More actions
- If you reach 0 hit points, you fall Unconscious and must make Death Saving Throws. On 3 successes, you stop bleeding out and become Stable. On 3 failures, you .
- Any damage you receive while unconscious counts as one failure.
- If you regain any Hit Points, the condition is removed. If an ally helps you, you regain 1 hit point.
Sources of Downed
- If a companion or playable character reaches zero hit points they will be Downed.
Removal
Removing Downed via one of the following methods will cause the character to stand back up, and be able to act during their regular turn in the initiative order, though they may not have access to their full range of Resources for the remainder of the round. [Needs Verification]
Prevention
Instead of being Downed, one can "cheat death" via the effects in the chart below.
- When the player would normally hit 0 hit points, the "prevention" effect will end, and grant the player healing instead.
- While multiple effects can be active at once, the order of priority and stacking (or lack thereof) is not fully understood.
- When a character is "revived" this way, they fully restore their Resources (Action(s), Bonus action(s), Reaction(s), and Movement).
- This even applies if the character would be downed during their turn (such as from being in range of an explosion that they caused).
Condition | Source | Replacement Effect | Condition Duration | Limitation |
---|---|---|---|---|
3d4hit points | Duration: 3 turns | Recharge: Short rest | ||
The Reviving Hands (Aegis Palms) | 1hit points | Duration: 2 turns | Applies to targets Healed. | |
Duration: Until Long rest | ||||
Level 11 Passive | Duration: Permanent | If Recharge: Short rest | ||
Level 1 Passive | Recharge: Long rest | |||
Lathander's Blessing | The Blood of Lathander Passive | 2d6hit points +1d6hit points to allies within 9 m / 30 ft |