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0HP, Resting, and Exhaustion rules for 5th Edition

On reaching 0HP:

● Gain 1 level of exhaustion


● You stay conscious. Whenever you roll a 1 on your death saving throws, you fall
unconscious. Whenever you fail a saving throw, if the total of the roll plus your CON
modifier is equal to 10 or higher, you stay conscious.
● You must roll death saves every round until you become stable (as per PHB rules).
● Getting hit causes a death saving throw failure (as per PHB).
Dismemberment

Characters take an injury:

● When they roll a natural 1 on a spell saving throw against damage


● When they take a critical hit or when they take a hit at 0hp.
Roll on the Death & Dismemberment table.

Resting:

● Short rest: allows you to expend hit dice in order to regain HP (just like in the PHB).
You can also expend one Hit Die to remove one level of exhaustion, but you can only
do this once per short rest.
● Long rest: you regain as many Hit Dice as you have remaining (minimum one, rounded
up), and you can use them to regain HP without expending them. Long rests also
remove 1 level of exhaustion.
Medicine & Healing

● A Wisdom (Medicine) check lets you try to stabilize a dying companion (DC 15) or
diagnose an illness.
● Medicine DC 10-19, DC 20-29, … = x2, x3,… HP recovery in a rest
● A Medicine check DC 15 lets you remove a level of exhaustion in a short or long rest.
● A healer's kit lets you expend a use to stabilize a creature with no Medicine roll.
● As an action, you can spend one use of a healer’s kit to tend to a creature and restore
1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum
number of Hit Dice. The creature can’t regain hit points in this way again until it
finishes a short or long rest.
FEAT: Healer

● Add +1 to Wisdom or Intelligence


● When you tend to a creature's wounds during a long rest, if you pass the minium DC of
10 you also double/triple...etc the number of Hit Dice they regain.
● When you stabilize a dying creature, that creature also regains 1 hit point (plus your
Medicine bonus, as below)
● When you use a Healer's Kit and restore hit points to a creature, they also recover HP
equal to your Medicine bonus
● You can expend one use of a Healer’s Kit to remove one level of exhaustion during a
short or long rest.
Spells
● Greater Restoration, Regeneration: gives you all your HD back
● Lesser Restoration: you regain 1+CON modifier HD

Exhaustion

Some special abilities and environmental hazards, such as starvation and the long-term effects
of freezing or scorching temperatures, can lead to a special condition called exhaustion.
Exhaustion is measured in six levels. An effect can give a creature one or more levels of
exhaustion, as specified in the effect's description.

Level Effect

1 Disadvantage on ability checks that use STR/DEX/CON

2 Speed halved

3 Disadvantage on attack rolls and saving throws

4 Hit point maximum halved

5 Speed reduced to O

6 Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level
of exhaustion increases by the amount specified in the effect's description. A creature suffers
the effect of its current level of exhaustion as well as all lower levels. For example, a creature
suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks that
use STR/DEX/CON.

An effect that removes exhaustion reduces its level as specified in the effect's description, with
all exhaustion effects ending if a creature's exhaustion level is reduced below 1. Finishing a
long rest reduces a creature's exhaustion level by 1, provided that the creature has also
ingested some food and drink.

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