Spare the Dying isn’t a healing spell per se, correct?
My players are convinced that with the circle of mortality that players who have been spared come back fully healed, didn’t argue with them for session zero for the sake of keeping my 7 person group going. For the sake of fixing this, how do I explain the circle of mortality? Best I can tell it means you don’t have to roll dice to he’s but instead automatically get the full amount (example: lvl 1 cure wound is d8 which just becomes 8)
On top of that, the cleric simply gets spare the Dying correct? Without it taking up a slot in that persons cantrip line up?
Spare the Dying isn’t a healing spell per se, correct?
My players are convinced that with the circle of mortality that players who have been spared come back fully healed, didn’t argue with them for session zero for the sake of keeping my 7 person group going. For the sake of fixing this, how do I explain the circle of mortality? Best I can tell it means you don’t have to roll dice to he’s but instead automatically get the full amount (example: lvl 1 cure wound is d8 which just becomes 8)
On top of that, the cleric simply gets spare the Dying correct? Without it taking up a slot in that persons cantrip line up?
It does have the Healing tag, so according to DnD Beyond at least it is.
Circle of Mortality requires that you roll dice to heal "When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points" which you don't do. You simply stop dying and become stable. Also see "Stabilizing a creature", here: https://www.dndbeyond.com/compendium/rules/basic-rules/combat#DeathSavingThrows You are absolutely correct in the way you explain it here.
The cleric gets acces to Spare the Dying in addition to their 3 cantrips of choice. But it's a lot better than the regular Spare the Dying spell: "For you, it has a range of 30 feet, and you can cast it as a bonus action."
Nothing in Circle Of Mortality says that players brought back by Spare The Dying come back fully healed. Circle Of Mortality specifically says "When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die." Spare The Dying doesn't roll dice to restore HP, because it doesn't restore HP. All it does is stabilize a creature so they no longer have to make death saves. Your players are reading something into it that simply isn't there :)
Nothing in Circle Of Mortality says that players brought back by Spare The Dying come back fully healed. Circle Of Mortality specifically says "When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die." Spare The Dying doesn't roll dice to restore HP, because it doesn't restore HP. All it does is stabilize a creature so they no longer have to make death saves. Your players are reading something into it that simply isn't there :)
I think the misunderstanding was that since the circle of mortality says you use the highest number of the die rolled, and you're not rolling dice, you must be healed fully. Like you said, since that's not the case it does not work that way; no dice roll means no CoM.
Spare the Dying isn’t a healing spell per se, correct?
My players are convinced that with the circle of mortality that players who have been spared come back fully healed, didn’t argue with them for session zero for the sake of keeping my 7 person group going. For the sake of fixing this, how do I explain the circle of mortality? Best I can tell it means you don’t have to roll dice to he’s but instead automatically get the full amount (example: lvl 1 cure wound is d8 which just becomes 8)
On top of that, the cleric simply gets spare the Dying correct? Without it taking up a slot in that persons cantrip line up?
It does have the Healing tag, so according to DnD Beyond at least it is.
Circle of Mortality requires that you roll dice to heal "When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points" which you don't do. You simply stop dying and become stable. Also see "Stabilizing a creature", here: https://www.dndbeyond.com/compendium/rules/basic-rules/combat#DeathSavingThrows You are absolutely correct in the way you explain it here.
The cleric gets acces to Spare the Dying in addition to their 3 cantrips of choice. But it's a lot better than the regular Spare the Dying spell: "For you, it has a range of 30 feet, and you can cast it as a bonus action."
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature
Nothing in Circle Of Mortality says that players brought back by Spare The Dying come back fully healed. Circle Of Mortality specifically says "When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die." Spare The Dying doesn't roll dice to restore HP, because it doesn't restore HP. All it does is stabilize a creature so they no longer have to make death saves. Your players are reading something into it that simply isn't there :)
I think the misunderstanding was that since the circle of mortality says you use the highest number of the die rolled, and you're not rolling dice, you must be healed fully. Like you said, since that's not the case it does not work that way; no dice roll means no CoM.
Subclass: Dwarven Defender - Dragonborn Paragon
Feats: Artificer Apprentice
Monsters: Sheep - Spellbreaker Warforged Titan
Magic Items: Whipier - Ring of Secret Storage - Collar of the Guardian
Monster template: Skeletal Creature