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Downed (Condition)

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  • If you reach 0 hit points, you fall Unconscious and must make Death Saving Throws. On 3 successes, you stop bleeding out and become Stable. On 3 failures, you die die.
  • Any damage you receive while unconscious counts as one failure.
  • If you regain any Hit Points, the condition is removed. If an ally helps you, you regain 1 hit point.

Unconscious, Incapacitated Unconscious, Incapacitated

Properties

Sources of Downed

  • If a companion or playable character reaches zero hit points they will be Downed.

Conditions with the same stack ID

Conditions with the stack ID DOWNED, only one of these can be applied at the same time:
Condition Effects
CoercedCoerced
  • Forced to fight for Nere and takes 1d6⁠Psychic⁠Psychic each turn.
  • Ends upon taking any non-Psychic damage.
DownedDowned
  • If you reach 0 hit points, you fall Unconscious and must make Death Saving Throws. On 3 successes, you stop bleeding out and become Stable. On 3 failures, you die die.
  • Any damage you receive while unconscious counts as one failure.
  • If you regain any Hit Points, the condition is removed. If an ally helps you, you regain 1 hit point.

Removal[edit section | visual editor]

Removing Downed via one of the following methods will cause the character to stand back up, and be able to act during their regular turn in the initiative order, though they may not have access to their full range of Resources for the remainder of the round. [verify]

Prevention[edit section | visual editor]

Instead of being Downed, one can "cheat death" via the effects in the chart below.

  • When the character would normally hit 0 hit points, the "prevention" effect will end, and grant the character healing instead.
  • While multiple effects can be active at once, the order of priority and stacking (or lack thereof) is not fully understood.
  • When a character is "revived" this way, they fully restore their Resources ( Action(s),  Bonus Action(s),  Reaction(s), and  Movement Speed).
  • This even applies if the character would be downed during their turn (such as from being in range of an explosion that they caused).
Condition Source Replacement Effect Condition Duration Limitation
After Death Do Us Part After Death Do Us Part  After Death Do Us Part Passive 12 max⁠Hit Points⁠Hit Points Duration Icons.pngDuration: Permanent Applies Shadow Possession Shadow Possession
Recharge: Long rest Recharge: Long rest
Death Ward Death Ward Death Ward Death Ward Spell 1⁠Hit Point⁠Hit Point Duration Icons.pngDuration: Until long rest 1 Level 4 Spell Slots.png
Death Ward Death Ward Aegis Palms Aegis Palms Passive 1⁠Hit Point⁠Hit Point Duration Icons.pngDuration: 2 turns Applies to targets Healed
Lathander's Blessing Lathander's Blessing  The Blood of Lathander Passive 2d6⁠Hit Points⁠Hit Points
+1d6⁠Hit Points⁠Hit Points to allies within 9 m (30 ft)
Duration Icons.pngDuration: Permanent Recharge: Long rest Recharge: Long rest
Relentless Endurance Relentless Endurance Level 1 Half-Orc Passive 1⁠Hit Point⁠Hit Point Duration Icons.pngDuration: Permanent Recharge: Long rest Recharge: Long rest
Relentless Rage Relentless Rage Level 11 Barbarian Passive 1⁠Hit Point⁠Hit Point Duration Icons.pngDuration: Permanent If Enraged Enraged
Recharge: Short rest Recharge: Short rest
Strength of the Grave Strength of the Grave Level 1 Shadow Magic Sorcerer Passive 1⁠Hit Point⁠Hit Point Duration Icons.pngDuration: Permanent Recharge: Long rest Recharge: Long rest
Survival Instinct Survival Instinct Survival Instinct Survival Instinct Action 3d4⁠Hit Points⁠Hit Points Duration Icons.pngDuration: 3 turns Recharge: Short rest Recharge: Short rest