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Death Ward is a Level 4 Abjuration Spell. This spell allows spellcasters to prevent a target from dying.
Protect a creature from death. The next time damage would reduce it to 0 Hit Points, it remains conscious with 1 Hit Point left.
- Action + Level 4 Spell Slot
- Range: 1.5 m / 5 ft
At higher levelsCasting this spell at a higher level grants no additional benefit.
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
- 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 22.214.171.12469438).
- If cast by a Cleric, this spell must remain Prepared; removing Death Ward from the caster's Prepared Spells list will remove the buff from all party members whom the caster applied Death Ward to.