How many times can you use twilight sanctuary per round ? If there are 10 people inside the aoe, can you grant temp hit-points to all 10 creatures per round ?
Channel Divinity: Twilight Sanctuary
At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
You grant it temporary hit points equal to 1d6 plus your cleric level.
You end one effect on it causing it to be charmed or frightened.
Yes. It's basically 'as an action you create this sphere. Creatures of your choice that end their turn inside this sphere gain one of these two benefits, you choose which.'
Just remember, temp HP doesn't stack, so if they have better temp HP from another source, you might be replacing it with a lower temp HP, and if they're still in the sphere at the end of their second turn, you're granting new temp HP that replaces the old temp HP even if it wasn't used (if it was used, then they just get new temp HP).
It is. Many regard Twilight cleric as completely broken. Nothing else gives you that level of temporary HP once it hits around level 5 and they just keep getting it over and over again within the aura. Things get so much worse if you include a Peace Domain cleric using their Protective Bond to let characters exchange places with each other so as one looses their Temp HP, another swaps place and starts taking the hits. Then the Twilight cleric just restores all the HP and if anyone actually lost HP the Peace Cleric can just use their Balm of Peace to heal it up at the end.
Both Clerics, together and separately are just OP to the point they take the fun out of the game
For ease of play I often suggest rolling the twilight sanctuary dice only when it gets first used and then it always applies that number of THP for this use. It keeps the cleric out of everyone else's turns, as the number is just the number, same as it is for eveyone who ends their turn in the aura.
But it for sure gets everyone you want it to get inside the radius.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Pretty sure I will house-rule this to be usuable ONCE per round ... lol
It takes an Action to use it already. And has pretty limited uses per day. it'd be very difficult to use it more than once a round anyone, and there is almost zero reason you'd want to.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
The problem with having Twillight Sanctuary rolling temporary hit points once only when first used as opposed to whenever a creature ends its turn in the sphere is that the number is known in advance and static for the entire duration, wether good or bad. But it saves time by cutting on dicerolling every turn.
Pretty sure I will house-rule this to be usuable ONCE per round ... lol
It takes an Action to use it already. And has pretty limited uses per day. it'd be very difficult to use it more than once a round anyone, and there is almost zero reason you'd want to.
I am pretty sure Taurdad meant once per round full stop not once per round on a specific creature.
It is very easy for each member of the party to end their turn within 30ft of the cleric and (as lonk as they don't at least 6+cleric level temp HP) it is worth rolling for them therefore most of the time twilight Sanctuary is up it is used at the end of every party members turn. If the Druid has cast conjure animals and the wizard has cast animate objects thats another 18 times per round it can be used!
Pretty sure I will house-rule this to be usuable ONCE per round ... lol
It takes an Action to use it already. And has pretty limited uses per day. it'd be very difficult to use it more than once a round anyone, and there is almost zero reason you'd want to.
I am pretty sure Taurdad meant once per round full stop not once per round on a specific creature.
It is very easy for each member of the party to end their turn within 30ft of the cleric and (as lonk as they don't at least 6+cleric level temp HP) it is worth rolling for them therefore most of the time twilight Sanctuary is up it is used at the end of every party members turn. If the Druid has cast conjure animals and the wizard has cast animate objects thats another 18 times per round it can be used!
No it only gets used once, as an action. You can only use it by expending a channel divinity and clerics only have 1 of those per day early on, 2 a day at 6th level, and evenly 3 a day in end game levels. The only way I can think you'd ever be able to use it more than once a round is to be level 8+: cleric 6+, and fighter 2. You'd channel divinity to use it once, then action surge to use it a 2nd time.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
I'm very sure the house rule they're proposing is: "Once per round, when a creature (including you) ends its turn in the sphere, you can . . ."
I think if you wanted to limit it, it might be better to allow uses up to the cleric's proficiency bonus, or if that's too much at least let the cleric refresh themselves for free.
No it only gets used once, as an action. You can only use it by expending a channel divinity and clerics only have 1 of those per day early on, 2 a day at 6th level, and evenly 3 a day in end game levels.
You can use Channel Divinity more often than that its not per day but per rest.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again....Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
I am pretty sure Taurdad meant once per round full stop not once per round on a specific creature.
It is very easy for each member of the party to end their turn within 30ft of the cleric and (as lonk as they don't at least 6+cleric level temp HP) it is worth rolling for them therefore most of the time twilight Sanctuary is up it is used at the end of every party members turn. If the Druid has cast conjure animals and the wizard has cast animate objects thats another 18 times per round it can be used!
No it only gets used once, as an action. You can only use it by expending a channel divinity and clerics only have 1 of those per day early on, 2 a day at 6th level, and evenly 3 a day in end game levels. The only way I can think you'd ever be able to use it more than once a round is to be level 8+: cleric 6+, and fighter 2. You'd channel divinity to use it once, then action surge to use it a 2nd time.
But there is literally no reason to do that.
I think we are talking cross purposes here.
You can use your channel divinity feature a limited number of times per short or long rest to creature the twilight sanctuary.
What I was refering to was using the twilight sanctuary to grant temporary hit points and you can do that whenever a creature finisted their turn in the sanctuary area (within 30 ft of you) and that is only limited by the number of creatures, and the time limit of 10 rounds.
No it only gets used once, as an action. You can only use it by expending a channel divinity and clerics only have 1 of those per day early on, 2 a day at 6th level, and evenly 3 a day in end game levels.
You can use Channel Divinity more often than that its not per day but per rest.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again....Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Uh, ok. But that has nothing to do with what I'm saying. You can't use it round after round, let alone multiple times per round. It takes an action and you have limited uses. AND the effect of using it more than once is redundant, to boot.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
For ease of play I often suggest rolling the twilight sanctuary dice only when it gets first used and then it always applies that number of THP for this use. It keeps the cleric out of everyone else's turns, as the number is just the number, same as it is for eveyone who ends their turn in the aura.
But it for sure gets everyone you want it to get inside the radius.
But here you were referring to a chanel divinity first getting used, implying when it is used subsequent times you do not reroll the dice. Here use is clearly referring to use as a s8ngle application of temp HP which can happen multiple times a round. Hence my confusion.
For ease of play I often suggest rolling the twilight sanctuary dice only when it gets first used and then it always applies that number of THP for this use. It keeps the cleric out of everyone else's turns, as the number is just the number, same as it is for eveyone who ends their turn in the aura.
But it for sure gets everyone you want it to get inside the radius.
But here you were referring to a chanel divinity first getting used, implying when it is used subsequent times you do not reroll the dice. Here use is clearly referring to use as a s8ngle application of temp HP which can happen multiple times a round. Hence my confusion.
"Implying subsequent times"
I'm sorry no. I said no such thing. I implied no such thing.
You "use" the ability when you use your action to expend your channel divinity. That's the only time you "use" it. Once used, it lasts for 1 minute.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
For ease of play I often suggest rolling the twilight sanctuary dice only when it gets first used and then it always applies that number of THP for this use. It keeps the cleric out of everyone else's turns, as the number is just the number, same as it is for eveyone who ends their turn in the aura.
But it for sure gets everyone you want it to get inside the radius.
But here you were referring to a chanel divinity first getting used, implying when it is used subsequent times you do not reroll the dice. Here use is clearly referring to use as a s8ngle application of temp HP which can happen multiple times a round. Hence my confusion.
"Implying subsequent times"
I'm sorry no. I said no such thing. I implied no such thing.
You "use" the ability when you use your action to expend your channel divinity. That's the only time you "use" it. Once used, it lasts for 1 minute.
I am not going to get into an arguement over semantics
Twilight Sanctury states "Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:...." Granting a creature one of the benifits may or may not be "using" it but it can be done multiple times per round and it is beneficial to do so. If you want ot substitute another verb for "use" so that "use" refers solely to expending the channel divinity feel free to do so.
How many times can you use twilight sanctuary per round ? If there are 10 people inside the aoe, can you grant temp hit-points to all 10 creatures per round ?
Channel Divinity: Twilight Sanctuary
At 2nd level, you can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
Yes. It's basically 'as an action you create this sphere. Creatures of your choice that end their turn inside this sphere gain one of these two benefits, you choose which.'
Just remember, temp HP doesn't stack, so if they have better temp HP from another source, you might be replacing it with a lower temp HP, and if they're still in the sphere at the end of their second turn, you're granting new temp HP that replaces the old temp HP even if it wasn't used (if it was used, then they just get new temp HP).
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
that still seems REALLY powerful !
It is. Many regard Twilight cleric as completely broken. Nothing else gives you that level of temporary HP once it hits around level 5 and they just keep getting it over and over again within the aura. Things get so much worse if you include a Peace Domain cleric using their Protective Bond to let characters exchange places with each other so as one looses their Temp HP, another swaps place and starts taking the hits. Then the Twilight cleric just restores all the HP and if anyone actually lost HP the Peace Cleric can just use their Balm of Peace to heal it up at the end.
Both Clerics, together and separately are just OP to the point they take the fun out of the game
For ease of play I often suggest rolling the twilight sanctuary dice only when it gets first used and then it always applies that number of THP for this use. It keeps the cleric out of everyone else's turns, as the number is just the number, same as it is for eveyone who ends their turn in the aura.
But it for sure gets everyone you want it to get inside the radius.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Pretty sure I will house-rule this to be usuable ONCE per round ... lol
It takes an Action to use it already. And has pretty limited uses per day. it'd be very difficult to use it more than once a round anyone, and there is almost zero reason you'd want to.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
The problem with having Twillight Sanctuary rolling temporary hit points once only when first used as opposed to whenever a creature ends its turn in the sphere is that the number is known in advance and static for the entire duration, wether good or bad. But it saves time by cutting on dicerolling every turn.
I am pretty sure Taurdad meant once per round full stop not once per round on a specific creature.
It is very easy for each member of the party to end their turn within 30ft of the cleric and (as lonk as they don't at least 6+cleric level temp HP) it is worth rolling for them therefore most of the time twilight Sanctuary is up it is used at the end of every party members turn. If the Druid has cast conjure animals and the wizard has cast animate objects thats another 18 times per round it can be used!
No it only gets used once, as an action. You can only use it by expending a channel divinity and clerics only have 1 of those per day early on, 2 a day at 6th level, and evenly 3 a day in end game levels. The only way I can think you'd ever be able to use it more than once a round is to be level 8+: cleric 6+, and fighter 2. You'd channel divinity to use it once, then action surge to use it a 2nd time.
But there is literally no reason to do that.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
I'm very sure the house rule they're proposing is: "Once per round, when a creature (including you) ends its turn in the sphere, you can . . ."
I think if you wanted to limit it, it might be better to allow uses up to the cleric's proficiency bonus, or if that's too much at least let the cleric refresh themselves for free.
You can use Channel Divinity more often than that its not per day but per rest.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again....Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
I think we are talking cross purposes here.
You can use your channel divinity feature a limited number of times per short or long rest to creature the twilight sanctuary.
What I was refering to was using the twilight sanctuary to grant temporary hit points and you can do that whenever a creature finisted their turn in the sanctuary area (within 30 ft of you) and that is only limited by the number of creatures, and the time limit of 10 rounds.
Uh, ok. But that has nothing to do with what I'm saying. You can't use it round after round, let alone multiple times per round. It takes an action and you have limited uses. AND the effect of using it more than once is redundant, to boot.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
But here you were referring to a chanel divinity first getting used, implying when it is used subsequent times you do not reroll the dice. Here use is clearly referring to use as a s8ngle application of temp HP which can happen multiple times a round. Hence my confusion.
"Implying subsequent times"
I'm sorry no. I said no such thing. I implied no such thing.
You "use" the ability when you use your action to expend your channel divinity. That's the only time you "use" it. Once used, it lasts for 1 minute.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
I am not going to get into an arguement over semantics
Twilight Sanctury states "Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:...." Granting a creature one of the benifits may or may not be "using" it but it can be done multiple times per round and it is beneficial to do so. If you want ot substitute another verb for "use" so that "use" refers solely to expending the channel divinity feel free to do so.
I've been doing this for my players as well.