The biggest issue with this cantrip from a game mechanical perspective is that the healers kit item does exactly the same thing for 1gp per shot - which means for most adventuring parties, you're spending an entire "cantrips known" slot on something that can be replicated on every character very very cheaply. It seems that Spare the Dying is never really worth taking in that regard, you could just spend a couple gold pieces and have a different cantrip that adds utility.
In that regard, I'd recommend a significant buff to make this worth your time - specifically, I'd make the spell improve at various level thresholds the same way other cantrips do. For example:
5th level - the spell is now a bonus action rather than an action (allowing you to use your action to cast a spell that takes 1 action to cast.) 11th level - additionally, the range of spare the dying is now 30ft 17th level - additionally, the spell can now target two different dying creatures with a single cast, so long as they are both within 30ft of the caster.
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Alternatively, if you don't want this, but just want to buff the spell, I'd recommend either making it a bonus action, or making it ranged.
Why would a lore bard at 6th level waste one of his two magical secret spells on the spare the dying cantrip when he can take the revivify spell instead? Revivify and Counterspell may be the best spell choices for magical secrets for the Lore Bard at 6th level.
You're asking me something that is CLEARLY subjective, and that I can't answer without either overthinking it or it has so many caveats that it's just plain pointless answering your question.
This is a terrible cantrip. It serves the same purpose as a healer's kit. It would only be used if you have no healing, and when you do use it, you just save 5sp for a use of your healer's kit. The One D&D UA version returns the creature to 1 hp, which is radically better (an alternative might be to just make it a bonus action and/or ranged).
Also, this should be evocation like other healing magic. Why would it be necromancy when it doesn't involve death? Because it has the word "dying" in the title?
Also, this should be evocation like other healing magic. Why would it be necromancy when it doesn't involve death? Because it has the word "dying" in the title?
Necromancy isn't really well-defined in the game. I mean, sure, they say it's just magic than involves death, but really it just means "evil magic" which is a really general thing. Personally, I think the schools of magic really need a rework so that they actually mean something. Every school of magic would be defined by how they interact with the rest of the game mechanically, rather than just sort of their vague theme. I mean seriously, Conjure Barrage is legit just Burning Hands but better, at least at base level, and yet they're in entirely different schools of magic.
Also healing spells should be abjuration, by the way.
this spell comes in clutch if they get taken down by chill touch or a necro spell that reduces there maximum hp total down to 0, to where there is no way to heal them. spare the dying will auto stabilize them so they no longer need to make saves. when in the right situation spare the dying is a top tier counter to a very very despicable, dirty fighting enemy.
why does it say " a living creature that has 0 hit points" how can a creature be alive and have zero hit points
Characters who drop to 0 hit points are unconscious and dying, not dead. While dying, they make a death saving throw each turn. If they get three successes, they stabilize (same as the effect of this spell) but if they get three failures, they die.
they are just stabilized and not making death saves .A stable creature that isn't healed regains 1 hit point after 1d4 hours.
The fact that people researching necromancy spells do not know what "stabalized" means concerns me.
The biggest issue with this cantrip from a game mechanical perspective is that the healers kit item does exactly the same thing for 1gp per shot - which means for most adventuring parties, you're spending an entire "cantrips known" slot on something that can be replicated on every character very very cheaply. It seems that Spare the Dying is never really worth taking in that regard, you could just spend a couple gold pieces and have a different cantrip that adds utility.
In that regard, I'd recommend a significant buff to make this worth your time - specifically, I'd make the spell improve at various level thresholds the same way other cantrips do. For example:
5th level - the spell is now a bonus action rather than an action (allowing you to use your action to cast a spell that takes 1 action to cast.)
11th level - additionally, the range of spare the dying is now 30ft
17th level - additionally, the spell can now target two different dying creatures with a single cast, so long as they are both within 30ft of the caster.
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Alternatively, if you don't want this, but just want to buff the spell, I'd recommend either making it a bonus action, or making it ranged.
Surely "Stabilized" refers to what you do to your horses when you get into town.
You be dead at that time. Like really truly dead unlike at 0 hp when you’re just mostly dead
Why would a lore bard at 6th level waste one of his two magical secret spells on the spare the dying cantrip when he can take the revivify spell instead? Revivify and Counterspell may be the best spell choices for magical secrets for the Lore Bard at 6th level.
You're asking me something that is CLEARLY subjective, and that I can't answer without either overthinking it or it has so many caveats that it's just plain pointless answering your question.
This is a terrible cantrip. It serves the same purpose as a healer's kit. It would only be used if you have no healing, and when you do use it, you just save 5sp for a use of your healer's kit. The One D&D UA version returns the creature to 1 hp, which is radically better (an alternative might be to just make it a bonus action and/or ranged).
Also, this should be evocation like other healing magic. Why would it be necromancy when it doesn't involve death? Because it has the word "dying" in the title?
Necromancy isn't really well-defined in the game. I mean, sure, they say it's just magic than involves death, but really it just means "evil magic" which is a really general thing. Personally, I think the schools of magic really need a rework so that they actually mean something. Every school of magic would be defined by how they interact with the rest of the game mechanically, rather than just sort of their vague theme. I mean seriously, Conjure Barrage is legit just Burning Hands but better, at least at base level, and yet they're in entirely different schools of magic.
Also healing spells should be abjuration, by the way.
this spell comes in clutch if they get taken down by chill touch or a necro spell that reduces there maximum hp total down to 0, to where there is no way to heal them. spare the dying will auto stabilize them so they no longer need to make saves. when in the right situation spare the dying is a top tier counter to a very very despicable, dirty fighting enemy.
why does it say " a living creature that has 0 hit points" how can a creature be alive and have zero hit points
Characters who drop to 0 hit points are unconscious and dying, not dead. While dying, they make a death saving throw each turn. If they get three successes, they stabilize (same as the effect of this spell) but if they get three failures, they die.
does it revive dead teammates