Depends on Personality
The text for each of the skills reads as such:
Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or command personality.
Charisma saves typically depend on the players' personality/presence being interfered with by ...
Yes, they will still take half damage.
This doesn't contradict the text at all, because you have successfully protected them from the full force of the spell. You aren't able to protect them completely, but they haven't taken the full damage the spell would have otherwise inflicted.
As a DM I roll (most) die in the open - death is a real possibility. This was discussed in session zero, and we all prefer that excitement in our game.
This means party plays a lot more cautiously, scouting, planning, and running away (I told them in session zero there are things that can kill them without breaking a sweat, and it is their job to know when ...
Death saves are not supposed to be fun
What level is this character? I understand levels 1-3 are difficult, a nasty crit from anything and you're all done. But 4th+ you should be able to eat a hit and gauge how many more your character can take. If one hit takes half your life, get out of close combat.
Your party should pick up some slack and let you have ...
Others have answered what you cannot do, or how you can prevent this from happening. What you can do is describe your moans in agony, your blood pooling around you, and your casual conversation with the God of Death, Boatman, or whoever Shepherds the Dead into their Final Resting Place. Tell them that you're not ready to go yet, and someone will be along to ...
Ask your teammates to administer a potion of healing
A Potion of Healing can be administered to an unconscious creature by any other character, although it takes an action:
administering a potion takes an action
Talk to other players in advance, let some of them carry a healing potion and help your cleric when he is down, instead of just watching him ...
Talk about teamwork
I've had dozens of parties where there's only one cleric with healing magic, but I've never seen that Cleric make more than two death saving throws in a combat, generally not even a single one. If you are constantly going down and nobody is helping you back up, your team is doing a pretty bad job at..well... being a team.
Ask the ...
To add to AlienAtSystem's answer, you can also boost your resilience by way of stat increases (ASIs) and Feats (if your GM allows them).
Some useful ones might be:
Tough: Your hit point maximum increases by an amount equal to twice your level when you gain This feat. Whenever you gain a level thereafter, your hit point maximum
increases by an ...
Don't get knocked unconscious
While this is not the answer you're looking for, it's about the best one we can give. An unconscious character can, by the plain English definition of the word, not act. Both in the reality of the game world as well as the rules, that not bleeding out is the only thing your character can do.
If your character keeps getting ...
Not with their Wisdom(Medicine) check!
Medicine is pretty much a useless proficiency to take. It typically applies only to stabilizing creatures and diagnosing illnesses, the first of which requires only ever a DC 10 Wisdom check and is specifically called out in the rules as a bad option as compared to magical healing and the second of which is the sort ...
Dominate spells, yes. A Vampire's Charm, no.
A Vampire's Charm isn't a spell, or stated to be equivalent to a spell. Other monster abilities say "affected as if by a [insert spell here] spell", those abilities do work the same as the stated spell, unless stated otherwise. The Vampire's Charm has no such wording.
The description of it as magical also doesn'...
The spell says, among other things:
You touch a willing creature and put it into a cataleptic state that
is indistinguishable from death.
For the spell’s duration, or until you use an action to touch the
target and dismiss the spell, the target appears dead to all outward
inspection and to spells used to determine the target’s status. The
To me, the phrase "indistinguishable from death" is the key to this one. To appear outwardly dead would infer that even involuntary things like heartbeat and breathing have stopped or slowed to such a point that it would be almost impossible to spot. RAW or RAI, it seems unlikely that a creature would lose these telltale signs of life, but then still be ...
Your answer is also contained in your first descriptive sentence.
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
If you are flailing around, singing and making saves, that is very obviously distinguishable from death. So just by that caveat alone it would prevent the activity you ...
Spells do what they say they do, and there is no 'flavor' text
If a word in a rule/spell/whatever isn't specifically defined by the game, it has it's normal English meaning.
You're right that 'cataleptic' is undefined by the game, but it's English meaning is very easily understood, as is 'indistinguishable from death'. You hit the nail on the head with "...