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In the past I've often ran a cleric, and our team always just plays the low levels, retiring around level 5-6 and starting over then.

I have noticed however that I take revivify each time, and make sure I always have a diamond with me to revive someone, to the lengths of selling all my equipment if I have to.

However it also meant that at low levels I almost certainly cannot really do much in a fight, even at 4th level only able to use 2 level 2 spells a day for the "possiblity that I need to revive someone".

Further I notice that if we didn't have a cleric which has revivify prepared the DM would ever so slightly either nudge the balance to make sure people don't really die. (or people are content with rerolling a character anyways when they go on a suicide mission).

This left me in a place where I wonder: is revivify worth keeping a spare spell slot open for? Or even going to the lengths of getting the diamonds at level 3 and preparing it in the first place?

Is it a trap as decent play prevents deaths anyways, and there are other ways to revive someone using sidequests? (often much more easy than 300 gp). And in the single case I noticed that where deaths happened it was a tpk anyways with the bad guys "focus the healer".

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    \$\begingroup\$ I'm not sure if this can be answered objectively beyond the obvious "it's a trap if the play style of your group makes it a trap". \$\endgroup\$
    – Erik
    Oct 21, 2021 at 10:43
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    \$\begingroup\$ RE: "…I always have a diamond with me to revive someone, to the lengths of selling all my equipment if I have to." Not the question's crux, but I'm curious: Have you mentioned this monetary burden at the tables at which you play? You won't be revivifying yourself, after all. \$\endgroup\$ Oct 21, 2021 at 10:45
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    \$\begingroup\$ Playing a cleric as a 'support character' is a trap you have already fallen into, revivify is just the most obvious example to you. \$\endgroup\$
    – SeriousBri
    Oct 21, 2021 at 11:06
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    \$\begingroup\$ @Molot I've played a lot of cleric, I think I can post an answer but at the moment there is a lot about this question that isn't quite right; I'd like to see some clarification before we re open it. (I also agree that it would fit well on a forum) \$\endgroup\$ Oct 21, 2021 at 12:41
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    \$\begingroup\$ Paul, in order to get your question reopened, it will need some editing; on the one hand you have offered a bounding of the problem, in that your games tend to end at level 6. That's good. But "is it worth it" is a fairly subjective call that is informed by what classes are in the party in this instance. And what races. (Half orcs, for example, get up for free once when at 0 HP. Zealot Barbarians are nortoriously hard to kill. And so on. If you are looking for a one size fits all answer, for any and all campaigns, even with the constraint, that may not fit the scope of the stack format. \$\endgroup\$ Oct 21, 2021 at 13:28

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At the level that you can first take it, the duo of holding onto a slot of your highest level "in case" and "selling all my equipment if I have to" are an incredible burden on a character.

I would recommend not preparing Revivify until you have both higher level slots, and the party as a whole has bought a diamond, or it is a trivial amount of money to your character and they are charitable.

It sounds like you have approached the D&D cleric like a healer class from an MMORPG (or similar style of game), where tough fights involve the enemies dealing damage that is multiple times the participants HP totals. That isn't the case in D&D, healing spells don't recover enough HP compared to the incoming damage, and are a rare enough resource, that in-combat healing is not worth it, outside of reviving someone at 0HP.

In D&D, it is much better to stop your allies from taking damage by ending the fight, than from reactively healing them. At 5th level you should be looking to use your 3rd level slots on spells like Spirit Guardians.

At higher levels revivify is better in terms of spell slots, material cost and casting time than any of the other spells that bring the dead back, with the downsides being the time from death requirement, and the intact body requirement it shares with Raise Dead.

Check the following with your DM before setting out, as I can imagine some might not like the interaction (see this question about it). It does still require you to "hold a slot", but not one of your highest level.

You can instead prepare Gentle Repose, and keep a 2nd level slot open for that. If anyone dies, you cast that instead, with the slot, and have 10 days (or any number of days, it is a costless ritual) to purchase a diamond (from their share?) and prepare revivify.

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    \$\begingroup\$ I agree with that answer, but I do not see any proof, reference, experience, anything to back it up. \$\endgroup\$
    – Mołot
    Oct 21, 2021 at 11:52
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    \$\begingroup\$ @Mołot I've added links to demonstrate "better in terms of spell slots, material cost and casting time", and the text of Gentle Repose. Do you also need a reference for "2nd level spell is cheaper than 3rd level spell"? \$\endgroup\$
    – Caleth
    Oct 21, 2021 at 13:20
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    \$\begingroup\$ I'll suggest adding this link to support your Gentle Repose point - it's a Q&A from here that covers it in some detail. \$\endgroup\$ Oct 21, 2021 at 14:18
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    \$\begingroup\$ My take on molots comment was 'why do you recommend not preparing revivify and the party buying the diamond?' I know why, but there is nothing supporting it other than your opinion at the moment. \$\endgroup\$
    – SeriousBri
    Oct 22, 2021 at 7:10
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    \$\begingroup\$ @SeriousBri yea. I see no support for the general suggestion, not for any specific mechanical detail. \$\endgroup\$
    – Mołot
    Oct 22, 2021 at 7:48

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