A bad roll of the dice. A plan doomed to fail. An epic showdown with the Big Bad. Character death is a natural part of Dungeons & Dragons. And while spells like revivify can undo a tragic swan dive off a cliff, your party may at times find themselves short of a diamond or spell slot to bring a dead character back to life.
But there's value in letting characters fail, and death doesn't have to be final. You can use death to drive the narrative forward and facilitate great roleplay. Here's how:
- Don't force death onto your players
- Improvising with your players
- Giving characters a second chance
- Putting the dead to rest
Don't Force Death Onto Your Players
Players experience the game through the lens of their characters. So, they should have a sense of control, especially in cases where their characters can die. Consider, for example, how a player may respond if a monster killed their character in one blow. Such a death can be anti-climactic and even bring the game to a halt. For players who have labored over character creation, a sudden and meaningless death could leave them feeling detached from the story.
That's why it's important for DMs to carefully consider encounter difficulty when planning a session. The threat of death should be present in games to create tension, but if player characters can't walk two steps without fatal consequence, you may find them taking a 10-foot pole to each tile along their path. Instead, seek to use traps and similar dangers to wear down the characters. Save the truly deadly dangers for remarkable moments, such as when the characters are trying to destroy a lich's cursed phylactery.
In the same vein, when it comes to creating combat encounters, avoid having a deadly-level encounter each time. An encounter with a deadly difficulty may best be reserved for pivotal combats in the adventure, like when the characters track down the cult leader terrorizing their town or come face to face with an adult red dragon as they're looting its hoard. Dying to a random beefed-up owlbear that has no bearing on the story may not make for an exciting end to a character.
That isn't to say that the characters shouldn't face consequences. If a player refuses to have their character ever retreat in combat, even when low on hit points, the DM shouldn't necessarily have the enemies change behavior in order to spare them. The point is, if a character should die, the player should feel as though they could have avoided it, or that at least their death was meaningful.
Running a Deadly Adventure
If your table has agreed ahead of time to a deadly challenge, then slay away, DM! High difficulty games such as the meat grinder adventure Tomb of Annihilation can be rewarding for players who like a challenge. When run as a one-shot, a meat grinder can also be a hilarious way to pass an evening. What's important to understand, though, is that players enter these sorts of games with the expectation of dying. An instant death to a trap isn't so common of an experience in your typical D&D game nowadays, so it could be an unwelcome surprise for players who weren't given a heads up during the session zero.
Improvising With Your Players
When the dice fall and that final death saving throw turns up in failure, DMs should consider giving the player whose character died more narrative control over the scene. Say, for example, that a character dies at the hands of a ruthless orc chieftain. You might ask the player to:
- Explain what their character did just before falling unconscious
- Describe what it looks like when they take their final breath
- Say any last words
Don't be afraid of rewinding the scene in order to give your player an opportunity to write a death that's satisfying to them. Perhaps their character got in one last quip before falling unconscious. As a DM, I've even allowed characters to fire off one last spell or make a debilitating attack. Though such actions could tip the scales of combat in favor of the players, it can make character death more memorable and cinematic.
Giving Characters a Second Chance
Death doesn't have to be final, not when you're the DM, at least. Whether by divine intervention or pure mystery, you can bring a character back to life. However, you should only do so with purpose and sparingly. The threat of death is a great source of tension in D&D. You don't want your players to start expecting a free resurrection anytime their characters go down.
Bringing a character back from the dead can introduce new conflict and mystery to your game. Below are ideas for resurrecting a character while pushing the narrative forward. Just make sure you have the go-ahead from the player before giving their character a second life.
A Deal With a Patron
Powerful adventurers draw the eyes of all manner of entities throughout the multiverse. Should one of them die, it stands to reason that someone—or something—will step up to strike a bargain. The warlock class offers all manner of ideas for otherworldly patrons that could bring a character back to life in exchange for services. Perhaps Asmodeus seeks out a hero who could help free him from the influence of the Ruby Rod, which forces him and his devils to adhere to law. In exchange, he could offer resurrection and perhaps a modicum of his power.
A deal with a patron need not be one-sided or force a character to do evil. Their heroic acts may have caught the attention of a celestial who asks the character to help them destroy an evil that has breached the Material Plane. This evil could be working in cahoots with the campaign's overarching Big Bad. Such a deal would allow you to move the story forward while giving the player the opportunity to keep enjoying their current character.
Limited Time Offer
To complicate matters for the player, the resurrection could be temporary. In exchange for completing a task for a patron, the character could be offered an indeterminate amount of time to live. This not only allows the player to say goodbye to their character but also adds tension to the game, as the players would be left wondering when the character would permanently die.
The Character Backstory Callback
When you're looking for creative ways to bring a character back to life, you may not need to look farther than their backstory. If the character has been seeking to track down the monster that slayed their family, that unfinished business could be enough to bring them back, if only for a time. For DMs comfortable with homebrew solutions, you might have the character play as a ghost or other undead until their soul finds peace.
An Unnatural Return to Life
Some parties will do anything to bring a friend back to life. So, let them try! In a realm where undead walk the earth and quirky scientists stitch together flesh golems for fun, there's bound to be an unconventional way to resurrect a player character. A series of Arcana and Medicine checks, some spell slots, and a sacrifice of sorts could be just what's needed to bring someone back to life.
That isn't to say there won't be consequences. The Raven Queen or Lathander may not take too kindly to those disrupting the natural order of life and death. And who's to say the resurrected character returns just as they were? They may have lost memories or their connection to their deity and bear the scars of their death. In such cases, look to the reborn lineage from Van Richten's Guide to Ravenloft to modify the returned character.
Indebted to the Villain
Character deaths are a common threat during boss encounters. If you suspect that your players' characters may be killed by a key villain, consider whether that villain would be forgiving of the heroes' trespasses. Some enemies may even broker a deal with the surviving party members. In exchange for resurrecting their dead ally, the party must agree to leave the region, for example. An infernal contract would be an easy way to ensure the party keeps up their end of the bargain.
Journey to the Underworld
You may require the surviving characters to go on an epic quest to retrieve their deceased party member. Such a quest would allow you to switch up the pace of the game and take the players into new realms with unique monsters.
Don't feel as though you need to take the characters to Elysium, the Nine Hells, or even the Ethereal Plane for such a quest. If the dead had ties to the Feywild, then perhaps their spirit was whisked away to that realm. You could even have the character's soul be trapped in Mechanus, where they await judgement from the ultimate being of law and order, Primus.
Putting the Dead to Rest
The permanent death of a character can be just as impactful as a resurrection with a plot hook. In such cases, memorializing the dead creates roleplay opportunities and can offer the players closure before continuing on their adventures.
Planning a Funeral
Whether you bury them in an unmarked grave in the middle of the woods, throw a lavish party in their honor, or build a funeral pyre, you have a lot of options for putting a dead character to rest. Consider what makes the most sense for them. If the character was a boisterous barbarian, then an evening spent drinking and brawling could be a fun way to celebrate them.
At the burial, you may recommend that each party member bring an item they think the deceased character would appreciate or that signifies their relationship. Players may choose to give a short speech in remembrance of the character in or out of game, too.
Seeing the Character Again
After a character has been put to rest, you can occasionally hearken back to them. For example, if a druid who commonly used Wild Shape to take the form of a bird died, the party could more frequently encounter birds of the same type. The deceased character could also return as an NPC spirit that offers a quest or aid on a future occasion.
Be mindful of how frequently you call back to the dead character, however. Repeat visits or signs from the dead can quickly lose their emotional impact. At some point, you may even find that the players have moved on from the death.
What's Your Approach to Character Death?
Death is a curious thing in D&D. It doesn't have to be so final. You can bring the dead back to life through unconventional means and reshape the narrative around their return. Even if you prefer to let dead characters lie, there's ample opportunity for roleplay. No matter how you approach character death, however, it's important to be mindful of how a player can feel after losing their character. Be respectful of their needs and seek out ways to bring them back into the game, especially if they end up creating a new character with no ties to the party.
Michael Galvis (@michaelgalvis) is a tabletop content producer for D&D Beyond. He is a longtime Dungeon Master who enjoys horror films and all things fantasy and sci-fi. When he isn’t in the DM’s seat or rolling dice as his anxious halfling sorcerer, he’s playing League of Legends and Magic: The Gathering with his husband. They live together in Los Angeles with their adorable dog, Quentin.
Best way to handle character death is… *gurk*
*gasp*
*splat*
….
yes.
Awesome tips Mr. Galvis!
Note about character deaths: don't kill the ranger at level 1 with a worg.
Definitely didn't happen to the guy commenting right now...
It might be controversial, but tbh I just flat-out don't kill players unless it's cinematic. The purpose of playing this game is to tell a story, and getting axed by a random orc's critical hit in a battle that was supposed to be easy could not be more anticlimactic if it tried. I don't tell the players that's what I'm doing, I tend to keep things tense/close in combat, and I will absolutely have them lose other things (resources, opportunities, NPC allies) as a price of their failure, but character death isn't something I bust out until things really start getting hot. During combats where I'm willing to take PCs out, I'll often let them know that "this is gonna be a really tough fight, you might not all make it out alive" so they aren't blindsided if it happens. This might be something people strongly disagree with, and I don't fudge dice in any other case, but the DM screen is there for a reason. Just my two cents
that one necromancer in the party ¨ah a walking trap tester¨
I was the first PC death my DM had in their years of running games, got my skull caved in by a bugbear due to some unfortunate rolls.
It was hilarious. đź‘Ś
I DM for my friends, and this is very helpful as they will approach the villain soon!
This is a session 0 topic. Are the PC stars of a famous international tv show with a PG rating who will only die when the player says so. Or is this a war movie and Hank the Ranger is 30 days short?
Some the other suggestions are great.
I am also an AL DM who rolls in the open so three crits in a roll may happen. And it is up to rest of table and you to announce that you are going down. But know your spell cost. Raise Dead -500 gp diamond Consumed, Reincarnate -1,000 gp rare oils Consumed, Resurrection- 1,000 gp diamond C, Revivify -300 gp loose diamonds C. But I have gotten kills because people forgot the 50 GP potion of healing.
I almost never have a PC death. If I do, it is either because the character did a series of really stupid things (and I warned them) and they deserved it or it was a cinematic/epic and I knew it was okay with the player.
If they die, they die.
That's how my table does it.
I agree that player death should be, generally, rare. But the responsibility for the overall story is not the sole province of the GM. If a character dies and does not come back, that’s part of the story. The player can bring in another character that can still add to the continuation of the overall story, whether it be related to the perished character or not. D&D has an element of chance, and sometimes that means horrible failures in addition to incredible successes. The chances favor the players, as they should, but if there is no chance of death, then it’s mostly just people sitting around a table waiting for inevitable (and arguably unearned) success.
The problem with 5e is that spells like Revivify and Resurrection prevent permanent character death from happening, thus effectively forcing you into a specific playstyle where death essentially doesn't happen. I hope One D&D fixes that.
when i DM'd, it depended on the group. I (almost) never killed off characters when the players were on their first campaign... unless they tried to get themselves killed and I couldn't stop them. Over time, as they learned more or new campaigns came about, the risk of death grew. The players already were having fun and death of a character doesn't end that.
After that, it was "player personality". Some really don't care or expect it so they aren't bothered. Many have their next character already planned out. Others... you need to give them something. Especially when they emotionally invested in this character (an introvert trying to play an extroverted paladin). they need some cloture to work with and it needs to be meaningful.
Besides which, with the 'Reborn' lineage you can always get them back - especially if you make them choose a deity. They are back a game or two later with whatever you (and the player) feel is appropriate (partial memory loss, quest, etc...). that way they die but aren't "dead". but this shouldn't be the norm... their needs to be consequences, otherwise they are just playing "superman" or "The New 52s' Wonder Woman" - immortals who may lose for a moment but that's it.
Not always. For example if the player of the perished character tells the DM, "Hey, I'd rather not play that Rogue anymore. I am hoping to roll up a different character. I got tired of picking locks and stealthing. I want to try a wizard." When the party (if they're not aware) tries to Revivify / Resurrection - the DM could say, the player feels that the gods have called the character's soul to their side for something in the heavens - and no cost is lost for the spell, because the gods have decreed that the soul remains with them.
I tend to use a specific sequence for character death. First, the PC goes down, either from massive damage or failed death saves. You then enter The Window, the one minute when a character can be revivified (assuming anyone has it. If not, skip to the next step.)
If revivify is successful - I use a variation on Matt Mercer's resurrection homebrew to give a little more uncertainty to character death, even once revivify enters play - it works *mostly* like a normal heal. The PC is aware that they were gone for a moment, but it's not a big dramatic scene at that point.
If revivify fails or times out, the PCs gets their death scene at the end of the combat, even if someone has a raise dead or higher queued and ready to go. Raise dead is always a ritual, so it's going to take time to set up, and this moment should be about the dead PC rather than the cleric. This is going to call for some roleplaying, as well as the mechanics of the spell, but I would never try to force anyone outside their comfort zone.
And if someone is gone for good, I try to make that mean something, but I'm not going to try to pressure the players to experience proxy grief if that's not what they want from the game. Ultimately, I think this is a time when the DM needs to step out of their mechanical role and be taking particular care of their group's mental health. Some tables will just move on, the dead PC's player will roll up their identical twin and be waiting at the next crossroads, but others will take the loss hard and you need to be sensitive to that.
Maybe you need to remind the table that the X card is in play; character death hits different people in different ways and as DM you're in a position to watch this and watch out for anyone who's taking it harder than the reast.
Maybe you need to take a break from the action and devote a session to a wake for the departed, or maybe what they need is to get back into it.
Maybe the loss has damaged the table's moral and they need a win. Perhaps the best thing is to reframe the narrative so that the monster a PC died taking down was the big bad's dragon and now the dark forces are in disarray, leaving the path open to the final showdown.
While revivify makes it easy to recover, your party may not have access to it as you may not have a Cleric, meanwhile Artificers and Paladins can't take it until 9th-level at the earliest, and it's a spell taken from limited choices where the balance is against picking another spell that may prevent death happening in the first place. It also can't restore missing limbs, so it's fair to assume that major damage isn't repaired; if you don't want a character to be revivified, just chop of its head.
Meanwhile for resurrection and similar, the soul has to be "free and willing"; you can't bring back someone who doesn't want to return, or isn't able to, there are plenty of ways to have these spells simply fail because the character made an unwise deal with a devil, or died fulfilling their life's ambition or such. They're also expensive; adventurers are the exceptions to the rule, the vast majority of people in Faerûn can't scrounge together 500 gp to raise dead, let alone the thousands required for the higher level resurrection spells.
And it's also a narrative issue; if it doesn't make sense for a character to return, or you want to emphasise the deadliness of the situation, then characters should die.
I always have a hard time killing my characters, so this really helps.
I feel characters never dying is just as bad as a TPK. If players know that they will survive anything they do then it becomes boring.
I grapple the monster and fall back with it into the volcano. I know I am going to walk out fine while it dies. The big bad sees me prone on the ground and still has an attack? They will take it and not walk by me.
I am not saying it should be constant but it should hang in the air. The characters are doing dangerous things.
You can make resurrection a quest. They have a time limit.
I started back in the day of no saving throws, you hit zero you're dead.
Agreed.