Fate Marks
Character death should be less of a threat at earlier, and more at the later stages of the game where characters can avoid dangerous situations more valiantly. At the same time, traps (at least some of them) and other non-combat dangers should pose a threat even for more experienced characters.
Using this system, there will be a larger difference in the survivability of characters than with the default system, which is intentional - a Barbarian should be able to storm into battle more confidently than a wizard.
At key situations, such as a character going down, players should have more freedom in telling a story. The possibility for events of what happens when a character runs out of fighting strength or how interaction with the world affects characters are severely changed.
Characters at 0 hit points
A character at 0 hit points (regardless of temporary hit points) is subject to special rules. Unlike in the default rules, a character at 0 hit points doesn't have to roll death saving throws, and doesn't die directly if the damage taken exceeds a certain amount.
A conscious character at 0 hit points is impacted in the following ways:
- the character's base movement speed becomes 5 ft.
- on their turn, they can use either an action or a bonus action, not both. they also can make one attack at the most, regardless of abilities or magic items
- they cannot use reactions
- they cannot cast concentration spells, or maintain concentration on spells
When a character's hit points are reduced to 0, and no decision is made by the DM, the player may choose whether the character remains conscious or becomes incapacitated.
An incapacitated character can attempt to wake up when it's their turn, attempting a DC 15 Constitution saving throw.
Fate Marks
Characters gain Fate Marks under one of these conditions:
- the character takes damage that exceeds their current hit points, and doesn't succeed on a DC 10 (or DC 15 in case they already were at 0 hit points) Constitution saving throw
- while at 0 hit points, the character does anything other than drinking a healing potion or taking a free action, and doesn't succeed on a DC 15 Constitution saving throw
- they die instantly due to a condition that isn't hit point-based, such as suffocating, being crushed, or being decapitated
A character can gain no more than one Fate Mark per turn.
Fate Marks can be represented by unusual effects in the game, such as scars that won't disappear, at the DM's or player's disgression.
Effect of Fate Marks
A character's Fate Mark limit is equal to half their Constitution score, rounded up. Characters have a vague idea of Fate's grasp, and therefore how many times they might survive a dangerous situation.
Spells and effects that revive a dead character have no effect if that character has reached the Fate Mark limit.
A character that would gain a Fate Mark while already having reached the Fate Mark limit dies at the end of their next turn.
Non-player characters
Only player characters and designated non-player characters are governed by Fate.
When other characters or living creatures are reduced to 0 hit points, they become unconscious and die within a few rounds (unless they are being healed in the meantime). Those characters can be revived by spells and effects normally.
Animated items, constructs, or undead immediately die when running out of hit points.