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
Cure Wounds, 1st-level abjuration
Both are healer-focused spells used by clerics and druids to restore a creature's vitality in immediate danger.Healing Word, 1st-level abjuration
This spell serves the same on-the-spot rescue purpose at range, letting a caster quickly bring a downed ally back into the fight.Revivify, 3rd-level necromancy
Though higher level, it addresses the same life-and-death space by restoring a creature from near or actual death.Gentle Repose, 2nd-level necromancy
It interacts with death and corpses in a cleric/necromancy context, making it thematically close to a spell that stabilizes dying creatures.Guidance, Divination cantrip
As a cantrip available to clerics and druids that supports allies, it mirrors Spare the Dying's utility-level, low-action support role.