In the PHB, "Strength of the Grave" allows you to make a DC 5+ damage taken to drop to 1 HP instead of zero hit points. Based on what the PHB says, I would like to clarify it before my next session. For Example, in 5E if you have 5 health remaining but an attack against you deals 10 damage, you technically only take 5 damage as you drop to zero (because there is nothing past zero).
So in this example would you roll on a DC 5+10 or DC 5+5? I am right in assuming it would only be DC =5 + 5(damage taken). Does this mean that sometimes damage taken does not equal damage dealt?
BUUUUT... you can also straight-up die if the excess damage equals your total HP (no saving throws you're just dead).
I'm wanting to clarify this so i can have a better understanding of how the rules are meant to be applied to this sub-class feature.
This roll is pretty difficult, making this class feature a painful and futile exercise a lot of the time. Once you get any distance into your progression you'll be taking damage numbers that make this saving throw very unlikely to succeed.
In my own game I house rule this to use the same formula as a concentration check. Charisma check at DC 10 or half the damage taken, whichever is higher. It simply allows the class ability to have a reasonable chance of activating. Honestly I don't think this class ability would be overpowered if it could be activated with no check at all (like the Half-Orc racial ability Relentless Endurance), but giving it an easier DC at least splits the difference.
Don't forget you can't activate Strength of the Grave against a crit, or against radiant damage, so even if it required no roll to activate it would still not be as good as Relentless Endurance.
I think I would house-rule this one to work like the Barbarian's Relentless Rage feature. Start at DC5, then each time you use it before a Long Rest you increase the DC by 5 so it is easy to use it the first time but gets harder to make the save as you use it more times before getting a rest.
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In the PHB, "Strength of the Grave" allows you to make a DC 5+ damage taken to drop to 1 HP instead of zero hit points. Based on what the PHB says, I would like to clarify it before my next session. For Example, in 5E if you have 5 health remaining but an attack against you deals 10 damage, you technically only take 5 damage as you drop to zero (because there is nothing past zero).
So in this example would you roll on a DC 5+10 or DC 5+5? I am right in assuming it would only be DC =5 + 5(damage taken). Does this mean that sometimes damage taken does not equal damage dealt?
BUUUUT... you can also straight-up die if the excess damage equals your total HP (no saving throws you're just dead).
I'm wanting to clarify this so i can have a better understanding of how the rules are meant to be applied to this sub-class feature.
Thanks in Advance! :)
In your example it is DC 5+10 so DC 15. The damage taken was still 10. You just don’t go into negative numbers.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
DC 15. The damage taken is damage dealt, not the amount of hit points your total was reduced by.
This roll is pretty difficult, making this class feature a painful and futile exercise a lot of the time. Once you get any distance into your progression you'll be taking damage numbers that make this saving throw very unlikely to succeed.
In my own game I house rule this to use the same formula as a concentration check. Charisma check at DC 10 or half the damage taken, whichever is higher. It simply allows the class ability to have a reasonable chance of activating. Honestly I don't think this class ability would be overpowered if it could be activated with no check at all (like the Half-Orc racial ability Relentless Endurance), but giving it an easier DC at least splits the difference.
Don't forget you can't activate Strength of the Grave against a crit, or against radiant damage, so even if it required no roll to activate it would still not be as good as Relentless Endurance.
Yes - great idea.
Damage taken and hit points lost are separate in this case. You took 10 damage, but you only lost 5 hit points.
I think I would house-rule this one to work like the Barbarian's Relentless Rage feature. Start at DC5, then each time you use it before a Long Rest you increase the DC by 5 so it is easy to use it the first time but gets harder to make the save as you use it more times before getting a rest.