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.
Roleplaying death sounds epic. What is the best thing to do when they players kill each other though? One of my friends was infiltrating an enemy base as a spy, and killed another PC as to not blow his cover helping them. What to do then?
Midarian, I outright ban PvP, regardless of the reason. I've found the reasons for banning far outweigh any reasons for allowing it. Good luck.
You shouldn't ban PvP, sometimes it can be fun to resolve a dispute with a duel, sometimes characters can have conflicting goals and efforts to stop one another can flare up into full on conflict etc. You shouldn't simply allow death via PvP though, because either the combatants shouldn't be trying to kill each other, or the others should revive them once downed.
Yes, one time, I was playing as a warforged paladin, and tried to grab my partymembers, we ended up playing hide and seek for the rest of the night. Was very fun.
If the player still wants to play the campaign but died, ever heard if reincarnation?
"You shouldn't ban PvP"
Hard pass with PvP. What "can" be fun can change a game of co-operation into one of competition. Sure, it "can" work, but is just murky water to wade into. I make it plain in session zero that it's up to the players to find interesting ways to work with one another. they can have conflicting goals, of course, but to me the real test of player skill is finding a way of working that into a game while increasing other players fun. PvP is just not something that is welcome at my table because 9 times out of 10 it decreases the fun of other players at the table. It creates a situation which isn't needed where there is a clear "winner" and a "loser", where most people signed up for a game of co-operation. People generally have more fun in this game when they work together. By all means, you run your games as you see fit.
I usually lose players when there's pvp. Someone gets too ticked off. This destroyed a group of mine in the 80s. Hard pass as well.
SirLow, 100%: There are a million compelling reasons not to PvP. Good way to destroy group.
Pretty much what I would do as well, otherwise I can't explore my other characters.
That sounds like a problem with players adopting toxic attitudes; I'm not saying PvP should be how you run 100% of your games, like anything else it's an element that can be used to add variety. It's also not something entirely within your control; sometimes a player will try to steal something from another, or another will want to punch an ally in the arm for endangering them all etc., and also sometimes a player gets charmed and they have no choice but to attack their allies.
Excising elements of the game only gives you a game with less variety; people have rivalries and disagreements, and PvP works fine as long as it has some purpose, and you're clear with players where the limits are for your campaign. If two players seem like they're fighting to the death, then encourage other players to intervene, or have NPCs do so, or change the narrative of the fight (if they're both damaging each other, have it become a stalemate). A fight between characters does not need to be a fight between players, and if it is then you've got bigger problems than whether or not you include PvP.
The fact that people are complaining about PvP on an article about character death suggests that they're not doing enough to reign in players who take things too far, but that's not a problem unique to PvP, as those players will do exactly the same thing without it. Banning something from a table for reasons other than balance usually only gives DMs an illusion of control without actually solving underlying problems.
To heck with the story and the time invested by the other players. Cooperative
Haravick: No. It simply sounds like people signed up for a cooperative game.
You say that DMs should be "clear with players where the limits are for your campaign" and also that "they're not doing enough to reign in players who take things too far". That's exactly what I'm saying. My limits are simply stricter than yours.
As for the rest, you are of course welcome to your opinion, and while I appreciate your points I also disagree with much of them. As I said previously, hard pass from me on PvP. By all means, run your table as you see fit.
Obviously you feel strongly about this topic, but I think you'll I am similar in this regard but with a different stance. This is fine, it is the internet after all.
Enjoy your games.
Exactly
No, it sounds like DM's telling their players that they're not allowed to play as their characters would, and banning a tool that has nothing to do with how people use it; people taking exception to PvP in these comments are complaining about players going too far, but banning PvP doesn't solve that problem.
D&D makes no distinction between an action whose target is a player vs. an action whose target is an NPC, because unless you want to enormously break immersion there is no difference between the two within the narrative; banning "PvP" does not stop a player from going too far, and it doesn't solve any of the problems.
Consider for example a party trying to complete a quest that requires trespassing in a mansion; the lawful good character objects to that course of action, has the key they need and refuses to hand it over because it wouldn't be true to their character. How is the party supposed to get the key from them if they can't take it? You can't use sleight of hand because that's "PvP", so you've actually made the exact same problem worse by banning something. If they try to bypass the player and pick the lock instead they might alert guards etc.
Two or more players who have characters with different alignments playing to their characters can and should come to blows if it is what makes sense for the characters to do, as it may be a perfect moment for those characters to then find a way to finally make peace; banning that takes away their agency as players, waters down their characters and cuts out part of the richness of the storytelling. Most adventuring parties in D&D shouldn't get along by default, because only very rarely does an entire group choose compatible alignments and goals, they're supposed to find common ground but people don't do that seamlessly without any friction or conflict, forcing them to pretend their characters would get along is forcing them to not play as their characters at all.
The fact that this discussion is being had on an article about player death makes it clear that the real problem is a DM not intervening, because it isn't easy to simply kill a player outright; but worrying that you or someone else might is counterproductive. It's like demolishing the upper levels of your house because you're worried you might fall down the stairs.
There is a reason that the D&D rules don't mention "PvP" or similar concepts, because all the tools to actually handle it properly are already in the DM's toolbox, banning things should only ever be an option of last resort, but if you get that far then you need to examine the real reason why something was a problem to begin with. Because it's almost never going to be the case that the "PvP" was the problem, but rather why a player chose to do it, and banning PvP won't stop that a confrontational or extreme player, it just means that same mentality will only cause other problems instead.
Wow. As I said: "By all means, run your table as you see fit." And: "Enjoy your games."
If you need to vent on this subject go for it my friend. My table will never again allow a player death from another player. My games are focused on heroism, cooperation and enjoyment for all derived from our mutual ‘story writing’.
Amen
How did they die? Who killed them and why? What (if anything) did you and the party do to try and prevent it from going that far?
If you're going to reply to my comment please at least read it and respond to any of the points I've raised, because "a player character killed another player character" doesn't support the conclusion "PvP was the problem" at all as I have more explained at this point.
I play in groups that allow PvP to happen, but we have never once had it get out of hand, and our groups are very much about "heroism, cooperation and enjoyment for all derived from our mutual 'story writing'"; banning PvP does not magically make your table a land of sunshine and rainbows, nor does keeping it make a table a grim competitive nightmare in which everyone comes to blows every session.
Good luck with this one, SirLow!
Oh I’m out. Hah