When you drop to 0 Hit Points you fall Unconscious. While Unconscious in this way, you start filling your death clock. You start with 2 segments already filled upon dropping to 0 Hit Points and there are 6 segments total. Once you reach the 6th segment, you are dead.
- Each turn spent at 0 hit points increases the death clock by 1.
- Taking damage increases it by 2.
- Healing erases 1 segment.
If you are healed to at least 1 hp, you’re death clock resets but the last segmented on the clock is removed, meaning you have 5 segments instead of 6.
When you drop to 0 hit points, you immediately fall Unconscious. While unconscious in this way, you begin filling your Death Clock.
The Death Clock has 6 total segments. When you first hit 0 hit points, your total amount of segments is reduced by 1 (meaning you fill in the last segment). When all 6 segments are filled, you die.
While at 0 hit points:
- At the start of each of your turns, fill 1 segment.
- Whenever you take damage, fill 2 segments instead. Segments can only be filled in this way once per round.
If healing restores you to at least 1 hit point:
- Your Death Clock resets to empty,
- But you lose its final segment.
- (You now have 5 total segments instead of 6).
you regain all lost segments on a Long Rest
v2
as the old version, but you don’t fall Unconscious and instead you gain the Staggered condition. While you have this condition you only have 2 actions and all your rolls are Hindered. If you are restored above 0 Hit Points while you have the Staggered condition, you increase your death clock by 1 and remove the condition. You’re movement speed is also a Strained Movement.
This lasts for a number of rounds = to your constitution. Taking damage reduces this by 1 round. #rule1 revision1