Healing and Death

Hit Points

At less than half HP, show signs of wear (cuts and bruises).

INSTANT DEATH: If reduced to 0 HP and damage remains, you die if remaining damage >= your HP maximum.

0 HP: If damage reduces you to 0 HP but fails to kill you, you fall unconscious and must make Death Saving Throws.

DAMAGE AT 0 HIT POINTS: Each time a creature with 0 hit points takes damage, it suffers a death roll failure and is no longer stable. If the damage equals the creature’s hit point maximum, it dies.

DEATH ROLLS: Roll a d20. If roll is 10 or higher, you succeed. Otherwise, you fail. On your third success, you become stable (see below). On your third failure, you die. On a natural 1, saving throw counts as 2 failures. On a natural 20, regain 1 hit point.

Healing

FIRST AID: DC 10 Wisdom (Medicine) check to use frst aid to stabilize without healers kit.

MEDICINE SKILL: A dying creature or player can be stabilized with a DC 10 medicine check. [P76]

STABILIZED: If stabilized, creature is unconscious but no longer makes death saving throws. If not healed, will remain unconscious until regain 1 HP after 1d4 hours have passed (at which point you regain 1 HP).

STABILIZING A CREATURE: You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check.

SPENDING HD WHILE STABILIZED: Not in the rules but clarified by the designers: a stabilized PC (i.e. at 0 hp) can spend HD (if he has any remaining) after a 1 hour short rest even though the PC will regain 1HP after 1d4 hours.

HEALERS KIT: Has 10 uses. You can expend one use of the kit, as an action, to stabilize a creature that has 0 hit points without doing a Wisdom (Medicine) check.
HEALING: While HP < 0, healing frst brings HP to 0, then adds HP as normal (e.g. you’re at -5 HP, cure light wounds grants 8 HP, you now have 8 HP).

Healing and Death

Heroes of the Realms Loremaster