Dying and Death

Death saving throws

Whenever you start your turn with 0 hit points, you must make a death saving throw, to determine whether you survive. Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The number of both is reset to zero when you regain any hit points or become stable. A stabilized creature gains one level of exhaustion.

When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead.

You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 skill check. If the check stabilizes the creature, that check cannot be done again to that creature until they finish a long rest. A stable creature regains 1 hit point, but it does remain unconscious. The creature stops being stable and must start making death saving throws again if it takes any damage. A stable creature wakes up after 1d12 minutes.

Instant death

When you're reduced to 0 hit points and there is damage remaining, you die if that remaining damage is more than 1 + your endurance (minimum of 1).

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