Hey everyone, as the titles says, I've got a question.
Let's say an Arcane Ward is at max hit points (WizLV*2+Int)
A fireball or any elemental attack is coming the wizard's way.
As a reaction the Wizard uses absorb elements, to mitigate the damage. This damages your Arcane Ward, but doesn't break it.
Now, since an abjucation spell of first level is used, the rules say the ward gets two hit points (abjucation spell level*2) back.
The tricky bit is when the hit points get added. If the hit points get added before the damage of the elemental attack is subtracted, then you don't get anything, since the ward was at max Hit Points. So what happens first? The damage of the spell or the Ward's regen? How would you rule this if you were the DM?
Well first off let's note that Absorb Elements would not halve the damage to the ward. The Ward takes damage "instead of you" and Absorb Elements gives "you" (target: Self) Resistance to the damage, it does not grant this to the ward, nor does the ward gain resistances that you have. Also, ward takes damage first and you can only cast absorb elements when YOU, not the ward, take damage.
For timing refer to the reaction text of the spell. Reactions normally occur after the trigger but some spells specify exceptions: like Shield and Absorb Elements which specifically indicate they occur before the triggering attack/damageto grant you protection from it.
Let's say your ward is already active and has 15 HP and somebody casts Fireball for 34 damage. You failed the dex save. Your ward takes 15 HP damage, leaving 19 damage going to you - since you will now be taking damage, you can cast Absorb Elements. However, casting it instantly recovers 2 HP to the ward, and since this spell comes into effect before you actually take damage, as per the spell's reaction text, your ward regains 2 HP before the damage, so that ward takes the damage back to 0 leaving 17 going to you. You have no more reactions so you can't prevent the damage any further but thanks to Absorb Elements you do have resistance to halve it (rounded down) so you take 8 damage.
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so you could have all your hp sitting behind an upcast False Life's temp hp which is also sitting behind an Arcane Ward... wait a minute, weren't wizards supposed to be squishy... add the Tough Feat for good measure and then every combat yell "Get up you lazy, weak, good for nothing Barbarian!"
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Well first off let's note that Absorb Elements would not halve the damage to the ward. The Ward takes damage "instead of you" and Absorb Elements gives "you" (target: Self) Resistance to the damage, it does not grant this to the ward, nor does the ward gain resistances that you have. Also, ward takes damage first and you can only cast absorb elements when YOU, not the ward, take damage.
For timing refer to the reaction text of the spell. Reactions normally occur after the trigger but some spells specify exceptions: like Shield and Absorb Elements which specifically indicate they occur before the triggering attack/damageto grant you protection from it.
Let's say your ward is already active and has 15 HP and somebody casts Fireball for 34 damage. You failed the dex save. Your ward takes 15 HP damage, leaving 19 damage going to you - since you will now be taking damage, you can cast Absorb Elements. However, casting it instantly recovers 2 HP to the ward, and since this spell comes into effect before you actually take damage, as per the spell's reaction text, your ward regains 2 HP before the damage, so that ward takes the damage back to 0 leaving 17 going to you. You have no more reactions so you can't prevent the damage any further but thanks to Absorb Elements you do have resistance to halve it (rounded down) so you take 8 damage.
I know this is old, but I had a question about this. I agree that absorb elements can't even be cast until arcane ward depletes and damage carries over to you. But concerning the second part, wouldn't the ward regen and damage be considered simultaneous effects? For that we have a rule from Xanathar's:
Simultaneous Effects
Most effects in the game happen in succession, following an order set by the rules or the DM. In rare cases, effects can happen at the same time, especially at the start or end of a creature’s turn. If two or more things happen at the same time on a character or monster’s turn, the person at the game table — whether player or DM — who controls that creature decides the order in which those things happen. For example, if two effects occur at the end of a player character’s turn, the player decides which of the two effects happens first.
So wouldn't this mean it's up to the player whether they regen hp on the ward first or take damage then regen ward hp?
Maybe, but why would a player willingly choose to take more damage?
Regen the ward and reduce the damage you take. There is no reason to not do this.
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Maybe, but why would a player willingly choose to take more damage?
Regen the ward and reduce the damage you take. There is no reason to not do this.
Because resistance from absorb elements isn't applied to the ward, so you may want to save your ward for when you don't have resistance. Granted it's a difference of 1hp, but that can be the difference between being up or down.
No, because the ward eats damage before the player, and the absorb only impacts damage that hits the player. So, in order for absorb to do anything, the ward has to be gone first.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
No, because the ward eats damage before the player, and the absorb only impacts damage that hits the player. So, in order for absorb to do anything, the ward has to be gone first.
Let's say your ward is already active and has 15 HP and somebody casts Fireball for 34 damage. You failed the dex save. Your ward takes 15 HP damage, leaving 19 damage going to you - since you will now be taking damage, you can cast Absorb Elements.
In this scenario the ward takes all it can and 19 fire damage is carried over, which allows you to cast absorb elements. What's suggested is that this casting regenerates the ward by 2 HP and that's also deducted from the damage. What I pointed out is that the damage and the regen from the spellcasting of absorb elements are simultaneous, and since it's the attacking creature's turn, DM decides whether you take damage then regen or regen then take damage. Based on the rule, DM could base this decision circumstantially on what's advantageous to the attacking creature.
Hey everyone, as the titles says, I've got a question.
Let's say an Arcane Ward is at max hit points (WizLV*2+Int)
A fireball or any elemental attack is coming the wizard's way.
As a reaction the Wizard uses absorb elements, to mitigate the damage. This damages your Arcane Ward, but doesn't break it.
Now, since an abjucation spell of first level is used, the rules say the ward gets two hit points (abjucation spell level*2) back.
The tricky bit is when the hit points get added. If the hit points get added before the damage of the elemental attack is subtracted, then you don't get anything, since the ward was at max Hit Points. So what happens first? The damage of the spell or the Ward's regen? How would you rule this if you were the DM?
Well first off let's note that Absorb Elements would not halve the damage to the ward. The Ward takes damage "instead of you" and Absorb Elements gives "you" (target: Self) Resistance to the damage, it does not grant this to the ward, nor does the ward gain resistances that you have. Also, ward takes damage first and you can only cast absorb elements when YOU, not the ward, take damage.
For timing refer to the reaction text of the spell. Reactions normally occur after the trigger but some spells specify exceptions: like Shield and Absorb Elements which specifically indicate they occur before the triggering attack/damageto grant you protection from it.
Let's say your ward is already active and has 15 HP and somebody casts Fireball for 34 damage. You failed the dex save. Your ward takes 15 HP damage, leaving 19 damage going to you - since you will now be taking damage, you can cast Absorb Elements. However, casting it instantly recovers 2 HP to the ward, and since this spell comes into effect before you actually take damage, as per the spell's reaction text, your ward regains 2 HP before the damage, so that ward takes the damage back to 0 leaving 17 going to you. You have no more reactions so you can't prevent the damage any further but thanks to Absorb Elements you do have resistance to halve it (rounded down) so you take 8 damage.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Thanks, that answers my question.
I was treating the Ward as temporary hit points for the Wizard, hence my first mistake. The example with the fireball explains it nicely. Thank you.
Very good explanation. Also note that because the Ward is NOT temporary hitpoints:
1) If your ward takes damage but you do not, you do NOT need to make a concentration check if you happen to be concentrating on a spell.
2) It can stack with temporary hitpoints. Very helpful.
so you could have all your hp sitting behind an upcast False Life's temp hp which is also sitting behind an Arcane Ward... wait a minute, weren't wizards supposed to be squishy... add the Tough Feat for good measure and then every combat yell "Get up you lazy, weak, good for nothing Barbarian!"
I know this is old, but I had a question about this. I agree that absorb elements can't even be cast until arcane ward depletes and damage carries over to you. But concerning the second part, wouldn't the ward regen and damage be considered simultaneous effects? For that we have a rule from Xanathar's:
So wouldn't this mean it's up to the player whether they regen hp on the ward first or take damage then regen ward hp?
Maybe, but why would a player willingly choose to take more damage?
Regen the ward and reduce the damage you take. There is no reason to not do this.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Because resistance from absorb elements isn't applied to the ward, so you may want to save your ward for when you don't have resistance. Granted it's a difference of 1hp, but that can be the difference between being up or down.
Now that I think about it though, absorb elements would be cast on the monster's turn. That means the order of resolution is up to the DM.
No, because the ward eats damage before the player, and the absorb only impacts damage that hits the player. So, in order for absorb to do anything, the ward has to be gone first.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
Correct. But the scenario is important.
In this scenario the ward takes all it can and 19 fire damage is carried over, which allows you to cast absorb elements. What's suggested is that this casting regenerates the ward by 2 HP and that's also deducted from the damage. What I pointed out is that the damage and the regen from the spellcasting of absorb elements are simultaneous, and since it's the attacking creature's turn, DM decides whether you take damage then regen or regen then take damage. Based on the rule, DM could base this decision circumstantially on what's advantageous to the attacking creature.