Death Expanded

A Guide to dying more efficiently

The following is a set of optional rules for dying because 5e has made it too difficult for someone to actually die, even if they have been dropped several times in one combat.

Spells of Life and Death

Magic is a powerful tool in healing and bringing a character back from the brink of death, but it is not perfect. The ability to be brought back by a first level verbal ranged spell in combat is over powered and needs to be reigned in.

Healing Unconcious Characters Using healing spells on an unconcious person works as normal, and still stabilizes a character taking death saves, however it does not regain their conciousness. To bring a character with more than 0hp back to conciousness, you must spend an action waking them. Being attacked would also wake them up, so long as their remaining health is above 0hp. Regaining conciousness this way in combat applies 1 level of exhaustion to the character, but they can return to combat immediately, rolling initiative at the start of the next round.

There are several spells that have been crafted with the intent of pushing and pulling creatures over the barrier of death whilst they lay on the precipice between the two. These spells can be cast by any divine caster including: Cleric, Paladin, Druid and Bard. However, some Gods will deny the spell to be granted if it opposes their views or holy tenants. If the god is opposed to the spell, or the spell being used in a certain way or on a certain target, the spell will not be granted and will fail, consuming the spell slot.

Bleed

0-level necromancy

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a black feather, soaked in fresh blood)

V, S, M (a black feather, soaked in fresh blood) Duration: Instantaneous

You cause a living creature that on 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has 0 hit points. That creature begins dying, making death saves each round. The creature can be stabilized later normally.

Stabilize

0-level conjuration

Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a white feather, soaked in holy water)

V, S, M (a white feather, soaked in holy water) Duration: Instantaneous

Upon casting this spell, you target a living creature that has 0 hit points. That creature is automatically stabilized and does not take any further death saving throws. If the creature later takes damage, it continues dying normally.

Virtue

1st-level transmutation, concentration

Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: 1 minute You touch a willing creature and infuse them with a tiny surge of life, granting the subject 1 temporary hit point each round for a minute, additionally the target regains conciousness if they weren't already. The caster loses 1 hit point each round for the duration. If the subject is dropped to 0 HP whilst under the effect of this spell, they regain conciousness once again at the beginning of the next round with 1 HP, provided the spell is still in effect.

Vice

1st-level necromancy, concentration

Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: 1 minute

With a touch you force your target to make a constitution saving throw, on a fail you drain the creature of a tiny drop of life, robbing them of 1 hit point per round for 1 minute. If the creature dies on the final round of this spell due to this spells effects, the caster permanently gains 1 HP to their hit point maximum. The creature can reroll a failed constitution saving throw at the beginning of each round.

Non-magical Aid

Without magic, it becomes exceptionally more difficult to bring a creature back to conciousness. Only a trained creature can attempt to aid an unconcious subject with any hope of success. Potions, goodberries and other consumable hitpoint aids cannot be used on someone who is unconcious, any attempt to do so will cause the unconcious to take a failed death save as they choke.