✨ Sister Marrow Lv 1

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    Bleeding out🩸
    HERO DOWN

    Your hero is bleeding out.

    The fates are rolling. Catch 10+ — only what you catch counts.

    Spells — always tap the sigils

    • 💀Power Word Kill — counter it before it reaches your hero — it kills instantly
    • ☄️Disintegrate — counter it or it burns one of your saves
    • 🛡Death Ward — blocks the next failure — even a Power Word Kill
    • Bless — for a few seconds, everything you catch is a save
    • 🩹Healing Word — refills the bleed-out bar

    Click anywhere to begin

    Death Save — Free D&D Browser Game

    Your fighter is down. Catch the saves. Miss three and write the epitaph.

    How to play

    • Tap dice showing 10 or higher to catch them — three successes stabilize your hero and the next one drops in, faster.
    • Let the low rolls tumble past. Catching a 9 or lower is a failure, and a natural 1 you catch counts as two. Three failures and the hero dies.
    • A natural 20 saves everything — instant stabilize, bonus points. And watch the bleed-out bar: if it empties, no number can save them.
    • Always tap the glowing spell sigils. Red aura means an enemy cast — tap to Counterspell it before Power Word Kill reaches your hero or Disintegrate burns a success. Gold aura means allied magic: Death Ward, Bless, and Healing Word are all worth catching.

    The rules behind the game

    In Dungeons & Dragons 5th edition, dropping to 0 hit points doesn't kill a character — it starts one of the tensest rituals at the table. At the start of each of your turns while you're dying, you roll a d20 with no modifiers at all. That bare roll is a death saving throw: 10 or higher is a success, 9 or lower is a failure. Collect three successes and you stabilize, unconscious but no longer dying. Collect three failures first and the character is gone for good.

    Two special rolls bend the math. A natural 1 counts as two failures — one bad beat can take you from safe to the brink. A natural 20 doesn't just succeed: the character regains 1 hit point and wakes up immediately, which is why tables erupt when it happens. Taking damage while you're already down adds a failure too (two if it's a critical hit), so a dying character in the middle of a fight is on a brutally short clock — exactly what the bleed-out bar in this game stands in for.

    The spells in the stream are the real thing too. Power Word: Kill is D&D's infamous 9th-level enchantment — no attack roll, no saving throw, and no death saves: a creature low enough on hit points simply dies, which is exactly how it treats your bleeding-out hero here. Your tap stands in for Counterspell, the classic answer to it. Disintegrate reduces whatever it kills to fine gray dust (here it disintegrates your hard-won successes), while Death Ward does in the game precisely what it does at the table — negates an effect that would kill you outright, Power Word Kill included. Bless and Healing Word round out the allied side, nudging saves and pulling the dying back from the brink.

    The smartest parties don't gamble on the dice at all: a healer's spell or a stabilizing check ends the ritual early, which is why "I blame the cleric" is the most-typed epitaph in playtesting. If you're mid-campaign and need the table math handy, our free dice roller and condition tracker cover the bookkeeping, and the 5e guides go deeper on the rules this game is built on.

    Frequently asked questions

    Is Death Save free?
    Completely free — no ads, no account, no install. It runs in your phone or desktop browser. It exists to make you smile between sessions (and to introduce you to Loreify, our AI session-notes app).
    What is the daily mode?
    Every day there is one shared dice sequence — everyone in the world catches the same rolls. You get one ranked attempt per day; replays are allowed but marked unranked on your share card.
    Does this work offline?
    Yes. Loreify is a progressive web app, so after your first visit the game is cached and plays without a connection. Daily mode needs the date only — no network calls happen during gameplay.
    Are these the real death save rules?
    The catch rules mirror D&D 5e exactly: 10 or higher is a success, three successes stabilize, 9 or lower is a failure, a natural 1 counts as two failures, and a natural 20 brings the hero straight back.
    What do the spell sigils do?
    Enemy casters target your dying hero with real D&D spells. Tap a red-aura sigil to Counterspell it: Power Word Kill slays the hero instantly with no death saves if it lands, and an escaped Disintegrate turns one of your earned successes to dust. Gold-aura sigils are allied magic — catch Death Ward to negate the next failure (even a Power Word Kill), Bless to make every die you catch count as a save for a few seconds, or Healing Word to refill the bleed-out bar.

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