—————Propsed Rule wrote:When you initially go down, you automatically gain a level of exhaustion.
For every blown death save, you gain a level of exhaustion.
When you stabilize, you stop gaining exhaustion levels.
A party member gets a sword whack upside the head that drops him down to zero or below (left over damage past zero does not exceed max hit points). He immediately gains a level of exhaustion.
He makes his first death save, then blows the next two in a row. He gains an additional exhaustion level for each of those saves blown.
The party member makes his last two saves, and he is stable.
When he returns to conciousness (party stuffs a Cure pot down his throat), he has three levels of exhaustion.
We can certainly discuss this. I think zeroing out of hit points should have some kind of impact. As it is right now, you can be bleeding out, stabilize, get fed a Cure 1 pot or spell, and be back up as if nothing happened. Seems pretty weak sauce me. Death or dying should be something to be feared (beyond the boredom of doing nothing but rolling death saves during your turn).
Spare the Dying doesnt remove any exhaustion levels gained before it is cast, but if cast before the first save is made, no additional levels will be gained.
Revivify will not remove any exhaustion levels.
The normal penalties given by Raise Dead and Resurrection apply instead of any exhaustion levels. In these cases, all exhaustion levels are removed when the person in brought back to life.
True Resurrection brings you back with no exhaustion levels.
So lets talk about removing exhaustion: Lesser Restoration can now remove a level of exhaustion, Greater Restoration removes them all. That is a change from RAW for each spell (Lesser removes none, Greater one). Please note the material costs on Lesser and Greater Restorations.
A full rest removes a level of exhaustion provided you have adequate food and drink, per PH.
What do you guys think about being able to remove an exhaustion level during a short rest, but you can’t spend HD to regain HP?