Would you rule that if a monster ability says you can't regain hit points, and you are at 0 health and dying, then you are not stabilized by healing?
But it appears RAW and RAI that the player character should still be dying. I think it wouldn't be clear to the player when magical healing fails that they could still be stabilized by Spare the Dying or a Medicine Check.
Considering this, I would have the player character be stabilized but still unconscious at 0 hit points, not to piss off my players. But maybe some explanation like "Some dark magical effect seems to be countering the healing magic. But you can still physically bandage the wound."
RAW would prevent them from stabilizing a character, probably resulting in character death; however, this ruling can and should be adjusted by the DM if he/she/they feel the non-RAW outcome would better suit the campaign or enhance the PC's enjoyment.
The long version:
I think it depends on your players, but I would probably have one of two approaches (detailed below). RAW I do think that you can't be stabilized until the condition preventing healing is removed, but the beautiful thing about being the DM is that it's still your call.
1. My players' enjoyment of the game excludes character death, and survival won't negatively impact my table:
If my players are casual and want the adventuring experience, make it a quest. Have the character stabilized, but irreparably unconscious (such as a coma) until specific conditions removing the anti-heal or restoration are met (which could be diagnosed by a PC or NPC familiar with medicine).
Another alternative is allowing them to be stabilized, but giving their character a permanent wound/mark from the experience (e.g. scars, missing digits, slight movement decrease, etc.). Bonus points if the player whose character is affected enjoys Roleplaying.
2. My players are comfortable with character death or this was a necessary outcome for the game.
Explicitly roleplay that the healing effect would normally be successful, but flavor why it fails (e.g. poison just soaking into a bandage, dark magic dissolving stitches, poison progressing to other symptoms, etc.).
Have the character attempting to stabilize the dying PC make a History check with a low DC. Perhaps they've encountered this condition before and you can remind them that their character knows that this wound will require more work.
Have the unconscious character regain consciousness for a split second after the attempt to murmur or signal to the healer that their magic was nullified by something.
Essentially, I think it comes down to the way you roleplay it and enable the characters to figure out quickly what's going on. And if they don't get it, a follow-up quest to a powerful spellcasting NPC that will restore life in exchange for payment or favor is often really quite fun. It can also be a great tool for bringing conflicted PCs together.
Would you rule that if a monster ability says you can't regain hit points, and you are at 0 health and dying, then you are not stabilized by healing?
Technically, healing doesn't stabilize you, it eliminates the condition (being at zero hit points) that causes you to be making death saving throws. If you cannot be healed, healing doesn't eliminate being at zero hit points, and thus you use all normal rules for being at zero hit points.
If they know the effect is in place that prevents healing just remind them of the mechanical interaction beforehand, in case the mechanics is what is tripping them up. No one finds it satisfying when a mechanic rules interaction misunderstanding on the part of the players causes an in-game problem for their characters.
But, if they don't know the effect is in place then let the PC die. "Some unknown magic is preventing your curative spell from working, the blood continues to gush from your companion's wounds as his life bleeds out in front of your eyes"
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Would you rule that if a monster ability says you can't regain hit points, and you are at 0 health and dying, then you are not stabilized by healing?
But it appears RAW and RAI that the player character should still be dying. I think it wouldn't be clear to the player when magical healing fails that they could still be stabilized by Spare the Dying or a Medicine Check.
Considering this, I would have the player character be stabilized but still unconscious at 0 hit points, not to piss off my players. But maybe some explanation like "Some dark magical effect seems to be countering the healing magic. But you can still physically bandage the wound."
If you are unconscious at 0 hit point and dying but can't regain hit points, then no 20 death saving throw or healing will grant you hit points. It could still stabilize with anything stabilizing, such as 3 successful death saving throw, a successful Wisdom (Medicine) check or the use of an healing kit etc. It would not regain 1 hit point after 1d4 hours though, remaining unconscious until it can regain hit points again.
We lost a character in a campaign due to such effect from a Mummy. We couldn't heal it and its hit point maximum decreased for every 24 hours until it died. RIP Lena ♥
Spare the Dying, a successful medicine check, or three successful death saves will still stabilize the creature. They will remain at 0 Hit points and are unconscious until they are able to regain hit points somehow.
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Would you rule that if a monster ability says you can't regain hit points, and you are at 0 health and dying, then you are not stabilized by healing?
But it appears RAW and RAI that the player character should still be dying. I think it wouldn't be clear to the player when magical healing fails that they could still be stabilized by Spare the Dying or a Medicine Check.
Considering this, I would have the player character be stabilized but still unconscious at 0 hit points, not to piss off my players. But maybe some explanation like "Some dark magical effect seems to be countering the healing magic. But you can still physically bandage the wound."
The short version:
RAW would prevent them from stabilizing a character, probably resulting in character death; however, this ruling can and should be adjusted by the DM if he/she/they feel the non-RAW outcome would better suit the campaign or enhance the PC's enjoyment.
The long version:
I think it depends on your players, but I would probably have one of two approaches (detailed below). RAW I do think that you can't be stabilized until the condition preventing healing is removed, but the beautiful thing about being the DM is that it's still your call.
1. My players' enjoyment of the game excludes character death, and survival won't negatively impact my table:
2. My players are comfortable with character death or this was a necessary outcome for the game.
Essentially, I think it comes down to the way you roleplay it and enable the characters to figure out quickly what's going on. And if they don't get it, a follow-up quest to a powerful spellcasting NPC that will restore life in exchange for payment or favor is often really quite fun. It can also be a great tool for bringing conflicted PCs together.
Technically, healing doesn't stabilize you, it eliminates the condition (being at zero hit points) that causes you to be making death saving throws. If you cannot be healed, healing doesn't eliminate being at zero hit points, and thus you use all normal rules for being at zero hit points.
If they know the effect is in place that prevents healing just remind them of the mechanical interaction beforehand, in case the mechanics is what is tripping them up. No one finds it satisfying when a mechanic rules interaction misunderstanding on the part of the players causes an in-game problem for their characters.
But, if they don't know the effect is in place then let the PC die. "Some unknown magic is preventing your curative spell from working, the blood continues to gush from your companion's wounds as his life bleeds out in front of your eyes"
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
If you are unconscious at 0 hit point and dying but can't regain hit points, then no 20 death saving throw or healing will grant you hit points. It could still stabilize with anything stabilizing, such as 3 successful death saving throw, a successful Wisdom (Medicine) check or the use of an healing kit etc. It would not regain 1 hit point after 1d4 hours though, remaining unconscious until it can regain hit points again.
We lost a character in a campaign due to such effect from a Mummy. We couldn't heal it and its hit point maximum decreased for every 24 hours until it died. RIP Lena ♥
Spare the Dying, a successful medicine check, or three successful death saves will still stabilize the creature. They will remain at 0 Hit points and are unconscious until they are able to regain hit points somehow.