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Spare the Dying 5e spell

Necromancy cantrip · 2024 version below

Casting time
1 action
Range
Touch
Components
V, S
Duration
Instantaneous
School
Necromancy
Level
Cantrip

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

How Spare the Dying plays

You touch a living creature at 0 hit points and it becomes stable. It stops making death saving throws, but it stays unconscious at 0 hit points; if nobody heals it, it regains 1 hit point after 1d4 hours. The spell does nothing to undead or constructs.

It does exactly what a successful DC 10 Wisdom (Medicine) check or a healer’s kit does, except it can’t fail and costs nothing. It stops a character from dying; it doesn’t put them back in the fight.

When to pick Spare the Dying

Common questions

Does Spare the Dying wake the creature up?

No. A stable creature stays unconscious at 0 hit points. It wakes when it regains any hit points, from healing or after 1d4 hours on its own.

What happens if a stabilized creature takes damage?

It stops being stable and starts making death saving throws again. Its earlier successes and failures were reset to zero when it became stable, so it starts the count fresh.

Can Spare the Dying save a creature that has died?

No. It only works on a living creature at 0 hit points. For a creature that died within the last minute, you need Revivify.

Spare the Dying or Healing Word?

In a fight, Healing Word: a bonus action at range that brings the ally back up. Spare the Dying costs your action and needs you next to the target, but no spell slot.

What changed in the 2024 rules?

The 2024 version works at 15 feet instead of touch, and the range doubles at 5th, 11th and 17th level, to 120 feet. Druids get it too.

Spare the Dying compared with other ways to save a dying ally

SpellHow it compares
Healing Word1st level, bonus action, 60 feet: 1d4 + your modifier, and the ally is conscious and back in the fight.
Cure Wounds1st level, touch: 1d8 + your modifier. The same action and reach as Spare the Dying, but it costs a slot and the ally wakes up.
Revivify3rd level: for when stabilizing came too late. Returns a creature that died within the last minute with 1 hit point, for 300 gp of diamonds.
Potion of Healing2d4 + 2, and anyone can feed it to a downed ally. Takes an action to administer.

Classes that can cast Spare the Dying

ClassFirst availableSpellcasting ability
Cleric spells1st level (cantrip)Wisdom

Spare the Dying in the 2024 rules

The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:

Casting time
Action
Range
15 feet
Components
V, S
Duration
Instantaneous
School
Necromancy
Level
Cantrip
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).

2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.

Other necromancy cantrips

Browse: all cantrips · necromancy spells