Quick question: let’s say a player gets hit 3 times on the same turn by the same creature, each hit dealing 10 damage; would rebuke the violent deal 30 damage back the the creature or just 10?
Description just says “damage delt” so I assume it’s 30..
As a follow up question: Assume the damage dealt was 20 points from a fireball that hits 5 people. Is the damage suffered from Rebuke the Violent 20 points to the caster, or 100 points since the attack damage done totals (20x5) 100? The exact wording on the ability says "On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage."
I did read into the fireball issue and the official ruling is that Fireball is not a “Attack” meaning you don’t roll a attack dice (D20). And RtV only triggers when someone is hit with an “Attack”.
so even though fireball does damage to other creatures, it’s not considered an Attack because it requires a saving throw. Same goes with any ability that requires a saving throw vs rolling to hit.
Ok. I accept that fireball and in fact many spells that do damage are not technically attacks because they require no attack roll. Now substitute “Hail of Thorns” and answer the same question. That is an attack that requires an attack roll which also can trigger additional damage to targets within range of the primary target. Similar situation for Green-Flame Blade. Both are attacks (ranged and melee) that can trigger damage to multiple targets. Result of the Rebuke is likely a situational DM call.
I do see how cumulative fireball damage would be a bit game over powered for that channel divinity ability.
From what I can tell, RtV is excellent against foes that use most attack cantrips or have special modifiers that add to an attack, such as a hobgoblin's martial advantage. Bigger foes roll more dice with weapon attacks and often have higher strength, so they're also choice targets to rebuke.
In more extreme cases, enemy rogues and paladins are in for a painful surprise, especially if they land a critical hit.
In addition, you can't be the target of the attack. This is important, as more intelligent enemies will try to nuke your wizards and sorcerers first.
Quick question: let’s say a player gets hit 3 times on the same turn by the same creature, each hit dealing 10 damage; would rebuke the violent deal 30 damage back the the creature or just 10?
Description just says “damage delt” so I assume it’s 30..
thanks.
It's your reaction immediately after damage is dealt and since damage is resolved immediately after confirming hit, you get to return only 10 damage.
As a follow up question: Assume the damage dealt was 20 points from a fireball that hits 5 people. Is the damage suffered from Rebuke the Violent 20 points to the caster, or 100 points since the attack damage done totals (20x5) 100? The exact wording on the ability says "On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage."
I did read into the fireball issue and the official ruling is that Fireball is not a “Attack” meaning you don’t roll a attack dice (D20). And RtV only triggers when someone is hit with an “Attack”.
so even though fireball does damage to other creatures, it’s not considered an Attack because it requires a saving throw. Same goes with any ability that requires a saving throw vs rolling to hit.
Ok. I accept that fireball and in fact many spells that do damage are not technically attacks because they require no attack roll. Now substitute “Hail of Thorns” and answer the same question. That is an attack that requires an attack roll which also can trigger additional damage to targets within range of the primary target. Similar situation for Green-Flame Blade. Both are attacks (ranged and melee) that can trigger damage to multiple targets. Result of the Rebuke is likely a situational DM call.
I do see how cumulative fireball damage would be a bit game over powered for that channel divinity ability.
From what I can tell, RtV is excellent against foes that use most attack cantrips or have special modifiers that add to an attack, such as a hobgoblin's martial advantage. Bigger foes roll more dice with weapon attacks and often have higher strength, so they're also choice targets to rebuke.
In more extreme cases, enemy rogues and paladins are in for a painful surprise, especially if they land a critical hit.
In addition, you can't be the target of the attack. This is important, as more intelligent enemies will try to nuke your wizards and sorcerers first.