When your Hit Points drop to 0, you fall Unconscious and gain the Dying condition.
At the start of your Turn, make a DC 17 Death Saving Throw (1d20 + Constitution).
Critical Success: You gain 1 Hit Point and lose the Dying condition.
Success: You gain 1 Hit Point, and your Dying condition is replaced with the Feeble condition.
Failure: Your Dying level increases by 1.
Critical Failure: Your Dying level increases by 2.
Healing. The Dying condition is removed if you receive at least 1 Hit Point of healing.
Taking Damage. If you take damage while Dying, your Dying level automatically increases by 1.
Death. If your Dying level reaches 4, you die and gain the Dead condition.