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.
Not that I don't kill characters. At the end of the campaign I just DMed, the party ended up in an epic final battle with Acererak. While they were victorious, two members of the party are gone forever. The players all knew this could happen ahead of time and there was only one who was not okay with their character dying. That character ended up having a different task that kept them out of the combat but the success or failure of their task would affect the course of the battle and thus make a difference in how many died in the fight. It worked very well.
I think this is an interesting subject, but the only right answer is the one that works for your gaming group.
This was really helpful! I'm currently playing in a campaign where the DM deleted Revivify... and we're only 5th level. The rogue died the next session. He got better, but we're still fleshing out the whole reason why he was resurrected.
Good point. Stalling the characters until Revivify's time limit runs out (grappling the cleric, casting Sleep on the characters, using Suggestion: "take your time, no rush here!", etc) is also an effective way to stop death from being meaningless.
Good article 💪🏻
Honestly, I kind of love having my characters die in D&D, it feels like a conclusion to a story and completion of their life (cause it is, I suppose). It makes the character's whole life more relevant and powerful in retrospect, and I love playing up their loss for the other characters to play off of.
Plus it means I can bring out a new character, always a good thing.
If they beat the cube, there's still room for last words; you might just need to be especially sensitive in describing the wounds. Likewise, a bomb isn't necessarily a no goodbyes situation, as long as the players understand the difference between last words and a window for medical intervention. D&D tends to be a narrative-driven game, although if you have a dedicatedly simulationist group, different rules apply.
Disintegrate and a few other particularly absolute deaths (finger of death, falling into a volcano, death by hellfire weapon or transformation) can only gain in impact if they not only represent an outright kill, but a cold, hard cut off with no chance for teary goodbyes.
I tend to warn my players in session zero that I do not pull punches. I love running combat encounters and dungeon crawls, which are always a risk. That being said, it is their story, not mine, so I don't like killing players unless they are comfortable with it. I don't go out of my way to have the enemies continue stabbing the player while they are down, ensuring that they don't get to even make their death saves.
I do occasionally make deadly encounters not story specific. If the party is traveling through a dangerous area, there is always a chance of a powerful monster or group of enemies ambushing them, and it's good to keep players on their toes. Keep the tension up, you know? Complacency can make a game boring, and I have always personally felt that a few boring sessions can kill a game. As a DM, it's my job to ensure the continued enjoyment of the group. Everyone runs things differently, but usually it's a good idea to make sure that players know what their getting into. When I first started playing, my first DM had a saying that I repeat to any players I have when I start a new game "Build two characters, play your favorite". It always felt like good advice for multiple reasons; one, in case of character death (obviously), and two, sometimes you play a few sessions as a certain class only to not really feel all that into it or connected to it. Sometimes it takes a couple of games for a person to realize they don't enjoy playing a paladin, and they feel more at home as a rogue. It happens.
Ok let us see how deadly we are as DMs. I am a 90% Adventure League DM. As today I have 373 sessions and 110 deaths. I think 12 of those were permadeath.
Death is the most boring consequence of failure, but these tips do an adequate job of salvaging it. In particular, folks too often forget that "Journey to the Underworld" is an option, in this setting!
Personally I prefer my players to feel dread after failing three death saves, not just pull out the PHB again.
Remember what the DMG says: "Dice don’t run your game — you do." If the dice ever tell you something happens that doesn't make sense, it doesn't have to happen.
Ideally, we never ask for a roll if we aren't ready for all possible outcomes, but everyone slips up, and combat doesn't always give us the control we'd like. So long as everyone at the table is in agreement, abiding by the result of a die roll even though it will run everyone's (or anyone's) fun isn't mandatory, and never has been.
(On a somewhat related note, in my first D&D5 campaign, the party's cleric of Mishakal (who had never read Dragonlance) used Revivify to save Sturm Brightblade at the High Clerist's Tower. Last time I checked my childhood is still intact and D&D is not in fact ruined. The War of the Lance went a bit differently, though.)
Me: 52 player deaths in 3 years.
Hmmmm
Even the most random of deaths can be a part of the larger narrative. Even Boromir died to a random orc, and the story continued on without him.
Interesting Idea I have. My character died as a result of one of our party members having us kill this adult green dragon, and our DM made up some stuff about a cloud of green gas. Basically, it would be interesting to have him as a boss battle in a campaign, maybe you having to liberate my party member who got him killed from him.
Solid article and a great resource, ty for this one!
I feel like three of the some of the most recent articles: Wither and Bloom, Detect Thoughts, and this one are all in response to what's happening in Critical Role right now. I mean once is an anomaly, twice is a coincidence, but three times is definitely a pattern.
Awesome advice. It really helps with my current campaign.
Death can come suddenly, even to heroes. If they die in combat, then they die in combat. It's not forcing death on others, it's just how it is. It's part of the game. Personally, having an aneurysm happen to an NPC is unexpected, not part of the story, but can be part of the immersion. Death is a part of life, especially in a world full of monsters.
solid, solid
What a great article! Lots of interesting options for roleplay and gameplay.
I 100% agree. My players play to have fun and be invested in their characters, and I love it. You can't be invested in a character when they could permanently die at the drop of a bad dice roll. I have a house rule that is basically "Unless you come to me first and we agree on it, there is no permadeath for PCs". I want my players invested in their creations.