Level
Cantrip
Casting Time
1 Action
Range/Area
15 ft.
Components
V, S
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect
Healing
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Ranged now! It's Sparing Word! :D
So no "line of sight", or "creature you can see" or any thing that?
The range increasing at higher levels is so silly. Why is it having 120 feet at level 1 too powerful? You are just stabilizing a creature and it takes your action to do it.
That's an interesting point. So, in theory they could be around the bend and your words carry over and help them. "Don't go into the light Larry!"
I agree
This cantrip has been upgraded from a boring tool to bypass needing a medicine check that's borderline useless compared to just using literally any healing instead, to being a kinda decent "don't die on me" spell that reminds me a bit of the Inspire ability in Payday. I get why it can't be a ranged heal to get people back in combat since a healing cantrip, even one that only heals a creature that's currently dying, would be a little too strong. I think this is about as strong as Spare the Dying can be without being a must pick option.
While this is a useful upgrade (making it ranged), it sort of negates one of the grave cleric's class features, which is the ability to cast it at range (30 ft) instead of touch. I'd rule that grave clerics can cast it at double normal range, to keep it a useful subclass feature while acknowledging the rule change for the base spell. (And yes, grave clerics can also cast it as a bonus action, but that's only half the subclass perk's features. No point removing the other feature on an already lower-tier subclass.)
I kinda feel like this, while a huge improvement, is still kinda ... meh? As a full action, I'd rather it just be a 1 HP heal only usable on downed targets.
Alternatively it would be fine as-is if it were a bonus action.
Eating a precious cantrip slot AND using a full action to just stabilize? meh
A player character is as effective in combat with 1 HP as they are at full HP. Unless they introduced more punishing rules for being downed, such as taking levels of exhaustion for the trauma of repeatedly being knocked unconsious in a fight, there will be groups that abuse a cantrip that grants 1 HP to a downed character to get the back into the fight.
I wouldn't be opposed to it being a bonus action, but if you make it too easy to prevent death without expending any resources then fights can become less threatening.
Worth pointing out that the new Reanimator Artificer subclass has a feature that makes this spell heal 1 HP like this. However, it is subject to significant limitations (all nearby creatures, including friendlies, take some Lightning damage, and you can only use it a certain number of times per day).
When you cast this with a Druid's Level 15 Potent Spellcasting Trait, do you multiply the range before adding the 300 feet? Or add the 300 to 30 then triple/quadruple?
There's no specific ruling on what order things like this should apply, so it's really up to the DM to decide. I would be inclined to say that since this spell actually specifies a range for the upgrade (it says "30 feet", etc. in parentheses) that the intent is for it to just be set to 30/60/120 rather than applying a factor of 2 to all other range modifiers as well. Meaning that a level 15 Druid would be casting it with a range of 360 feet.
That said, the difference between 360 feet and 630 feet is unlikely to be meaningful in practice, given the scale that D&D encounters typically take place on.
Because it takes any sense of tension out of the equation. The point of spare the dying is that they must be close enough to hear your words or feel your actions. It used to be touch, now it's slight ranged. Plus, if it's 120 feet at level 1, then what is it supposed to do for its upgrades? 120 feet is farther than you think. Farther than most battle maps, that's for sure. Plus you're stabilizing the target, meaning they don't take Death Saving Throws. That's very strong, especially early game.
So not using a spell slot to stop something from dying (example: a 1st level Healing Word) is meh? A cantrip that technically heals (since it stops the creature from dying) is meh?? Their rules literally say that cantrips should not have any healing. None. But this is technically a heal. Being able to stop someone from dying is crazy strong.