In this spell, you’ve got to the touch a 0 hit points living creature and therefore the creature will become stable. On undead or constructs, Spare the Dying 5e spell has no effect.
Basically, these spells spare the dying works exactly how it as stated: you are doing touch the living creature which has 0 hit points. Also, the large damage has the capability to kill you instantly. Whenever the damage is going to be reduced you to the 0 hit points then still there’s damage remaining. Whenever the remaining damage is going to be equal or exceeds your hit point maximum.
Spare the Dying 5e
- Casting Time: 1 action
- Range: Touch
- Components: V S
- Duration: Instantaneous
- Classes: Cleric
We would agree that there is something wrong with Spare the Dying but my problem is broad with the death and dying rules normally also like the concept of “swift casting.” I believe the present death rules in D&D5 are very forgiving generally (but they’re pretty easy to house rule), and that I think the thought of a spell that’s very easy to cast it’s an afterthought is utter nonsense. It’s enough that cantrips are free in terms of memorization — they do not even have to be free in terms of actions (unfortunately that’s harder to house rule).
That said, within the context of the D&D5 rules as written, Spare the Dying in itself is potentially awkward, but I do not think it’s actively broken. It’s practically impossible to kill a PC with some levels in D&D5, even without the spell being available. It’s far easier to knock them out. Spare the Dying saves PCs from bleeding out, but so do healer’s kits, which everyone can use. Therefore the real issue here isn’t that Spare the Dying improves PC survivability, but rather that it returns them to combat as an afterthought, leaving the cleric still liberal to take a typical action within the turn (which might be wont to heal the risen PC further).
We have never done the experiment, but it seems to me that however, this is often not a plus the PCs could use to show a loss into a victory. At best, it’s getting to let the party tread water for a couple of more rounds before they’re defeated. During a touch-and-go situation, it’d tip the scales within the favor of the PCs, but the sole reason why I even have an objection thereto is that there’s no risk involved within the spell’s casting. The cleric can roll in the hay then take his turn as normal. But again, that is the D&D5 rules, not the spell it.
Spare the Dying can’t be taken as a cantrip. Instead, Spare the Dying maybe a ritual that has no cost. The ritual takes one minute to perform, but the target not suffers the consequences of bleeding out while the ritual is happening. At the top of the ritual, the target has one hit point. Should the ritual be disrupted, the target resumes bleeding out, and therefore the ritual must be restarted.
People who like death are often rest assured that it’s possible to die using the default rules. If they need it to be more deadly, they can remove Space the Dying, Healer’s Kits, and therefore the Healer feat. If they need it to be more deadly, they will also change the number of death saves you get, or change what proportion damage it takes beyond 0 it takes to kill someone.