So me and my group had a long discussion about healing and returning to combat after being knocked unconscious. We discussed and created a homebrew ruling about returning to combat immediately after receiving healing or rolling a natural 20 on a death saving throws to bring you above 0 HP.
If you are knocked out, you will still making your death saving throws as per normal but if you are healed by external sources, you are no longer dying but not yet up and have to now make consciousness saving throws to see if your body can resume fighting. The roll starts at a 15 DC CON Save and decreases by 2 each round you fail the roll and for each failed round you are subject to the stunned condition. If you pass or fail any death saving throws and then receive any healing, the initial save DC is affected by a -2 per passed death saving throw and a +2 per failed death saving throw. If you have a combination of passed and failed saves, they cancel each other out.
If you are healed via an external source and are able to roll a natural 20 on your consciousness saving throw, you are not only brought up at the amount of health you were healed by but you also receive 10 temporary hit points as the adrenaline flows through you and you surge back to fighting shape. If you roll three successful death saving throws and stabilize yourself but don't receive any external healing, you may roll a consciousness saving throw each turn to see if you are able to roll a natural 20. If you happen to get a natural 20, you are brought back by a surge of adrenaline with 10 temporary hit points but still at 0 HP. Hit points earned in this way last until combat is over or you go more than one turn without a melee attack or moving to keep your adrenaline up. You cannot cast spells while in this state and if you receive enough damage to bring you back to 0 hit points, you must take an 8 hour rest before your body can move again. External healing, magical or natural, cannot aid in the recovery time of this process.
Consciousness Save throw
Initial Save - 15
Save total decreases by 2 per round failed
One passed death saving throw - 13 initial save
Two passed death saving throws - 11 initial save
Three passed death saving throws - 09 initial save
One failed death saving throw - 17 initial save
Two failed death saving throw - 19 initial save
Feel free to use and playtest
We are open to suggestion, critics, and comments.
This is brought to you by the FGF (A Few Good Fools)
So me and my group had a long discussion about healing and returning to combat after being knocked unconscious. We discussed and created a homebrew ruling about returning to combat immediately after receiving healing or rolling a natural 20 on a death saving throws to bring you above 0 HP.
If you are knocked out, you will still making your death saving throws as per normal but if you are healed by external sources, you are no longer dying but not yet up and have to now make consciousness saving throws to see if your body can resume fighting. The roll starts at a 15 DC CON Save and decreases by 2 each round you fail the roll and for each failed round you are subject to the stunned condition. If you pass or fail any death saving throws and then receive any healing, the initial save DC is affected by a -2 per passed death saving throw and a +2 per failed death saving throw. If you have a combination of passed and failed saves, they cancel each other out.
If you are healed via an external source and are able to roll a natural 20 on your consciousness saving throw, you are not only brought up at the amount of health you were healed by but you also receive 10 temporary hit points as the adrenaline flows through you and you surge back to fighting shape. If you roll three successful death saving throws and stabilize yourself but don't receive any external healing, you may roll a consciousness saving throw each turn to see if you are able to roll a natural 20. If you happen to get a natural 20, you are brought back by a surge of adrenaline with 10 temporary hit points but still at 0 HP. Hit points earned in this way last until combat is over or you go more than one turn without a melee attack or moving to keep your adrenaline up. You cannot cast spells while in this state and if you receive enough damage to bring you back to 0 hit points, you must take an 8 hour rest before your body can move again. External healing, magical or natural, cannot aid in the recovery time of this process.
Consciousness Save throw
Initial Save - 15
Save total decreases by 2 per round failed
Feel free to use and playtest
We are open to suggestion, critics, and comments.
This is brought to you by the FGF (A Few Good Fools)