49

The creature takes death saving throw failures on the initial hit Unfortunately for the character in question, your first scenario is correct. A stable creature is unconscious with 0 hp - the fact that they are currently exempt from having to make death saving throws (and that the number of successes/failures they have previously made has been reset) is ...


44

If you succeed on a Death Saving Throws 3 times, you don't recover any hitpoints. Instead, you become stable: 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 ...


17

A creature cannot be actively affected by two instances of the same spell, this includes the warded creature; one saving throw is made The rules on "Combining Magical Effects" state: [...] The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect—such as the highest bonus--from those castings applies while ...


16

Three death save successes and you're stable but still unconscious On three successful death saves a PC becomes 'stable'. A companion can also stabilize an unconscious PC with a successful medicine check, or by casting the cantrip spare the dying. Check the rules for 'Stabilizing a creature' again: A stable creature doesn't make death saving throws, ...


15

I think this should be pretty clear based on the wording of the spell: If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are ...


12

I think option 1 would be most likely. Taking damage while unconscious, whether stable or not, would be a Very Bad Thing. In the Damage at 0 Hit Points section it states: 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 This particular ...


12

Int saves are really good against Mind Flayers and also some other spells Few powerful spells require you to use Int saving throws, additionally from my experience some of these are often used in Dungeons or by BBEGs to screw PCs over. They are: Feeblemind Symbol (insanity mode) Phantasmal Force Mental Prison Psychic Scream Illusory Dragon (Save for ...


10

The Combining Magical effects section of the Basic Rules states: Blockquote The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect--such as the highest bonus--from those castings applies while their durations ...


8

On reaching 0 HP Once a character reaches 0 HP, they are unconscious, and starts rolling death saving throws on their turn. (See page 197 of the Player's Handbook.) When rolling Death Saving Throws When making death saving throws, there are 4 categories of results that we care about: rolling a 1 on the d20, rolling a total between 2 and 9, rolling a total ...


8

It uses its reaction to move on a failed save; it can't do so otherwise. The description of the dissonant whispers spell reads (PHB, p. 234; emphasis mine): You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 ...


8

I'll cover things again, so as to try to get a single, complete list, and because I think there are some additional points to mention. I make the split into two categories: Buffing your own save DC: Improving your wisdom score up to 20: Ability score improvements Feats: Resilient, Observant, Elven Accuracy (XGtE; Elves, half-elves) Ioun stone of Insight ...


7

The target of Dissonant Whispers may take a reaction to move away. Dissonant Whispers "allows" you to take a reaction: Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's A failed save ...


3

The PHB states The creature stops being stable, and must start making death saving throws again, if it takes any damage. From this i think both are valid interpretations of the presented text.


3

True Polymorph states that all statistics and ability scores are replaced by the statistics of the new form. There is the relevant part highlighted: Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target ...


1

While you can't make it a macro this works if you save it as an ability &{template:simple} ?{Save|STR, {{rname=Strength}} {{mod=@{selected|strength_save_bonus}}} {{r1=[[1d20+@{selected|strength_save_bonus}]]}} {{r2=[[1d20+@{selected|strength_save_bonus}]]}}{{always=1}&#...


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