Wounds

Wound Tiers

Light/Serious/Critical/Mortal

Temporary Hit Points

When you are given temporary hit points, do not split it into quarters for wound tiers—only add it to the Lightwound tier.

Light Wounds

The first wound tier, Light, is minor damage only. There are no ill-effects taking hit point loss in this tier. Hits are mostly grazes.

Serious Wounds

The second wound tier, Serious, follows Light. When your hit points drop into Serious, you are hurt and hampered. When you first enter this tier and each time you suffer damage but remain in this tier, you must make a DC 10 Constitution saving throw; if you fail, roll once on the Wound Table.

Critical Wounds

The third wound tier, Critical, follows Serious. When your hit points drop into Critical, you are crippled and not combat effective. Your injuries cannot be concealed. When you first enter this tier and each time you suffer damage but remain in this tier, you must make a DC 15 Constitution saving throw; if you fail, roll once on the Wound Table.

Mortal Wounds

The fourth wound tier, Mortal, follows Critical. When your hit points drop into Mortal, you are nearing death. You are no longer effective in combat and require serious medical attention. When you first enter this tier and each time you suffer damage but remain in this tier, you must make a DC 20 Constitution saving throw; if you fail, roll once on the Wound Table.

Dying.

When you are reduced to zero hit points or lower, you are dying. Roll once on the wound table as a mortal injury. You also must make a DC 15 Constitution saving throw; if you fail, you fall unconscious and begin making death saving throws. If awake, you must also make death saving throws at the beginning of your turn. You can force a pass of that saving throw by taking 2d4 damage. When you take damage that reduces your current hit points to your Constitution ability score (not modifier) expressed as a negative number, you die. However, you still gain additional turns equal to your Constitution modifier that you can use to do whatever you want (combat, rousing speech, etc.) before you die. However, the moment you suffer one point of additional damage, or when time runs out, you drop dead. If you fall unconscious (willingly or unwillingly) from lost hit points, you suffer 1 point of damage at the beginning of your turn until healed or killed.

Death Saving Throws

Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn't tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw. Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don't need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable.
Rolling 1 or 20.
When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point.
Damage at 0 Hit Points.
If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead.
Stabilizing a Creature
The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn't killed by a failed death saving throw. You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check. A stable creature doesn't make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn't healed regains 1 hit point after 1d4 hours.

Death

There are three ways to die in UltraMax5.
  • 1—You can fail a DC 15 Constitution saving throw after suffering a mortal head injury when dying.
  • 2—You are reduced to a hit point value equal to your negative Constitution ability score.
  • 3—You fail three Death Saving Throws before being stabilized.
If you die via the third route—failing Death Saving Throws—you can still be brought back to life through normal methods such as modern medical technology. However, if you are reduced to negative Constitution, regardless if you are conscious or unconscious when this occurs, only magical methods can resurrect you. If you die from a mortal head injury you are dead permanently. Even magic cannot resurrect you.


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