In the game Dungeons and Dragons, the Raise Dead spell can be used to restore a character to life. However, this spell has limitations and cannot restore a character to life if they are missing body parts essential for life, such as the head. Additionally, the spell does not remove magical diseases, curses, or similar effects, and if these are not removed prior to casting the spell, they will take effect when the creature returns to life.
What You'll Learn
Can Raise Dead revive a character with zero maximum Hit Points?
There are a variety of opinions on whether Raise Dead can revive a character with zero maximum hit points.
Some people believe that a character with zero maximum hit points can be revived by the Raise Dead spell, but they will be revived with zero hit points and will therefore be unconscious and start making death saving throws immediately. Since their hit point maximum is zero, they also can't regain any hit points and will die immediately if they take any damage. However, they can stabilize at zero hit points.
Others argue that the Raise Dead spell description states that the raised creature "returns to life with 1 hit point", which contradicts the rule that "a creature's hit points can't exceed its hit point maximum". Therefore, they believe that raising a creature with zero hit points should leave them with zero hit points, and no way to gain more.
Some people suggest that the Aid spell can be used to temporarily raise the victim's hit points and maximum hit points, allowing them to take a long rest at positive hit points.
It is also suggested that the Greater Restoration spell can be used to restore the character's maximum hit points after they have been revived.
Ultimately, the interpretation of the rules is up to the Dungeon Master's discretion and may depend on the specific circumstances of the game.
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Does Raise Dead restore missing body parts?
The "Raise Dead" spell in Dungeons & Dragons (D&D) does not restore missing body parts. If the creature is lacking body parts or organs integral to its survival, such as its head, the spell automatically fails. The spell specifically states that it "closes all mortal wounds" but does not address the restoration of missing body parts.
This limitation of the spell has sparked discussions among players and Dungeon Masters (DMs) about the definition of "missing" body parts. Some interpret it strictly, considering a severed limb or head as "missing," even if it is present and reattached before casting the spell. Others argue that as long as all body parts are present and adjacent, the spell should succeed in reviving the creature.
It is worth noting that higher-level resurrection spells, such as "Resurrection" and "True Resurrection," can restore missing body parts. These spells are available to higher-level characters and are more costly to cast.
The interpretation of the spell's effect ultimately lies with the DM, who may decide to rule that "Raise Dead" can reattach severed limbs or heads if they are present and properly reattached before casting the spell.
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How do you calculate HP in D&D 5e?
To calculate your character's maximum hit points (HP) in D&D 5e, you need to know two things: your class and your constitution modifier.
At level 1, you add the highest number on your hit dice (found in the Player's Handbook) to your constitution modifier. For every level you gain after that, you roll your hit dice and add your constitution modifier.
For example, a level 1 barbarian with a constitution modifier of +2 and a 1d12 hit die would have 14 max HP (12 + 2).
If you don't want to roll your hit dice, you can use the average result of these dice rolls instead.
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What are temporary hit points?
Temporary hit points are a separate pool of hit points that you receive in addition to your character's total HP. They are not actual hit points, but rather a buffer against damage. Temporary hit points are lost first when you take damage, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage.
Temporary hit points can exceed your hit point maximum. For instance, if you have a hit point maximum of 12 and 10 hit points, and gain 3 temporary hit points, you will have 10 hit points and 3 temporary hit points, giving you, effectively, 13 hit points.
Temporary hit points are lost after accounting for resistances and immunities. For example, if you have 5 temporary hit points and take 5 piercing damage, but you have resistance to piercing damage, that 5 damage is reduced by half, turning it into 2 damage. It knocks off 2 of your temporary hit points, leaving you with 10 hit points and 3 temporary hit points.
Temporary hit points never stack with other temporary hit points; if you gain new temporary hit points, you decide whether to keep the ones you have or to gain the new ones. The only time you wouldn’t choose to take the higher amount is if the lower source of temporary hit points has a longer duration.
Temporary hit points will not wake you up from unconsciousness. The only benefit to temporary hit points while unconscious is that, if you take a hit while downed, and it doesn’t exceed your temporary hit points (i.e. you don’t take “real” damage), you don’t mark a death saving throw.
Temporary hit points are granted by some spells and special abilities, as well as feats, powers, or other effects.
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What are the rules for massive damage and lingering injuries?
Massive damage and lingering injuries are optional rules in D&D 5e. When a player or monster takes damage, if the damage taken is more than half of their total HP, they need to succeed on a DC 15 Constitution saving throw. If they fail, the Dungeon Master (DM) can roll on a random 'massive damage' table. If they receive massive damage and fall below zero HP, and the amount of damage left is still greater than their max HP, they die instantly.
Another optional rule is Lingering Injuries, which can be applied when a player takes a critical hit, is reduced to 0 HP, or fails a death saving throw by 5 or more. This can result in a player character receiving permanent wounds such as reduced speed or the loss of a limb.
- Lose a leg: Your speed is halved and you need a crutch or prosthetic to move. You have disadvantage on checks to balance and fall prone after dashing.
- Lose an arm: You suffer 1d6 hemorrhaging damage until fixed.
- Lose an eye: You have disadvantage on Perception checks that rely on sight and ranged attacks.
- Internal Injury: Make a DC 15 Con save or lose your action and reaction.
- Broken arm: You have disadvantage on attack rolls that require two hands and strength checks/saves.
- Horrible Scar: You take 1d4 hemorrhaging for 1d4+2 rounds.
Massive damage and lingering injuries add an extra layer of challenge and realism to the game, but they are not for everyone. It's important to discuss with your players beforehand and make sure everyone is comfortable with the potential consequences of these rules.
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Frequently asked questions
Yes, Raise Dead can revive a character with zero maximum Hit Points. They will be revived with 0 HP and will therefore be unconscious and start making death saving throws immediately.
Raise Dead can restore all mortal wounds, but it cannot restore missing body parts. For example, if a character is beheaded, Raise Dead cannot be used to restore their head.
Yes, Raise Dead can restore a character who has been ground into pieces. However, the character will be raised with only 1 HP, so they will still be in a fragile state.