D&D 5E Do You Think Spare the Dying is a Problem?

Is Spare the Dying a Problem?

  • I have played a lot of D&D Next, and it is a problem.

    Votes: 17 12.5%
  • I have played a lot of D&D Next, and it is not a problem.

    Votes: 58 42.6%
  • I haven't played a lot of D&D Next, but it seems like a problem.

    Votes: 17 12.5%
  • I haven't played a lot of D&D Next, but it doesn't seem like a problem.

    Votes: 22 16.2%
  • I am a servant of the Secret Fire, and you cannot pass.

    Votes: 22 16.2%

Since we've drifted into suggesting alternate versions...

I might just give it 30' range. That makes it better than a healer's kit, so it might potentially get occasionally used. I just checked the Grave Domain, and they get to do that plus make it a bonus action. So, just increasing the range on the spell seems like a reasonable buff.
 

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alleykatt

First Post
What the hell would be the point then, seriously, just dump the spell if you want it to work like that. A round is six seconds, so you tie up your healer for stopping someone from dying, in the middle of combat. Like it has been pointed out unless your a grave cleric, who can cast it at range, you have to get to them and touch them to heal them. Yes it's a cantrip, but for the cost of an action you basically do what anyone can do with a medkit. Now, just because they are stabilised, doesn't mean that they can't start dying again if hit by say an AoE, or if your bad guy is a real dick he could just attack the unconscious guy.
 

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