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    Quick Answer

    Revivify is a 3rd-level necromancy spell. You touch a creature that died within the last minute, and it returns to life with 1 hit point. It costs an action and consumes diamonds worth 300 gp. It cannot revive a creature that died of old age, and it does not restore missing body parts.

    Overview

    Revivify is a 3rd-level necromancy spell that undoes a death if you reach the body within 1 minute. In combat, 1 minute is 10 rounds. Clerics get it at 5th level and Paladins at 9th. In the 2024 rules, Druids and Rangers can cast it too.

    It is the cheapest and fastest way to bring a character back in 5e. Raise Dead takes an hour and a 500 gp diamond. Revivify takes one action and a 300 gp diamond, with no lingering penalty. The two limits are the clock and the component. If the party has no diamond, the spell cannot be cast. If more than a minute passes, Revivify is no longer an option.

    Every party with access to it should keep a diamond in reserve. It is the spell that turns a character death into a bad round instead of the end of a character.

    Stat Block

    PropertyValue
    Level3
    SchoolNecromancy
    Casting Time1 action
    RangeTouch
    ComponentsV, S, M
    MaterialDiamonds worth 300 gp, which the spell consumes.
    DurationInstantaneous
    ConcentrationNo
    RitualNo
    Save/AttackNone
    ClassesCleric, Paladin

    When NOT to Use This

    • •On a creature that is dying but not dead. A creature at 0 hit points making death saves is still alive. Healing Word or Spare the Dying is the right tool.
    • •When more than a minute has passed since death. The spell simply does not work.
    • •When the body is gone. A creature reduced to dust by Disintegrate can only be restored by True Resurrection or Wish.
    • •In the middle of an area attack that will drop the target again at once. Reviving someone at 1 hit point next to a dragon may just cost you a second diamond.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyExcellent. One 3rd-level slot undoes a character death.
    Action EconomyOne action, at touch range, within a 10-round window.
    Opportunity CostThe 300 gp diamond is the real cost. Without it, the slot is useless.

    When worth the slot: Any time an ally dies and you can reach them within a minute.

    When NOT worth the slot: When the ally is only unconscious, or when you can wait until after the fight and still be inside the minute.

    Pro Tips

    Tip #1: Buy the diamond before you need it.

    Why it works: The 300 gp diamond has a cost, so a component pouch or holy symbol cannot replace it. The spell consumes it on casting.

    This avoids the mistake of: Preparing Revivify and then discovering the party has no diamond.

    Tip #2: Count rounds, not turns.

    Why it works: 1 minute is 10 rounds of combat. If an ally dies on round 2, you have until round 12 to cast it. That often leaves time to finish the fight first.

    This avoids the mistake of: Running into danger to revive someone the moment they fall.

    Tip #3: Make sure the target is actually dead.

    Why it works: A creature dies when it fails three death saving throws, or instantly from massive damage. Until then it is unconscious at 0 hit points and a 1st-level heal brings it back up.

    This avoids the mistake of: Spending a 3rd-level slot and a diamond on someone who only needed Healing Word.

    Tip #4: Revive, then protect.

    Why it works: The creature comes back with 1 hit point and is usually still prone from when it fell. Any damage drops it again.

    This avoids the mistake of: Reviving an ally right in the line of fire with no follow-up.

    Common Mistakes to Avoid

    Planning Revivify and Healing Word on the same turn.

    Why it's bad: In the 2014 rules, if you cast a spell as a bonus action, the only other spell you can cast that turn is a cantrip with a casting time of 1 action. In the 2024 rules, you can expend only one spell slot per turn. Either way, a leveled Healing Word cannot follow Revivify on the same turn.

    Do this instead: Revive on your turn and let an ally heal or shield the target on theirs.

    Thinking a component pouch covers the diamond.

    Why it's bad: Material components with a listed cost must be provided. A focus or pouch only replaces components that have no cost.

    Do this instead: Carry at least one diamond worth 300 gp. Whether a shop sells them is up to your DM.

    Assuming Revivify fixes anything else.

    Why it's bad: The 2014 text only returns the creature to life with 1 hit point. It says nothing about curing poison or disease, unlike Raise Dead. It also cannot restore missing body parts.

    Do this instead: Plan to cast Lesser Restoration or Remove Curse after the revival if the cause of death is still affecting the body. How such effects carry over in 2014 is a DM call.

    Usage Tips

    • •Worked example: a 5th-level wizard with no Constitution bonus who takes average hit points has 22 maximum (6 + 4 × 4). She is down to 4 when an enemy Fireball hits her for 30 damage (8d6 averages 28). She drops to 0 with 26 damage left over. Because 26 is at least her maximum of 22, she dies instantly from massive damage. No death saves happen.
    • •The cleric now has 10 rounds. Revivify brings her back with 1 hit point, and the 300 gp diamond is gone.
    • •Death saves path: an unconscious fighter starts three turns at 0 hit points and fails all three saves, or rolls a 1 (two failures) and then fails one more. He dies at that moment, and the 1-minute window starts.
    • •Use the death saving throws guide to check how quickly a downed ally can reach three failures, especially if they take damage while down. A hit at 0 hit points counts as one failure, and a critical hit counts as two.
    • •Diamond budget: each casting consumes 300 gp. A party that keeps two diamonds is holding 600 gp in insurance.

    Rules Notes

    • •Target: a creature that died within the last minute. You must touch it.
    • •It returns to life with 1 hit point. Because it has hit points again, it is not dying and makes no death saves.
    • •It fails on a creature that died of old age.
    • •It cannot restore missing body parts. If a part needed for life is missing, such as the head, whether the spell can work is a DM call; Raise Dead says outright that it fails in that case.
    • •There is no benefit to casting it with a higher-level slot.
    • •A creature that dropped to 0 hit points fell prone when it went unconscious. Nothing in Revivify makes it stand up.
    • •Gentle Repose says days under its effect do not count against the time limit of spells "such as Raise Dead." Read literally, that also pauses Revivify's minute. Confirm this ruling with your DM before you rely on it.

    Synergies

    • •Healing Word from an ally: after the revival, a second caster can raise the target above 1 hit point on their own turn.
    • •Death Ward: cast it before a deadly fight so the target drops to 1 hit point instead of 0. See the Death Ward guide.
    • •Aid: increases maximum and current hit points, which raises the bar for death from massive damage. See the Aid guide.
    • •Gentle Repose: if your DM allows it to pause Revivify's clock, it buys time to find a diamond.

    Anti-Patterns

    • •Selling the party's last diamond for gear.
    • •Running into melee to revive an ally on round 1 when the window lasts 10 rounds.
    • •Using Revivify on a dying ally instead of a cheaper heal.

    Tactical Modules

    • •Battlefield Insurance. When to use: Any dangerous fight. Synergy: Keep your 3rd-level slot and a diamond in reserve until the fight ends or someone dies.
    • •Clean-Up Revive. When to use: An ally dies with several rounds left in the window. Synergy: Finish the fight, then revive in safety.
    • •Shield the Revived. When to use: You must revive mid-fight. Synergy: Have the fighter stand between the target and the enemies, or have a caster follow with Sanctuary.

    Countermeasures

    • •Threat: Disintegrate or another effect that destroys the body — Response: Revivify cannot help. Fallback: Plan for True Resurrection or Wish at higher levels, or Death Ward before the fight.
    • •Threat: No diamonds available — Response: Buy several in the last city. Fallback: Raise Dead within 10 days, which needs a 500 gp diamond.
    • •Threat: The target dies again right after revival — Response: Revive behind cover and heal on the next ally turn. Fallback: Keep a second diamond.

    Revivify in the 2024 Rules

    The spell text is almost the same. The target must have died within the last minute and returns with 1 hit point. The component is now a diamond worth 300+ GP, which the spell consumes. The class list grows: Clerics, Druids, Paladins, and Rangers can all cast it. Druids reach 3rd-level spells at character level 5, and Paladins and Rangers at level 9.

    The 2024 rules glossary adds general rules for coming back from the dead. When a revival spell is cast, the dead creature's spirit knows who is casting it and can refuse. A revived creature keeps any conditions, magical contagions, or curses that affected it at death if their durations are still running. It returns with one fewer level of Exhaustion, and it loses attunement to any magic items.

    Revivify vs Raise Dead

    RevivifyRaise Dead
    Level3rd5th
    Casting time1 action1 hour
    Time limitDied within 1 minuteDead no longer than 10 days
    Component300 gp of diamonds, consumed500 gp diamond, consumed
    PenaltyNone−4 to attacks, saves, and checks, reduced by 1 per long rest
    Extra effectsNoneNeutralizes poisons and cures nonmagical diseases

    Revivify is the in-combat answer. Raise Dead is the answer when you could not reach the body in time.

    Frequently Asked Questions

    How does Revivify work in 5e?

    You use an action to touch a creature that died within the last minute. It returns to life with 1 hit point, and the spell consumes diamonds worth 300 gp. It cannot help a creature that died of old age or replace missing body parts.

    How long do you have to cast Revivify?

    One minute from the moment the creature died. In combat that is 10 rounds. The clock starts at death, not when the creature dropped to 0 hit points.

    Does Revivify work on a creature that is still making death saves?

    No. A creature at 0 hit points that is making death saves is still alive, so Revivify has no dead target. Any healing, even 1 hit point, brings it back up, and Spare the Dying stabilizes it.

    Does Revivify work on massive damage deaths in 5e?

    Yes. A creature killed outright by massive damage is dead like any other, so Revivify works if you cast it within the minute and the body is still there. It does not work on a creature turned to dust by Disintegrate.

    Does Revivify need a 300 gp diamond?

    Yes. The 2014 spell needs diamonds worth 300 gp and the 2024 spell needs a diamond worth 300 or more GP. The spell consumes it, and a component pouch or spellcasting focus cannot replace a component with a cost.

    Can you upcast Revivify in 5e?

    You can cast it with a higher-level slot, but nothing improves. The target still returns with 1 hit point.

    Can Paladins cast Revivify in 5e?

    Yes. It is on the paladin spell list in both 2014 and 2024, and paladins can cast 3rd-level spells from 9th level. Clerics get it at 5th level. In 2024, Druids and Rangers also have it.

    Can the target refuse Revivify?

    The 2014 Revivify text has no rule for refusal, so that is up to the DM. The 2024 rules say the spirit of a dead creature knows who is casting a revival spell and can refuse.


    Citations: api:spells/revivify; SRD 5.1; SRD 5.2.1

    Includes SRD content per CC BY 4.0. Sources: dnd5eapi.co, System Reference Document 5.1 and 5.2.1.

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