Death Ward
AbjurationYou touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.
Spell Details
Player Guide
Cast Death Ward on your party's primary tank or a key damage dealer before entering a dangerous encounter to guarantee they survive at least one lethal blow. The spell is particularly effective in boss fights where burst damage is likely, as it converts what would be a knockout into a second chance. Remember the spell ends after triggering, so consider recasting it between encounters or on different targets if multiple party members face danger. Use it strategically on allies who lack healing access or are facing enemies known to deal massive single-hit damage.
Spell Combos
DM Tips
Clarify that Death Ward triggers on the first instance of damage bringing a creature to 0 HP, not on separate damage rolls within the same action—a multi-attack creature uses it on the first hit that would be lethal. Remember the spell ends immediately after triggering, so the creature gains no protection from subsequent damage in the same round.