the roll.
BASIC DEATH SAVE
Roll:
1D20
If the result is:
10 OR HIGHER
you score:
ONE SUCCESS
If the result is:
9 OR LOWER
you score:
ONE FAILURE
DEATH SAVE TABLE
| d20 Result | Result |
|---|---|
| 1 | Two failures |
| 2–9 | One failure |
| 10–19 | One success |
| 20 | Regain 1 HP |
ONE SUCCESS DOESN'T WAKE YOU UP
A single Death Save success:
HAS NO EFFECT BY ITSELF
You remain:
-
at 0 HP
-
Unconscious
-
at risk
until something else happens.
ONE FAILURE DOESN'T KILL YOU
Likewise:
ONE FAILURE
doesn't kill you by itself.
You continue tracking successes and failures.
THREE SUCCESSES
When you accumulate:
THREE DEATH SAVE SUCCESSES
you become:
STABLE
THREE FAILURES
When you accumulate:
THREE DEATH SAVE FAILURES
you:
DIE
SUCCESSES AND FAILURES DON'T NEED TO BE CONSECUTIVE
Example:
Turn 1:
SUCCESS
Turn 2:
FAILURE
Turn 3:
SUCCESS
Turn 4:
FAILURE
You currently have:
2 SUCCESSES
and:
2 FAILURES
Both are tracked simultaneously.
THEY RESET WHEN YOU RECOVER
Both your Death Save successes and failures reset to:
ZERO
when you:
REGAIN ANY HIT POINTS
or:
BECOME STABLE
EXAMPLE — THREE SUCCESSES
Round 1:
Roll 14.
SUCCESS 1
Round 2:
Roll 7.
FAILURE 1
Round 3:
Roll 11.
SUCCESS 2
Round 4:
Roll 18.
SUCCESS 3
Result:
STABLE
Both counters then reset to zero.
EXAMPLE — THREE FAILURES
Turn 1:
Roll 4.
Failure 1.
Turn 2:
Roll 17.
Success 1.
Turn 3:
Roll 6.
Failure 2.
Turn 4:
Roll 8.
Failure 3.
Result:
DEATH
NATURAL 1 ON A DEATH SAVE
If the d20 shows:
NATURAL 1
you suffer:
TWO DEATH SAVE FAILURES
EXAMPLE
You already have:
ONE FAILURE
You roll:
NATURAL 1
That adds:
TWO MORE FAILURES
Total:
THREE FAILURES
Result:
YOU DIE
NATURAL 20 ON A DEATH SAVE
If the d20 shows:
NATURAL 20
you:
REGAIN 1 HIT POINT
Because you now have Hit Points again:
-
you are no longer at 0 HP
-
the Unconscious condition caused by being at 0 HP ends
-
your Death Save successes and failures reset
You remain Prone because the Unconscious condition says you remain Prone when it ends.
NATURAL 20 IS NOT THREE SUCCESSES
This is important.
A natural 20 doesn't merely add enough successes to stabilize you.
It does something better:
YOU REGAIN 1 HP
That immediately removes you from the 0-HP state.
PART FIVE — TAKING DAMAGE AT 0 HP
Being at 0 Hit Points is extremely dangerous because additional damage can generate:
DEATH SAVE FAILURES
If you take:
ANY DAMAGE
while at 0 HP:
SUFFER ONE DEATH SAVING THROW FAILURE
EXAMPLE
You have:
0 HP
Death Save record:
1 success / 0 failures
You take:
4 DAMAGE
You now have:
1 FAILURE
No Death Saving Throw roll is required for this failure.
The damage itself causes it.
CRITICAL HIT AT 0 HP
If the damage comes from:
A CRITICAL HIT
you suffer:
TWO DEATH SAVE FAILURES
instead of one.
WHY CLOSE MELEE ATTACKS ARE SO DANGEROUS
Remember the Unconscious condition:
Attack Rolls against you have Advantage.
And if an attack from within 5 feet hits:
IT IS A CRITICAL HIT
If you are at 0 HP, damage from that Critical Hit causes:
TWO DEATH SAVE FAILURES
So an Unconscious character can be extremely vulnerable to nearby attackers.
DAMAGE AT 0 CAN ALSO KILL IMMEDIATELY
If damage taken while you are at 0 HP:
EQUALS OR EXCEEDS YOUR HIT POINT MAXIMUM
you:
DIE
EXAMPLE
Maximum HP:
22
Current HP:
0
You take:
22 DAMAGE
Result:
DEATH
because the damage equals your Hit Point maximum.
ANOTHER EXAMPLE
Maximum HP:
22
At 0 HP.
You take:
21 damage
That doesn't trigger this particular instant-death clause.
But you still suffer the applicable:
DEATH SAVE FAILURE
or failures if the damage came from a Critical Hit.
PART SIX — STABILIZING A CHARACTER
You don't have to wait for an ally to roll three successful Death Saves.
Another creature can try to:
STABILIZE THEM
The SRD uses:
THE HELP ACTION
to attempt this.
STABILIZATION CHECK
Take:
THE HELP ACTION
and make:
DC 10 WISDOM (MEDICINE)
If successful:
THE CREATURE BECOMES STABLE
WHAT DOES STABLE MEAN?
A Stable creature:
-
has 0 HP
-
doesn't make Death Saving Throws
STABLE DOES NOT MEAN CONSCIOUS
A Stable creature at 0 HP still has:
THE UNCONSCIOUS CONDITION
So stabilization stops the immediate Death Save cycle.
It does not automatically:
-
restore Hit Points
-
wake the creature up
-
allow it to act
EXAMPLE
Character:
0 HP
Death Saves:
2 failures
An ally takes the Help action.
Wisdom (Medicine):
DC 10
Roll succeeds.
Result:
STABLE
The character stops making Death Saving Throws.
The previous success/failure counters reset because becoming Stable resets them.
WHAT IF A STABLE CREATURE TAKES DAMAGE?
If a Stable creature takes damage:
IT STOPS BEING STABLE
and:
STARTS MAKING DEATH SAVING THROWS AGAIN
The normal rules for damage while at 0 HP also apply.
NATURAL RECOVERY WHILE STABLE
A Stable creature that receives no healing eventually regains:
1 HIT POINT
after:
1D4 HOURS
EXAMPLE
A Stable character isn't healed.
Roll:
1D4
Result:
3
After:
3 HOURS
the character regains:
1 HP
TRUE HEALING CAN END THE DANGER IMMEDIATELY
Suppose an Unconscious character at 0 HP receives:
5 HIT POINTS OF HEALING
They now have:
5 HP
They are no longer at 0 HP.
The 0-HP Unconscious state ends.
Their Death Save counters reset.
PART SEVEN — KNOCKING OUT A CREATURE
Not every melee victory has to end in death.
If you would reduce a creature to:
0 HP
with:
A MELEE ATTACK
you may instead choose to reduce it to:
1 HP
and give it:
THE UNCONSCIOUS CONDITION
THIS IS SPECIFIC TO A MELEE ATTACK
The SRD specifically states:
WITH A MELEE ATTACK
So don't automatically apply this rule to every source of damage.
WHAT HAPPENS TO THE KNOCKED-OUT CREATURE?
The creature:
HAS 1 HP
and:
IS UNCONSCIOUS
It begins:
A SHORT REST
WHEN DOES THE UNCONSCIOUS CONDITION END?
Normally:
AT THE END OF THAT SHORT REST
But it ends early if:
THE CREATURE REGAINS ANY HIT POINTS
or:
someone takes an Action to administer first aid and succeeds on:
DC 10 WISDOM (MEDICINE)
KNOCKOUT EXAMPLE
Enemy:
5 HP
Your melee attack deals:
12 damage
Normally it would fall to 0.
Instead you choose:
KNOCK OUT
Result:
1 HP
UNCONSCIOUS
and it starts a Short Rest.
KNOCKING OUT IS DIFFERENT FROM STABILIZING
These situations are easy to confuse.
Knocked Out
Creature has:
1 HP
and is Unconscious.
Stable
Creature has:
0 HP
and is Unconscious but isn't making Death Saves.
These are mechanically different states.
PART EIGHT — TEMPORARY HIT POINTS
Some spells and effects grant:
TEMPORARY HIT POINTS
These provide:
A BUFFER
against losing your actual Hit Points.
TEMPORARY HP ARE LOST FIRST
If you have Temporary Hit Points and take damage:
LOSE TEMPORARY HIT POINTS FIRST
If the damage exceeds them:
THE LEFTOVER DAMAGE CARRIES OVER TO YOUR ACTUAL HP
SRD EXAMPLE
Temporary HP:
5
Damage:
7
First:
5 Temporary HP are lost.
Remaining damage:
2
You then lose:
2 ACTUAL HIT POINTS
ANOTHER EXAMPLE
Actual HP:
20
Temporary HP:
8
Damage:
6
Temporary HP:
8 − 6 = 2
Actual HP:
STILL 20
You now have:
20 HP + 2 TEMPORARY HP
BIGGER DAMAGE EXAMPLE
Actual HP:
20
Temporary HP:
8
Damage:
13
Temporary HP absorb:
8
Remaining damage:
5
Actual HP:
20 − 5
=
15
Temporary HP:
0
TEMPORARY HIT POINTS HAVE A DURATION
Temporary HP last until:
THEY ARE DEPLETED
or:
YOU FINISH A LONG REST
TEMPORARY HIT POINTS DON'T STACK
This is extremely important.
If you already have Temporary HP and receive another source:
DO NOT ADD THEM TOGETHER
Instead:
CHOOSE WHICH SET TO KEEP
SRD EXAMPLE
You currently have:
10 TEMPORARY HP
A spell gives you:
12 TEMPORARY HP
You may choose:
10
or:
12
You cannot have:
22
YOU DON'T HAVE TO TAKE THE HIGHER NUMBER
The rule says:
YOU DECIDE
whether to keep your existing Temporary HP or gain the new ones.
So although the larger amount will often be preferable, the game doesn't automatically replace the existing amount.
TEMPORARY HP ARE NOT REAL HIT POINTS
The SRD explicitly states:
TEMPORARY HIT POINTS ARE NOT HIT POINTS
They therefore work differently from ordinary HP.
TEMPORARY HP ARE NOT HEALING
Receiving Temporary HP:
DOES NOT COUNT AS HEALING
HEALING CANNOT RESTORE TEMPORARY HP
Suppose:
Actual HP:
20
Temporary HP:
3
You lose the 3 Temporary HP.
Later you receive healing.
That healing restores:
ACTUAL HIT POINTS
It doesn't restore your previous Temporary HP.
TEMPORARY HP CAN EXIST ABOVE FULL HP
Because they aren't actual Hit Points:
a creature can be at:
FULL HIT POINTS
and still receive:
TEMPORARY HIT POINTS
EXAMPLE
Maximum HP:
30
Current HP:
30
You gain:
8 TEMPORARY HP
You now have:
30 ACTUAL HP
plus:
8 TEMPORARY HP
You do not have a new Hit Point maximum of 38.
TEMPORARY HP AT 0 HIT POINTS
This rule is critical.
If you are at:
0 HP
and receive Temporary Hit Points:
YOU DO NOT REGAIN CONSCIOUSNESS
EXAMPLE
Current HP:
0
You receive:
10 TEMPORARY HP
Your actual HP remain:
0
You remain in the 0-HP state.
The Temporary HP can buffer future damage, but they have not healed you.
ONLY TRUE HEALING SAVES YOU FROM THE 0-HP STATE
The SRD explicitly states:
ONLY TRUE HEALING CAN SAVE YOU
in this situation.
Temporary Hit Points are protection.
They are:
NOT RECOVERY
TEMPORARY HP VS. HEALING
| Feature | Healing | Temporary HP |
|---|---|---|
| Restores actual HP | Yes | No |
| Can exceed maximum HP | No | Exists separately |
| Wakes a creature at 0 HP | Yes, if HP are restored | No |
| Can itself be restored by healing | — | No |
| Multiple amounts stack | Healing adds up to maximum | No |
| Lost before actual HP | No | Yes |
COMPLETE 0-HP EXAMPLE
Character:
Maximum HP:
24
Current HP:
7
Enemy deals:
11 DAMAGE
The character reaches:
0 HP
Damage remaining:
4
Since:
4 < 24
the Massive Damage rule does not kill the character.
The character:
BECOMES UNCONSCIOUS
and begins making:
DEATH SAVING THROWS
NEXT TURN
Death Save:
13
Result:
SUCCESS 1
NEXT TURN
Death Save:
6
Result:
FAILURE 1
BEFORE THE NEXT TURN
An ally heals the character for:
5 HP
The character now has:
5 HP
The Unconscious condition from being at 0 HP ends.
Death Save successes and failures reset:
0 / 0
COMPLETE STABILIZATION EXAMPLE
Character:
0 HP
Death Saves:
1 SUCCESS / 2 FAILURES
An ally fears that one more failed save will kill them.
The ally takes:
HELP
and makes:
DC 10 WISDOM (MEDICINE)
Result:
14
Success.
The character is:
STABLE
They remain:
UNCONSCIOUS AT 0 HP
but stop making Death Saving Throws.
COMPLETE TEMPORARY HP EXAMPLE
Character:
Actual HP:
12
Temporary HP:
7
Incoming damage:
10
First remove:
7 TEMPORARY HP
Remaining:
3 DAMAGE
Actual HP becomes:
12 − 3
=
9 HP
DEATH-SAVE FLOW
When you reach 0 HP:
DID YOU DIE INSTANTLY?
If yes:
DEAD
If no:
↓
UNCONSCIOUS
↓
At the start of each turn:
DEATH SAVING THROW
↓
Natural 20
REGAIN 1 HP
10–19
ONE SUCCESS
2–9
ONE FAILURE
Natural 1
TWO FAILURES
↓
THREE SUCCESSES?
Become:
STABLE
THREE FAILURES?
DIE
SURVIVAL FLOW
A character at 0 HP can escape the Death Save cycle through several routes:
REGAIN ANY HIT POINTS
or:
BECOME STABLE THROUGH THREE SUCCESSES
or:
BE STABILIZED WITH HELP + DC 10 WISDOM (MEDICINE)
A Stable creature that remains unhealed eventually regains:
1 HP AFTER 1D4 HOURS
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING EVERY CREATURE AUTOMATICALLY MAKES DEATH SAVES
By default:
MONSTERS DIE AT 0 HP
The GM can choose to treat an individual monster like a character instead.
MISTAKE 2 — LETTING MASSIVE DAMAGE GO NEGATIVE WITHOUT CHECKING FOR DEATH
When damage reduces a character to 0 and enough damage remains to equal or exceed the Hit Point maximum:
THE CHARACTER DIES
MISTAKE 3 — ADDING CONSTITUTION TO A DEATH SAVE
Death Saves are not tied to an Ability Score.
MISTAKE 4 — THINKING A DEATH SAVE SUCCESS RESTORES HP
A normal success merely moves you toward:
THREE SUCCESSES
It doesn't restore Hit Points by itself.
MISTAKE 5 — THINKING THREE SUCCESSES MEANS YOU WAKE UP
Three successes make you:
STABLE
You still have:
0 HP
and remain:
UNCONSCIOUS
MISTAKE 6 — TREATING NATURAL 1 AS ONE FAILURE
Natural 1:
TWO FAILURES
MISTAKE 7 — TREATING NATURAL 20 AS TWO SUCCESSES
Natural 20:
REGAIN 1 HIT POINT
MISTAKE 8 — FORGETTING DAMAGE AT 0 HP
Any damage while at 0 HP causes:
ONE DEATH SAVE FAILURE
Critical Hit:
TWO FAILURES
MISTAKE 9 — FORGETTING WHY NEARBY ATTACKERS ARE PARTICULARLY DANGEROUS
An Unconscious creature is attacked with Advantage, and a hit from within 5 feet is a Critical Hit.
At 0 HP, damage from that Critical Hit causes:
TWO DEATH SAVE FAILURES
MISTAKE 10 — THINKING STABLE MEANS HEALED
Stable means:
0 HP + NO DEATH SAVES REQUIRED
It does not mean the creature has regained Hit Points.
MISTAKE 11 — USING THE WRONG ACTION TO STABILIZE
The SRD specifies:
HELP ACTION
plus:
DC 10 WISDOM (MEDICINE)
MISTAKE 12 — THINKING A KNOCKED-OUT CREATURE HAS 0 HP
Using the melee knockout rule leaves the creature at:
1 HP
and gives it:
UNCONSCIOUS
MISTAKE 13 — ADDING TEMPORARY HP TOGETHER
Temporary Hit Points:
DON'T STACK
Choose the old amount or the new amount.
MISTAKE 14 — TREATING TEMPORARY HP AS HEALING
Temporary HP:
ARE NOT HEALING
and:
ARE NOT ACTUAL HIT POINTS
MISTAKE 15 — USING TEMPORARY HP TO WAKE SOMEONE AT 0 HP
Temporary HP do:
NOT RESTORE CONSCIOUSNESS AT 0 HP
Only restoring actual Hit Points ends that 0-HP state.
LESSON 27 — KEY TAKEAWAYS
HEALING
Adds restored Hit Points to current HP.
You cannot exceed:
HIT POINT MAXIMUM
AT 0 HP
A creature either:
DIES
or:
FALLS UNCONSCIOUS
DEFAULT MONSTER RULE
MONSTER DIES AT 0 HP
unless the GM decides to treat that particular monster like a character.
MASSIVE DAMAGE
If damage reduces a character to 0 HP and the remaining damage:
EQUALS OR EXCEEDS MAXIMUM HP
INSTANT DEATH
DEATH SAVES
At the start of your turn with 0 HP:
ROLL 1D20
10–19
Success.
2–9
Failure.
Natural 1
Two failures.
Natural 20
Regain 1 HP.
THREE SUCCESSES
STABLE
THREE FAILURES
DEAD
DAMAGE AT 0 HP
Normal damage:
ONE FAILURE
Critical Hit:
TWO FAILURES
Damage equal to or exceeding maximum HP:
DEATH
STABILIZATION
HELP ACTION
plus:
DC 10 WISDOM (MEDICINE)
A Stable creature remains at 0 HP and Unconscious but stops making Death Saves.
STABLE NATURAL RECOVERY
Without healing:
REGAIN 1 HP AFTER 1D4 HOURS
KNOCKING OUT A CREATURE
With a melee attack that would reduce a creature to 0:
you may instead leave it at:
1 HP
and:
UNCONSCIOUS
TEMPORARY HIT POINTS
ABSORB DAMAGE BEFORE ACTUAL HP
LAST UNTIL DEPLETED OR A LONG REST
DON'T STACK
AREN'T HEALING
CAN'T BE RESTORED BY HEALING
DON'T WAKE A CREATURE AT 0 HP
COMBAT SECTION COMPLETE
With Lesson 27, you have completed the dedicated:
COMBAT
section of the course.
You now understand the complete foundational sequence:
INITIATIVE
↓
MOVEMENT
↓
ATTACKS
↓
DAMAGE
↓
RESISTANCE / VULNERABILITY / IMMUNITY
↓
HIT POINT LOSS
↓
0 HP
↓
DEATH SAVES, STABILIZATION, HEALING, OR DEATH
Now we can begin creating the heroes who actually use all of these rules.
NEXT LESSON
LESSON 28 — THE CHARACTER SHEET AND THE COMPLETE CHARACTER CREATION PROCESS
Lesson 28 begins:
CHARACTER CREATION AND ADVANCEMENT
We will learn:
-
how the character sheet is organized
-
the complete character-creation sequence
-
choosing a Class
-
determining character Origin
-
Background
-
Species
-
Languages
-
generating Ability Scores
-
Alignment
-
character details
-
starting equipment
-
calculating Armor Class
-
calculating Hit Points
-
Attack Bonuses
-
Saving Throws
-
Skills
-
Spellcasting information where applicable
-
the final steps required to make a playable level 1 character
After Lesson 28 provides the full overview, Lessons 29–38 will examine every part of character creation individually and in depth.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.