Question: What happens when you are about to die (let’s say for example you pre rolled death saving throws and got a 1 with already a failed save) and combat ends? What now? Are you just... stable? That doesn’t sound right.
Other characters can make a DC10 medicine check to stabilize you (technically you still make a death save every 6 seconds (1 turn)). You also stabilize if you regain at least 1 HP.
A DM could auto-stabilize you, but dying from your wounds even after battle is, and should be, a very real thing.
I don't know what you mean by "pre rolled". You don't pre-roll death saves: they occur at the start of your turn. If you get a Nat 20 you're automatically stable, awake and heal 1 HP.
You state that you rolled a Nat 1 having already failed one save? Sorry you're not stable: you're simply dead. A Nat 1 on a death save means two failures, so with the one you had already that makes three: you're out.
If you were at two fails and combat ended, the other chars still have to try and save you: they can roll a Medicine check: a 10 or higher will stabilise you, they can use a Healer's Kit to automatically stabilise you, they can use Spare the Dying cantrip if they have it to automatically stabilise you, or if available they can heal you and this will stabilise you and wake you.
If combat ends and they don't do anything for what would conceivably be 6 seconds: you need to still make another death save facing the consequences of success or failure as normal, and continue every 6 seconds/round until they save you, you stabilise/awaken on your own, or you die.
Some DMs may, for sake of brevity and fun, assume that you were stabilised by the group where the combat ends - and while this is a popular option, it is technically a homebrew.
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IMO, if a player is making death saves, you stay in initiative order even if all opponents are dead. So, if someone has a turn before you and can stabilize you, you're good. If not . . .
IMO, if a player is making death saves, you stay in initiative order even if all opponents are dead. So, if someone has a turn before you and can stabilize you, you're good. If not . . .
from the DMG 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. Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure.
So... If I understand correctly. You had 1 fail on the save. Then you rolled a 1. Means you'd take another 2 fails and your PC be considered dead.
To keep things easy to manage. It is indeed a good idea to stay in the initiate, after killing all enemies, in order to be able for other PC's to attempt a heal/medicine check to stabilize. Before it would be your turn to roll another death save.
Question: What happens when you are about to die (let’s say for example you pre rolled death saving throws and got a 1 with already a failed save) and combat ends? What now? Are you just... stable? That doesn’t sound right.
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Other characters can make a DC10 medicine check to stabilize you (technically you still make a death save every 6 seconds (1 turn)). You also stabilize if you regain at least 1 HP.
A DM could auto-stabilize you, but dying from your wounds even after battle is, and should be, a very real thing.
I don't know what you mean by "pre rolled". You don't pre-roll death saves: they occur at the start of your turn. If you get a Nat 20 you're automatically stable, awake and heal 1 HP.
You state that you rolled a Nat 1 having already failed one save? Sorry you're not stable: you're simply dead. A Nat 1 on a death save means two failures, so with the one you had already that makes three: you're out.
If you were at two fails and combat ended, the other chars still have to try and save you: they can roll a Medicine check: a 10 or higher will stabilise you, they can use a Healer's Kit to automatically stabilise you, they can use Spare the Dying cantrip if they have it to automatically stabilise you, or if available they can heal you and this will stabilise you and wake you.
If combat ends and they don't do anything for what would conceivably be 6 seconds: you need to still make another death save facing the consequences of success or failure as normal, and continue every 6 seconds/round until they save you, you stabilise/awaken on your own, or you die.
Some DMs may, for sake of brevity and fun, assume that you were stabilised by the group where the combat ends - and while this is a popular option, it is technically a homebrew.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
IMO, if a player is making death saves, you stay in initiative order even if all opponents are dead. So, if someone has a turn before you and can stabilize you, you're good. If not . . .
This
from the DMG
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. Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure.
So... If I understand correctly. You had 1 fail on the save. Then you rolled a 1. Means you'd take another 2 fails and your PC be considered dead.
To keep things easy to manage. It is indeed a good idea to stay in the initiate, after killing all enemies, in order to be able for other PC's to attempt a heal/medicine check to stabilize. Before it would be your turn to roll another death save.
Any other ruling would depend on your DM.