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Death Ward

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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

Cost
Action + Level 4 Spell Slot
Details
 Melee: 1.5 m / 5  ft

At higher levels

Casting this spell at a higher level grants no additional benefit.

Condition: Death Ward

Death Ward 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

Classes:

Notes

  • When the creature affected is hit with spells like Magic Missile Magic Missile and is receiving multiple attacks as part of one spell, assuming the 1st attack was sufficient to down 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 the case of Avatars that have 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 Scorching Ray and Eldritch Blast Eldritch Blast (as of 4.1.1.3669438).
  • If cast by a Cleric 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.
  • If a creature would be downed on their own turn, they will have all of their actions restored after being revived by the Death Ward.
  • Death Ward does protect party members from Bhaal's Edict, although in this case they lose all of their current buffs and conditions as if they'd briefly died.

External Links