Death and Dying
  1. Notes

Death and Dying

NEAR-DEATH & RECOVERY

Characters do not die immediately at 0 hit points.

Death Threshold

A character dies when reduced to negative hit points equal to their level.
Example: A 3rd-level character dies at –3 hp.

While below 0 hp, the character:

  • is unconscious

  • loses 1 hp per round until stabilized or healed


Near-Death State

Any character reduced to 0 hp or below who survives gains the Near-Death condition.

A Near-Death character suffers:

  • –2 to attack rolls, saving throws, and ability checks

  • Cannot cast spells of their highest spell level

  • Cannot run, charge, or force march

  • Hit point recovery is limited to 1 hp per level per day

These effects persist even if magically healed.


Recovery

The Near-Death condition ends when one of the following occurs:

  • A full night’s rest in proper shelter with care from a cleric or healer

  • Prayer at a shrine or prepared temple

  • Two full days of uninterrupted rest with food and warmth

If Near-Death is suffered again before recovery is complete, penalties increase to –3, and recovery time is doubled.

Pressing On

OPTIONAL RULE: TAKING AN INJURY TO PRESS ON

A character who has suffered the Near-Death condition may choose to forgo recovery time by accepting a lasting injury.

This choice must be made immediately after being stabilized or healed above 0 hp, before rest or shrine recovery.


The Choice

Instead of enduring the Near-Death penalties and recovery requirements, the player may:

Roll once on the Injury Table.

If they do:

  • The Near-Death condition ends immediately

  • All Near-Death penalties are removed

  • The character may act normally as soon as they are conscious

The injury persists until healed or removed.


INJURY TABLE (1d8)

d8InjuryEffect
1Cracked ribs–2 to Strength-based checks and melee damage
2LimpMovement reduced by 25%
3Mangled hand–2 to attack rolls with one-handed weapons
4Head wound–1 to all saving throws
5Internal injuryMaximum hp reduced by 25%
6Scarred nerve–2 to Dexterity-based checks
7ConcussionCannot cast spells above 2nd level
8Deep scarNo mechanical effect, but unmistakable

Injury Duration

An injury lasts until one of the following occurs:

  • Magical healing of sufficient power (Referee’s discretion, typically Cure Serious Wounds or better)

  • One full week of rest in a safe settlement or prepared temple

  • Specific narrative treatment appropriate to the injury

Multiple injuries stack.


Limits

  • A character may only take one injury per Near-Death event

  • If a character already has an unresolved injury, they must take recovery instead

  • Injuries cannot be ignored or “worked around”