Spare the Dying
- Level & School
- Necromancy cantrip
- Casting Time
- Action
- Range
- 15 feet
- Components
- V, S
- Duration
- Instantaneous
- Classes
- Cleric, Druid
Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.
Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
- Level & School
- Necromancy cantrip
- Casting Time
- Action
- Range
- Touch
- Components
- V, S
- Duration
- Instantaneous
- Classes
- Cleric
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Spare the Dying 5.5e 2024 vs. 5e 2014 edition differences
The 2024 version adds Druids as classes, extends range from touch to 15 feet, and includes a cantrip upgrade increasing range at levels 5, 11, and 17. The core effect of stabilizing a creature at 0 hit points remains the same.
Spells similar to Spare the Dying
Healing Word
Both are low-level spells that can stabilize or heal creatures in dire situations.Cure Wounds
Both can restore hit points to a creature, similar in use case for healing.Inflict Wounds
Both are necromancy spells that involve direct interaction with a target and affect health.False Life
Both provide a form of temporary health boost, although from different schools of magic.Ray of Sickness
Both involve damage and can affect a creature's health with a saving throw.