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Death Ward: Difference between revisions
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| classes = Cleric | | classes = Cleric | ||
| class learns at level 7 = Cleric | | class learns at level 7 = Cleric | ||
| class learns at level | | class learns at level 10 = {{Class|Bard}} (via [[Magical Secrets]] class feature) | ||
| races = | | races = | ||
| race learns at level 1 = | | race learns at level 1 = |
Revision as of 22:40, 29 August 2023
Death Ward is a level 4 abjuration spell. This spell allows spellcasters to prevent a target from dying.
Description
Protect a creature from death. The next time damage would reduce it to 0 Hit Points, it remains conscious with 1 Hit Point left.
Properties
- Details
- Melee: 1.5 m / 5 ft
At higher levels
Casting this spell at a higher level doesn't grant any additional benefits.Condition: Death Ward
Duration: Until Long rest
- The next time damage would reduce the affected entity to 0 Hit Points. it remains conscious with 1 Hit Point left.
How to learn
Notes
- When the creature affected is hit with spells like Magic Missile and is receiving multiple attacks as part of one spell, assuming the 1st attack was sufficient to down the creature with Death Ward applied, the 2nd attack appears to apply before the Death Ward activates, which means that after 2 attacks the creature would lose the Death Ward but remain with 1HP. If the initial attack would have 3 applications then the creature would be downed on 1st attack and again on 3rd attack. In case of Avatars it means that, whilst having a Death Ward applied, they would need to receive 6 attack applications to fully die: 2 to break down the ward, 1 to get downed and 3 more to fail 3 Death Saves. This effect seems to apply to all multi-application attacks, like Scorching Ray and Eldritch Blast (as of 4.1.1.3669438).