D&D 5E Death Ward

Had an interesting question come up in game tonight, and I'm curious how you guys would have ruled.

Does death ward protect against dying from a third failed death save? Does that final failed save count as "an effect that would kill it instantaneously without dealing damage" for the spell's purposes?
 

log in or register to remove this ad

I would say no. I don't see death save as an in game effect that the spell would protect against. A death save is an out of game mechanic to represent the naturally evolving state of the characters current condition.
 

Had an interesting question come up in game tonight, and I'm curious how you guys would have ruled.

Does death ward protect against dying from a third failed death save? Does that final failed save count as "an effect that would kill it instantaneously without dealing damage" for the spell's purposes?

The question really should be academic, since the only way to make a Death Save while Death Ward is active is to have it cast on you after you've already failed two--in which case the caster would be better off just casting Healing Word or Cure Wounds on you instead.

I'd rule that yes, it does prevent you from dying to that third failed save.
 

The question really should be academic, since the only way to make a Death Save while Death Ward is active is to have it cast on you after you've already failed two--in which case the caster would be better off just casting Healing Word or Cure Wounds on you instead.

Indeed, 99% of the time, it's entirely academic. In this particular fight, though, the party was up against (among other undead) a grim jester, from the Tome of Beasts. It has a reaction power that allows it to cause a cure spell just cast to do damage instead of healing. So the clerics, not knowing when the power might recharge, were very hesitant to cast healing spells.
 

Indeed, 99% of the time, it's entirely academic. In this particular fight, though, the party was up against (among other undead) a grim jester, from the Tome of Beasts. It has a reaction power that allows it to cause a cure spell just cast to do damage instead of healing. So the clerics, not knowing when the power might recharge, were very hesitant to cast healing spells.

Even then, it does seem like a bit of a waste of Death Ward. I might have chosen to just stabilize my buddy with my action instead; save the spell slot for Cure Wounds or Revivify after the Grim Jester is down.
 

Sure, if you're going for optimal efficiency. The player is portraying this particular cleric, though, as impulsive and quick to act on whim. It was entirely appropriate in-character. :)

Seriously, it was just a perfect storm of circumstances that led to the question even coming up.
 




Personally I'd probably just say if you cast death ward on a dying creature, they become stable. (And the spell ends.) Seems in line with the intent of the spell.
 


Write your reply...
Remove ads

Top