You are bleeding out, in danger of becoming dead.
Immediate:
- You drop all items you are holding or wielding.
- Your initiative moves to before what caused this condition, if applicable.
Effects:
- You are inflicted with the Unconscious condition.
- You are inflicted with the Prone condition, if applicable.
- While you are Unstable, you must make Flat DC 10 checks, modified by your Constitution Modifier, every round…
- On a critical success, the Dying value decreases by 1 and you become Stable.
- On a success, the Dying value does not change, and you become Stable.
- On a failure, the Dying value increases by 1.
- On a critical failure, the Dying value increases by 2.
Situations:
- If you reach Dying 4, you gain the Dead condition.
- If you become Stable, the Dying value remains the same and you gain 1 Hit Point after 1d4+2 hours.
- If you gain 1 Hit Point, you start Recovering through Hit Points.
- If you are dealt damage, you become Unstable.
- If your Hit Points increase above 0, you become Stable and the Dying value decreases by 1 each round.
- If the Dying value becomes 0 when you still have 1 or more Hit Points, you become Alive.
- If your Hit Points are reduced to 0 before your Dying value reaches 0, you become Unstable.
- If your Dying value is reduced to 0, you immediately regain 1 Hit Point, becoming Alive.
Ends:
- If both your Hit Points are greater than 0 and your Dying value is reduced to 0, you become Alive.
- The first turn for which this is true, you lose the Dying and Unconscious conditions but are inflicted with the Slowed 2 condition. The Slowed 2 condition ends immediately after your turn.
- If you gain the Dead condition.
- If an ability removes this condition.