Spare the Dying cannot be taken as a cantrip. Instead, Spare the Dying maybe a ritual that has no cost. The ritual takes one minute to perform, but the target not suffers the results of bleeding out while the ritual is occurring. At the highest of the ritual, the target has one hit point. Should the ritual be disrupted, the target resumes bleeding out, and thus the ritual must be restarted.
In this spell, you’ve to the touch a 0 hit points living creature and thus the creature will become stable. On undead or constructs, Spare the Dying 5e spell has no effect.
Spare the Dying 5e
Casting Time: 1 action
Components: V S
Basically, these spells spare the dying works exactly how it as stated: you’re doing touch the living creature which has 0 hit points. Also, the massive damage has the potential to kill you instantly. Whenever the damage goes to be reduced you to the 0 hit points then still there’s damage remaining. Whenever the remaining damage goes to be equal or exceeds your hit point maximum.
We would agree that there’s something wrong with Spare the Dying but my problem is broad with the death and dying rules normally also just like the concept of “swift casting.” we believe this death rules in D&D5 are very forgiving generally (but they’re pretty easy to deal with rule), which we expect the thought of a spell that’s very easy to cast it’s an afterthought is utter nonsense. It’s enough that cantrips are free in terms of memorization — they are doing not even need to be free in terms of actions (unfortunately that’s harder to house rule).
That said, within the context of the D&D5 rules as written, Spare the Dying in itself is potentially awkward, but we don’t think it’s actively broken. It’s practically impossible to kill a PC with some levels in D&D5, even without the spell being available. it is easier to knock them out. Spare the Dying saves PCs from bleeding out, but so do healer’s kits, which everyone can use. Therefore the important issue here isn’t that Spare the Dying improves PC survivability, but rather that it returns them to combat as an afterthought, leaving the cleric still free to take a typical action within the turn (which could be used to heal the risen PC further).
People who like death are often rested assured that it’s possible to die using the default rules. If they have it to be more deadly, they will remove Space the Dying, Healer’s Kits, and thus the Healer feat. If they have it to be more deadly, they’re going to also change the quantity of death saves you get, or change what proportion damage it takes beyond 0 it takes to kill someone.
We have never done the experiment, but it seems to me that however, this is often not a plus the PCs could use to point out a loss into a victory. At best, it’s going to let the party tread water for a few more rounds before they’re defeated. During a touch-and-go situation, it’d tip the scales within the favor of the PCs, but the only reason why I even have an objection thereto is that there is no risk involved within the spell’s casting. The cleric can appear the hay then takes his turn as normal. But again, that’s the D&D5 rules, not the spell it.