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D&D 5E Death Ward

Had an interesting question come up in game tonight, and I'm curious how you guys would have ruled.

Does death ward protect against dying from a third failed death save? Does that final failed save count as "an effect that would kill it instantaneously without dealing damage" for the spell's purposes?
Don't see why not. I would even rule that death ward stabilizes the character in this scenario.

Death ward normally triggers when you drop to 0 hit points, so if you're under it while making death saves, it means somebody cast it on you after you were already reduced to 0. If you want to burn a 4th-level spell slot to cast spare the dying, go for it.
 

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Had an interesting question come up in game tonight, and I'm curious how you guys would have ruled.

Does death ward protect against dying from a third failed death save? Does that final failed save count as "an effect that would kill it instantaneously without dealing damage" for the spell's purposes?

I think balance-wise, it's fine. It might even be fine per RAW.

I don't think I'd rule that way, personally - I don't think that having to make death saves is an "effect," (maybe a "condition?") and I don't think that they're "instantaneous" even if they are effects.

In this particular fight, though, the party was up against (among other undead) a grim jester, from the Tome of Beasts. It has a reaction power that allows it to cause a cure spell just cast to do damage instead of healing. So the clerics, not knowing when the power might recharge, were very hesitant to cast healing spells.
Does that power work on potions? Or on things that are not spells?

I think that in general relying on healing spells to kip up downed characters isn't a bad plan, but there's always the possibility of someone using silence or a vindictive counterspell or the like. If it only works on spells, this jester fight wouldn't have been that different from one of those fights, in terms of trying to get dying characters back. Potions of Healing aren't flashy, but they're generally cheaper than a spell slot! :)
 

I don't see why it wouldn't work. It's an effect as much as any other really. Effect is a loose term intentionally, and the first line of the spell covers the situation in general. The spell would be providing a measure of protection against death. A spell is a game mechanic. A death save is a game mechanic. Both have effects. I do see the argument against it though.
 

I am of the mind to let it stabilize a character. A 4th level slot and action for stabilizing is way more than just taking the action to stabilize (healers kit, medicine check). I am always ok with creative uses for spells and even more ok when it is clearly sub-sub-optimal.
 


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