Homebrew You NEED for Death Saves in DND 5e

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  • Опубліковано 11 лип 2024
  • Take your DND game to the next level with this deadly death save homebrew! This resource for Dungeon Masters adds a new level of challenge rating to your 5e games, including lethal death saving throws and tougher monsters in combat encounters. Take your players on a campaign filled with wild adventure using this DND hard mode!
    Tomb of Gyzaengaxx Kickstarter:
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    00:00 Intro
    00:19 Step 1
    00:57 A Step Further
    01:46 DM Tactics
    02:40 Exhaustion
    03:32 Gooey Cube
    04:24 The Healing Problem
    05:22 Fixing Potions
    05:53 Fixing Rests
    06:54 Gritty Realism
    07:11 Lingering Injuries
    07:54 Plan For Combat
    08:35 Lower Levels
    09:35 WARNING
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    Be sure to tell us what you think in the comments and please enjoy!
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КОМЕНТАРІ • 69

  • @mattheweagle3580
    @mattheweagle3580 5 місяців тому +7

    I have a homebrew rule where whenever a character falls to 0 HP they gain a level of exhaustion

  • @SmokeADig
    @SmokeADig 5 місяців тому +4

    Love the lower level play! I’ve been running a campaign for two and a half years and my players are level 7. I go by milestones, but I use magical items, scrolls, or little homebrew abilities (the Druid can eat a magic mushroom as a bonus action to roll on the Wild Magic table when he casts his next spell) to let them still acquire new tools/toys as mini “level ups” after meaningful encounters/events. Playing at lower levels really helps ground the gameplay and keep it crunchier.

    • @ConstructedChaos
      @ConstructedChaos  5 місяців тому

      That sounds like a fantastic play group you've got there! Milestone leveling FTW!

  • @Tidesofmo
    @Tidesofmo 5 місяців тому +6

    Love these tips and how you incorporate them into our game!!

    • @ConstructedChaos
      @ConstructedChaos  5 місяців тому +1

      Haha thanks! Proof is in the pudding, folks!

  • @Grymreefer
    @Grymreefer 5 місяців тому +9

    the only change i'd make for death exhaustion , the adrenaline of the fight prevents you from feeling the exhaustion until combat is over , of course you could technically drop dead right after the fight if you dropped 6 times in combat . love the video . ❤️

    • @ConstructedChaos
      @ConstructedChaos  5 місяців тому +1

      Ohhh that’s a cool idea to tack on! Thanks for that, Grym!

    • @Grymreefer
      @Grymreefer 5 місяців тому +1

      @@ConstructedChaos my pleasure brother

    • @TheRyanjones
      @TheRyanjones 5 місяців тому +1

      I do this same thing with downed exhaustion.

    • @ConstructedChaos
      @ConstructedChaos  5 місяців тому +1

      @@TheRyanjones you have it go into effect after combat too?

    • @TheRyanjones
      @TheRyanjones 5 місяців тому

      Yes @@ConstructedChaos

  • @Atmoseeker
    @Atmoseeker 5 місяців тому +1

    Fantastic ideas here. Love the twist on death saves. Definitely adds more tension!

    • @ConstructedChaos
      @ConstructedChaos  5 місяців тому +1

      Thanks, Seb!! With all the 5e power creep that's been put out there since 2014, this feels like a necessity for most tables now!

  • @azzaelulbrinter
    @azzaelulbrinter 4 місяці тому +2

    A rule i began to use with the latest campaign is simply not letting them Long Rest in the middle of the road. Sure, you can sleep and count it as a Short Rest, but you will soon begin to miss your Hit Dice as they only recharge on a Long Rest (Which I require take place on an Inn or similar safe place). This also adds pressure to spellcasters, who need to use their limited slots more wisely. It ALSO adds o the gold experience, as thte characters are now more motivated to buying potions, scrolls and other consumables to spend instead of their sacred limited class resources.
    PD: I dont use the Gritty Realism rules because 1) I dont' like Short Rests being 8 hours long at a minimum, I even allow them to take even quicker rests. The Hit Dice are their limit after all. and 2) I don't mind they going back into adventure after a day or two (to get all Hit Dice back) of rest at the local inn, having a complete week of downtime is too much for the pace of my games.

    • @ConstructedChaos
      @ConstructedChaos  4 місяці тому

      Personally, don’t use the gritty realism rules either but I like that they exist if DMs are having trouble setting up multiple combats or encounters between long rests. I do like your solution, however. Long rests aren’t available in places not meant for resting like roads, dungeons, and caves!

  • @brettguidry2237
    @brettguidry2237 5 місяців тому +1

    Excellent video. I am all for implementing all of these rules

  • @user-rm8gv9dl9m
    @user-rm8gv9dl9m 5 місяців тому +1

    This is great, I'm definitely stealing these!

  • @wbbartlett
    @wbbartlett 5 місяців тому +1

    As a non-5e RPG player this is quite enlightening. I would argue that in 5e as it's written is there any point whatsoever in rolling dice? The characters are impossible to kill with their multitudes of HP, saves, rests & healing options. Why not just let the players say "Yep, killed that one. Big dragon? He's dead too. Who's next? He's dead...." Would save everyone a lot of time.

    • @ConstructedChaos
      @ConstructedChaos  5 місяців тому

      I have found it more difficult to adequately challenge experienced play groups without way overstacking combat encounters but these rules have helped a lot.

  • @paraschauhan1603
    @paraschauhan1603 5 місяців тому +1

    Death Scaring Throws: The panicked response when a monster rams a downed player, giving them extra fails on their saving throws.

  • @PFCMcNabb
    @PFCMcNabb 5 місяців тому +1

    Time to put the fear of the gods in my players!

  • @benjaminalexander5778
    @benjaminalexander5778 4 місяці тому +1

    Private death saves, death saves not resetting until a long rest is a decent idea, and the exhaustion are all solid. I'm considering a different method tho bc exhaustion is under utilized and being unconsious is boring and takes ppl out of play. So when they fall to 0 they get a lv of exhaustion and then 1 level for each hit they take while at 0 hp but they can still take limited actions with a new condision called dying. when they come back from 0hp they lose that condition and wont gain additional lvls of exhaustion but it keeps them in the fight and raises stakes as exhaustion levels build up.

    • @ConstructedChaos
      @ConstructedChaos  4 місяці тому

      I like your thinking on this! It reminds me a lot of the dying condition in Pathfinder 2e. If you aren't already familiar, you should take a look at it because I think you'd like it!

  • @PrimusxPilus
    @PrimusxPilus 5 місяців тому +1

    I let the table pick from levels of difficulty in combat. They elected for:
    If you take half or more of your current HP in one attack, Constitution saving throw of 10 or half the damage, whichever is higher. On a fail, you fall prone.
    Every time you hit 0hp, you gain a level of exhaustion.
    They do called shots, so do monsters. Some wounds will require more magical healing than others (bruise from club vs puncture wound from spear)
    Critical hits do max damage of a Normal hit and then you roll a normal hit (1d8 +2 would be 1d8 +2+10) this works for players and enemies.
    Long rests heal 1hp per character lvl per day.
    Healers are way more valuable in this way.

    • @ConstructedChaos
      @ConstructedChaos  5 місяців тому +1

      Wow this sounds absolutely brutal and I love it!! I especially like the idea of slower healing! Might end up adopting something like that!

    • @PrimusxPilus
      @PrimusxPilus 5 місяців тому +1

      @@ConstructedChaos it forces less recklessness, keeping hp higher, and still isn't as brutal as the gritty realism setting where a long rest is a week. I think it is a happy medium.

    • @Grymreefer
      @Grymreefer 5 місяців тому +2

      I was going to make it constitution bonus+1 for HP recovery but since rest is only available in safe areas I'm going to make it level 😀 thanks for the info

    • @ConstructedChaos
      @ConstructedChaos  5 місяців тому +1

      @@Grymreefer that’s a great middle ground too! Hmmm I may borrow this idea as well…

    • @PrimusxPilus
      @PrimusxPilus 5 місяців тому +2

      @Grymreefer no problem. The good thing is if it's by level, it scales as they grow, and the low con character heals just as much as the high con character.

  • @joshdaymusiced
    @joshdaymusiced 4 місяці тому +1

    This may sound wacky, and feel free to tell me how much you dislike this, but I'm considering having falling unconscious associated with a Will save. Or rather, you can postpone unconsciousness with a Will save.
    Basically, when you hit zero, you roll a death save and the DM describes how you are exhausted, and feel like you are going to succumb. It might be safer for you to do so. Do you fight it and keep going? The player rolls a Will save. The will save, if succeeded, will allow the player to continue the fight, with some penalties to rolls. This represents the classic scenario of a hero dying on his feet, but powering through anyway. Next turn, another death save, another will save. At any point, the players can decide that their character collapses, as still standing, they are more of a target for enemies. If the character fails his death saves but succeeds his will saves, the DM should describe a dramatic death scene. Same goes if they reach negative max health while still standing. Now, the trade off is that if they remain conscious, they CANNOT stabilize. If they have succeeded three death saves and theoretically stabilized, they will continue to roll more death and Will saves until they fall unconscious, either by Will save or by their own choice.
    I just feel like this would make a lot of tense, dramatic scenarios, where the character is bleeding out, and knows he's gonna die, but the wall MUST hold, and he MUST protect it until his dying breath.
    Thoughts?
    Edit: I changed some things, to make this more of an optional rule, and to balance it a little bit. Now the player CHOOSES whether to fight through as their body screams at them to drop.

    • @ConstructedChaos
      @ConstructedChaos  4 місяці тому

      I absolutely love this mechanic! We played a one shot in the SAGAS system last month that had a very similar mechanic that made for an extremely exciting combat. I fully support it and I think it could even be something that gets worked in at a DM’s discretion if he knows a player character might be feeling particularly driven in a certain moment.

    • @joshdaymusiced
      @joshdaymusiced 4 місяці тому

      @@ConstructedChaos For sure! Like, Boromir's death is one of my favorite moments in fantasy. But the tension of that scene isn't the "is he going to die?" but "he IS going to die, but he keeps fighting." In this scenario, his health would have been whittled down by Uruks, and the first arrow would have brought him to 0 hp. He rolls a death save, succeeds, and decides to roll Will, because if he drops, who will protect the hobbits?
      He continues to fight. Second death save, fail. Second Will save, success.
      The third arrow, third death save, fail. That's two. Third Will save, also fail. He cannot move anymore. He can only sit, waiting for the final blow.
      Aragorn keeps the final blow from happening, but while he's fighting, Boromir fails his last death save. It was too late for him to be saved.
      It makes it a lot more dramatic than "the first arrow brought him down to half health. He could still win this."

  • @Belerin26
    @Belerin26 4 місяці тому +2

    My issue with starting at level one is some subclasses are pretty defining and not having them until level 3 messes with the characters story

    • @ConstructedChaos
      @ConstructedChaos  4 місяці тому

      I can appreciate that outlook but I always say that flavor is free! Wouldn’t it be possible for your players to consider what subclass they might take and flavor their spells and abilities as such?

  • @patoace00
    @patoace00 4 місяці тому +1

    I don’t like the DM death save,because it leaves the Player with nothing to do in its turn, besides looking at the DM reaction to the roll.
    My proposed solution is: the DM rolls 1d4 in secret and that’s the number of fails that cause the death of the PC. In his turn, the player rolls his death saves as usual, but now he knows a single fail can mean the end. That’s enough to restore tension at the table

    • @ConstructedChaos
      @ConstructedChaos  4 місяці тому +1

      That’s not a bad idea at all but it does leave you open to one slightly unlucky d4 roll. Then your player feels like they were cheated out of their chances and they have nothing to do for the rest of the session 😜
      Anyway, I’ve found that employing this homebrew means that players are down for less time on average as well.

  • @cancer98boy
    @cancer98boy 4 місяці тому +1

    I always start at level 1, things seem much more challenging at the low levels

    • @ConstructedChaos
      @ConstructedChaos  4 місяці тому

      I find myself missing lower levels any time I get beyond level 10 myself!

  • @Justinian_of_Darkeport
    @Justinian_of_Darkeport 5 місяців тому +2

    Is it bad?!? .... No no no .... well 🤣

    • @ConstructedChaos
      @ConstructedChaos  5 місяців тому

      Lol in my videos, the wizard never stands a chance!

  • @michaelmuirhead910
    @michaelmuirhead910 4 місяці тому +1

    I just had my first PC get dropped from a crit. I knocked out the barbarian with a 4d6+2 from a shadow. (I love those things as a DM)
    Anyway, my homebrew for death saves is that the player rolls it in secret with me, so the party does not know.
    I really like some of the add ons here. Yo-yo healing does suck, and it’s never been a part of fantasy lore.
    Outside of monsters regenerating, etc…
    I may add the after combat exhaustion as a mechanic in my game, but I need to figure out if I’m going full on with a level every time a player gets KO’d.
    How many times can Rocky get knocked down before he stays down?? (He had a 20 con score, no doubt)

    • @ConstructedChaos
      @ConstructedChaos  4 місяці тому

      Thanks for the accolades there!! I like the idea of having the player know too but I think I have trouble facilitating that for our live streams. Either way, thanks for watching and happy adventuring!

    • @UltimateMustacheX
      @UltimateMustacheX 3 місяці тому

      @@ConstructedChaos My DM does them like that too. The rest of the party closes their eyes while the player gives thumbs up/down to the DM each roll.

  • @danielinthewolvesden
    @danielinthewolvesden 4 місяці тому +1

    Okay, I like the idea of secret deaths saves, but not carried over. And- do the PCs forgo attacks on monsters still hitting to do one more hit on a downed foe? No, because a downed foe is not trying to kill you. Yeah, IRL getting knocked out isnt easy to recover from- but IRL we dont have magic healing spells either. The gritty rules are just plain bad. Sure, we mostly start @1, maybe 2. So, mostly bad ideas.

    • @ConstructedChaos
      @ConstructedChaos  4 місяці тому +1

      I totally respect that opinion and you’re more than welcome to run your games however you’d like! I personally don’t run the gritty rules but I don’t think they’re bad by any stretch.
      The only bit I’ll really argue for is attacking downed PCs. If your BBEG isn’t bright enough to realize that a healer will pop their allies back up with no problem then they aren’t very bright haha.

    • @danielinthewolvesden
      @danielinthewolvesden 4 місяці тому +1

      @@ConstructedChaos Yeah, sometimes. But my player attack the foes that are up, doing damage, not the ones lying there, bleeding out. Now yes, once they start to see them being healed, they take a different attitude.

    • @ConstructedChaos
      @ConstructedChaos  4 місяці тому

      @@danielinthewolvesden you seem to be confused? I’m saying that the DM should consider attacking downed PCs sometimes. I pointed out in the video that it doesn’t always make sense to do so.

    • @danielinthewolvesden
      @danielinthewolvesden 4 місяці тому +1

      @@ConstructedChaos Oky, sure, especially things like oozes, beasts undead, etc.

    • @ConstructedChaos
      @ConstructedChaos  4 місяці тому

      @@danielinthewolvesden exactly!

  • @karatekoala4270
    @karatekoala4270 4 місяці тому +1

    Just started the video but my homebrew is.... Never mind you literally said what i was about to say🤣 #deathsavereset

    • @ConstructedChaos
      @ConstructedChaos  4 місяці тому +1

      Hahaha barely beat ya to the punch!! It’s such a simple adjustment that makes a big difference!

    • @karatekoala4270
      @karatekoala4270 4 місяці тому +1

      @@ConstructedChaos it is! I also have a rule that if you're dropped to 0 the only action you can do is heal or dodge. No movement except 15 to stand up or full movement crawling. Picking up your dropped weapon is an object interaction so choose that or potion.

    • @ConstructedChaos
      @ConstructedChaos  4 місяці тому +1

      @@karatekoala4270 you mean while you’re at 0? Or even afterwards?

    • @karatekoala4270
      @karatekoala4270 4 місяці тому +1

      @@ConstructedChaos after you're brought back up with a heal. As former wrestler and fighter like you said, getting rocked is disorienting af

    • @ConstructedChaos
      @ConstructedChaos  4 місяці тому

      @@karatekoala4270 oh wow!! That’s pretty intense then!

  • @danielinthewolvesden
    @danielinthewolvesden 4 місяці тому +1

    5e is not "easy mode" Yeah it is hard to die, but the limit on 3 maximum significant magic items, compared to the ton of super powerful gear we had in AD&D and 3e?

    • @ConstructedChaos
      @ConstructedChaos  4 місяці тому

      Haha I was being a bit exaggeratory I suppose.