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The best spell combos in D&D 5e often involve how to immobilize the enemy then deal damage, or making movement hurt and forcing the enemy to maneuver. There also are some ways to lower saving throws then use a spell that needs that saving throw.

You touch a creature and grant it a measure of protection from death. the primary time the target would drop to 0 Hit Points as a result of taking damage, the target instead drops to 1 hit point, and therefore the spell ends. If the spell remains in effect when the target is subjected to an impact that might kill it instantaneously without dealing damage, that effect is instead negated against the target, and therefore the Spells ends.

Death Ward 5 E Spell

Death Ward 5E Spell

Casting Time: 1 action
Range: Touch
Components: V S
Duration: 8 hours
Classes: Cleric, Paladin

Death Ward 5E Spell

Here you would like to touch a creature and provides a promise to a measure of protection from any harm or death. The target would be 0 hit points as a result of getting damaged, this happens when the primary time you’ve got 0 hit points. When the target reaches 1 hit point then your spell ends.

Cast disguise self first to vary your appearance. Then cast friends to influence an enemy. Right before friends is over, turn a corner and dispel disguise self therefore the angry enemy doesn’t realize it was you who cast friends.

You can also combine disguise self with fog cloud. When enemies attack, cast fog cloud-first, then cast disguise self to seem like one among the enemies, or minor illusion to make an object to cover in. an excellent low-level escape plan.

First, transmute stone to mud which cuts movement speed. Then cast slow to further cut movement speed and AC. Then cast fireball for lots o damage. Best done by a gaggle so you’ll get in the maximum amount of damage as possible.

The subject gains a +4 morale bonus on saves against all death spells and magical death effects. the topic is granted a save to negate such effects albeit one isn’t normally allowed. the topic is resistant to energy drain and any negative energy effects, including channeled negative energy.

This spell doesn’t remove negative levels that the topic has already gained, but it does remove the penalties from negative levels for the duration of its effect.

Deathward doesn’t protect against other kinds of attacks, albeit those attacks could be lethal. Death Ward should merely protect you from spells like Finger of Death or Slay Living: spells with the Death-description. My DM, however, reads Disintegrate as a magic death effect, since it’s a spell and therefore the results of its use against a living target are immediate death. By the way, we play D&D 3.0.

Death Ward may be a kinda useless spell within the regular games. Regular enemies within the unmodded game almost never use insta-death spells, excluding a lich which likes WoB (then again when he starts casting just scram out of its range and you’ll be OK, it’s a terrifyingly long casting time: Spellcraft helps here to inform you when to run it! :shake: ) I feel Saablic Tan has WoB too, and a few Disintegrates spells, but game’s AI is soo utterly stupid that he never gets to use those deadly and scary spells at all! He uses PW: Kill though, so be careful with your low HP characters, Death Warding them is usually nice.