Hello, I'd like some advice from anyone who can try to clarify something for me. In my campaign, a player of mine has the Summon Celestial spell coming up and he pointed something out. When choosing Defender, the celestial gets the "Radiant Mace".
Radiant Mace (Defender Only).Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.
My player pointed out that it technically says "one target", so was essentially asking if he summoned the celestial say, right outside a boss battle door, could he use the celestial to literally just hit any inanimate object and grant temporary hit points to the entire party one by one? I try to follow RAW pretty closely, and while I know this likely isn't the intention of the ability, it does look like technically the rules would "allow" it. I know it's up to DM discretion, but does anyone have any clarification or advice? or is there something I've missed?
Whoever gets the temporary hit points has to be within 10 feet of the thing that you hit, and the celestial has to be able to see them. So yes, you don't have to hit a creature, but you can't hit just anything. Plus you have to have the material components to summon the celestial, and keep concentration up. There are probably better ways to grant your party some temp HP. Or using Aid a couple times.
Sorry, when you say "you can't hit just anything" are you referring to specific things like walls or tables etc, or are you just referring to the fact that there are certain parameters in place for it to work in general? Thanks!
An attack can be made against any creature, object or structure. The DMG has rules for the AC and Hit Points for objects including structures like walls and doors. The feature of the attacks does not specify it must be a creature so, yes, by RAW you can have the celestial spirit attack a door or wall and give 1d10 THP to anyone.
Useful. But nothing big. It's a 5th level spell, requires a 500 gp component, has low damage output, minimal tactical aspects compared to other summons, and very few features of worth beyond this THP and a once-a-day heal that's about the equivalent of a 2nd level cure wounds.
In terms of combat it is outshined by lower level summons, as compensation for the free temp HP. It's basically the only thing that makes the spell worth casting. Useful, works as you think, but it's not some OP thing. It is balanced around the fact it's providing easy and free temp HP.
Will note, the temp HP is spiffy, but it's only 1d10, doesn't stack and by the level of 5th level spells most enemies have multiattack and hit hard, so the tmp HP will vanish pretty darn quick. Frankly, a 3rd level Slow can often achieve far better.
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Sorry, when you say "you can't hit just anything" are you referring to specific things like walls or tables etc, or are you just referring to the fact that there are certain parameters in place for it to work in general? Thanks!
Yes, I was referring to the fact that you have to be within range of whoever you want to receive the temp HP.
Another question, does it give temp hit points twice per Action since its attacking twice? Or would it be only once per round no matter how many attacks it makes? (twice would obviously need to be to different creatures as the temp hit points wouldn't stack).
Another question, does it give temp hit points twice per Action since its attacking twice? Or would it be only once per round no matter how many attacks it makes? (twice would obviously need to be to different creatures as the temp hit points wouldn't stack).
I know this is one year late but I would like to know the same thing :,)
The celestial can use Radiant Mace a number of times equal to half the spells level, rounded down. If you cast it at level 5, it gets 2 Radiant Mace attacks per turn.
Yep. The feature doesn’t say once on their turn so it happens anytime they make that attack. Just depends on what level you cast it for their multiattack.
Casting this at lvl6, that would mean it can give 1d10 temp hitpoints 3 times, perhaps to two party members and once to itself, on each of its turns while attacking 3 times for 1d10+9 radiant damage. Potentially a fourth time if it gets an opportunity attack? While walking around with 50hp and 19AC and the ability to cast lvl2 cure wounds once. Doesn't seem too shabby tbh.
Sure, lvl6 Spirit Guardians might be a better choice, but perhaps not if it's a single opponent and you're also looking to aid/heal/support your team rather than just deal damage.
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Hello, I'd like some advice from anyone who can try to clarify something for me. In my campaign, a player of mine has the Summon Celestial spell coming up and he pointed something out. When choosing Defender, the celestial gets the "Radiant Mace".
Radiant Mace (Defender Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.
My player pointed out that it technically says "one target", so was essentially asking if he summoned the celestial say, right outside a boss battle door, could he use the celestial to literally just hit any inanimate object and grant temporary hit points to the entire party one by one? I try to follow RAW pretty closely, and while I know this likely isn't the intention of the ability, it does look like technically the rules would "allow" it. I know it's up to DM discretion, but does anyone have any clarification or advice? or is there something I've missed?
Whoever gets the temporary hit points has to be within 10 feet of the thing that you hit, and the celestial has to be able to see them. So yes, you don't have to hit a creature, but you can't hit just anything. Plus you have to have the material components to summon the celestial, and keep concentration up. There are probably better ways to grant your party some temp HP. Or using Aid a couple times.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Sorry, when you say "you can't hit just anything" are you referring to specific things like walls or tables etc, or are you just referring to the fact that there are certain parameters in place for it to work in general? Thanks!
An attack can be made against any creature, object or structure. The DMG has rules for the AC and Hit Points for objects including structures like walls and doors. The feature of the attacks does not specify it must be a creature so, yes, by RAW you can have the celestial spirit attack a door or wall and give 1d10 THP to anyone.
Useful. But nothing big. It's a 5th level spell, requires a 500 gp component, has low damage output, minimal tactical aspects compared to other summons, and very few features of worth beyond this THP and a once-a-day heal that's about the equivalent of a 2nd level cure wounds.
In terms of combat it is outshined by lower level summons, as compensation for the free temp HP. It's basically the only thing that makes the spell worth casting. Useful, works as you think, but it's not some OP thing. It is balanced around the fact it's providing easy and free temp HP.
Will note, the temp HP is spiffy, but it's only 1d10, doesn't stack and by the level of 5th level spells most enemies have multiattack and hit hard, so the tmp HP will vanish pretty darn quick. Frankly, a 3rd level Slow can often achieve far better.
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.
Yes, I was referring to the fact that you have to be within range of whoever you want to receive the temp HP.
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Another question, does it give temp hit points twice per Action since its attacking twice? Or would it be only once per round no matter how many attacks it makes? (twice would obviously need to be to different creatures as the temp hit points wouldn't stack).
I know this is one year late but I would like to know the same thing :,)
The celestial can use Radiant Mace a number of times equal to half the spells level, rounded down. If you cast it at level 5, it gets 2 Radiant Mace attacks per turn.
Yep. The feature doesn’t say once on their turn so it happens anytime they make that attack. Just depends on what level you cast it for their multiattack.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Casting this at lvl6, that would mean it can give 1d10 temp hitpoints 3 times, perhaps to two party members and once to itself, on each of its turns while attacking 3 times for 1d10+9 radiant damage. Potentially a fourth time if it gets an opportunity attack? While walking around with 50hp and 19AC and the ability to cast lvl2 cure wounds once. Doesn't seem too shabby tbh.
Sure, lvl6 Spirit Guardians might be a better choice, but perhaps not if it's a single opponent and you're also looking to aid/heal/support your team rather than just deal damage.