Vigor is a character's stamina and endurance in combat, use to avoid taking real physical damage during combat, its loss means the character is tired, winded, and moving slower but until they start taking damage to their health they're still more or less unharmed. After a character's Vigor pool is depleted all damage suffered is subtracted from health points and means a character is bleeding and bruised.

Instead of HP characters have their Constitution score in Health and gain their hit die (maxed) in Vigor per level. For example a level one Fighter with a Con of 16 would normally have 13 HP instead under this system he instead has 10 Vigor and 16 Health.

Vigor = Maxed Hit Die per level
Health = Constitution score

Recovering Vigor and health
Vigor is recovered at a rate of one point per hour, during a short rest a characters may roll their hit dice and recover an equal amount of Vigor or during a long rest they recover all lost vigor points. Health recovers much slower, returning at a rate of one point per rest or 2 with long term care (heal check). The treat deadly wounds action can be used to restore 1d4 health points (plus Wis if the DC is exceed by 5) but only directly following the battle in which they were wounded. Magical healing restores Vigor as usual but only restores 1 health point per healing die or per 10 points of healing if it does not include dice (the heal spell etc.)

Critical hits, Negative Energy, and Con Damage
Some damages apply a little differently to Vigor; critical hits deal their multiplier value to the targets Health in addition to the damage dealt to the target's Vigor; negative energy damage applies to both health and vigor, removing vigor as normal and removing 1 health per die of damage (or per 10 damage for flat damage). Taking Constitution damage/drain lowers a character max and current Health points by an amount equal to the Con damage. Restoring the lost Con magically also restores the Health points but natural recovery or Con regained by the ending of an effect does not restore the missing health.

Nonlethal Damage
Nonlethal damage affects Vigor the same way lethal damage does but nonlethal damage exceeding a targets vigor points or nonlethal critical damage is tracked separately, when your nonlethal damage equals your current health, you’re staggered, and when it exceeds your current health, you fall unconscious but are not dying. Nonlethal damage is removed in the same ways as damage to Vigor but all nonlethal damage must be removed before Vigor may be recovered.


When you drop to 0 health, you either die outright or fall unconscious, as explained in the following sections.

Instant Death
Massive damage can kill you instantly. When damage reduces you to 0 health and there is damage remaining, you die if the remaining damage equals or exceeds your double your Constitution.
For example, a cleric with a con score of 12 currently has 6 health remaining. If she takes 30 damage from an attack, she is reduced to 0 health, but 24 damage remains. Because the remaining damage equals double her con, the cleric dies.

Falling Unconscious
If damage reduces you to 0 health and fails to kill you, you fall unconscious. This unconsciousness ends if you regain any health.

Death Saving Throws
Whenever you start your turn with 0 health, 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 health 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 health.

Damage at 0 health
If you take any damage while you have 0 health, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds double your con score, you suffer instant death.

Stabilizing a Creature
The best way to save a creature with 0 health 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 15 Heal 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.



You keep on going, even when your wound points are lower than your wound threshold.
Benefit: When your hit points fall below 0 but you are not yet dead, you can continue to fight. You are staggered, and must still roll a death save each round. If you fail 3 death saves you still die.


You have enhanced physical stamina.
Benefit: You gain 1 health point for every level or Hit Die your character has.