With the new books, the spell Daylight spreads light in 120', 60' bright and the rest dim. It is considered Sunlight. I believe Raw, the sunlight is considered the first 60'.
The spell Sanctuary, ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Vampires, or creatures with Sunlight Hypersensitivity, takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
So, naturally I need to discuss this with my DM or my players going forward if the following scenario is able to occur RAW/RAI.
Cast Daylight, vampires are now taking damage in radius on their turn, and have disadvantage within 60'.
Next turn (same turn?) Cast Sanctuary. Party member is now technically not actively concentrating, casting a spell, or doing damage.
Personal take, Daylight could now be considered an environmental effect and not the character, so it stands to reason the vampires now have a pretty difficult time and the adventurers feel great!
What is your ruling/opinion?
Naturally, a combination of Bless and Sanctuary is a honorable mention, if you have any others to share.
I'd call that by RAI if you're creating an effect that results in damage, it pops Sanctuary. The semantic "I'm not touching you" of casting a spell that creates a condition that causes damage not qualifying as the subject dealing damage doesn't hold up for me. RAW doesn't seem to have a clear answer, since there's no exact definition of what does and doesn't qualify as "dealing damage". But the intent of Sanctuary's restriction is pretty clear, and unless the new MM changes to adapt for it vampires already got seriously nerfed with a 4th level spell triggering their sunlight weakness, so stacking Sanctuary to protect the caster on top of that is just too broken imo.
I also think you deal damage when you harm the Vampire and cause it to lose Hit Points in your Daylight spell due to it's Sunlight Hypersensitivity Trait.
Such a warded creature on the other hand to me wouldn't deal damage to a Fire Elemental entering in it'sWall of Fire spell due to it's Fire Damage Immunity Trait.
Damage: Damage represents harm that causes a creature or an object to lose Hit Points.
But the intent of Sanctuary's restriction is pretty clear, and unless the new MM changes to adapt for it vampires already got seriously nerfed with a 4th level spell triggering their sunlight weakness, so stacking Sanctuary to protect the caster on top of that is just too broken imo.
3rd level. Though they may have subtly nerfed the spell, as it used to be able to target an object you are holding and it now can only target an object that isn't being worn or carried (it does not say whether you can then pick it up but I'm guessing the intent is no).
But the intent of Sanctuary's restriction is pretty clear, and unless the new MM changes to adapt for it vampires already got seriously nerfed with a 4th level spell triggering their sunlight weakness, so stacking Sanctuary to protect the caster on top of that is just too broken imo.
3rd level. Though they may have subtly nerfed the spell, as it used to be able to target an object you are holding and it now can only target an object that isn't being worn or carried (it does not say whether you can then pick it up but I'm guessing the intent is no).
The "not being carried or worn" has no indication that it can't be picked up - but gets around shenanigans of casting daylight on a vampires necklace (since you don't have to touch the object - essentially making this a 60' range magic missile against vampires, no save, no attack roll). Also bypasses the issue of somatic components (can you cast a spell with somatic components on an item you're holding? The Light Cantrip lets you do this specifically because it has no somatic requirement). The artwork for the spell shows a cleric holding a radiating object with the caption "AN ELF CLERIC USES THE SPELL DAYLIGHT TO BRING THE LIGHT OF DAWN TO A VAMPIRE COURT". And it would make no sense to put the mechanics of being able to light up an object and not be able to move it - since that is essentially a more complicated version of "point to any where within a 60' radius of yourself and light it up" which is what the first option of casting the spell is.
Also with the 2024 Monster Manual out, there's the Vampires Lair effect. Everything is Dimly Lit because of mist within a mile of the lair - you can rule either this overpowers even the daylight spell, so it only casts dim light in the area (allowing you to see in the dark, but still have disadvantage on perception checks - and not trigger bright light/sunlight issues) or halves or quarters the effective range of the light. Now you have your party in a 15' radius circle hemmed in by vampires who are darting in to attack and then running away with their 40' of movement (spawn have disengage as a bonus action) - like a scene out of Pitch Black.
With the new books, the spell Daylight spreads light in 120', 60' bright and the rest dim. It is considered Sunlight. I believe Raw, the sunlight is considered the first 60'.
The spell Sanctuary, ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Vampires, or creatures with Sunlight Hypersensitivity, takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
So, naturally I need to discuss this with my DM or my players going forward if the following scenario is able to occur RAW/RAI.
Cast Daylight, vampires are now taking damage in radius on their turn, and have disadvantage within 60'.
Next turn (same turn?) Cast Sanctuary. Party member is now technically not actively concentrating, casting a spell, or doing damage.
Personal take, Daylight could now be considered an environmental effect and not the character, so it stands to reason the vampires now have a pretty difficult time and the adventurers feel great!
What is your ruling/opinion?
Naturally, a combination of Bless and Sanctuary is a honorable mention, if you have any others to share.
I'd call that by RAI if you're creating an effect that results in damage, it pops Sanctuary. The semantic "I'm not touching you" of casting a spell that creates a condition that causes damage not qualifying as the subject dealing damage doesn't hold up for me. RAW doesn't seem to have a clear answer, since there's no exact definition of what does and doesn't qualify as "dealing damage". But the intent of Sanctuary's restriction is pretty clear, and unless the new MM changes to adapt for it vampires already got seriously nerfed with a 4th level spell triggering their sunlight weakness, so stacking Sanctuary to protect the caster on top of that is just too broken imo.
In my opinion, you are a creature, and your spell is dealing damage, even if it's in a delayed way.
I also think you deal damage when you harm the Vampire and cause it to lose Hit Points in your Daylight spell due to it's Sunlight Hypersensitivity Trait.
Such a warded creature on the other hand to me wouldn't deal damage to a Fire Elemental entering in it'sWall of Fire spell due to it's Fire Damage Immunity Trait.
I think Sanctuary would also end if Sunbeam is used against the Vampire. Am I right?
Yeah it'd also rule it this way.
3rd level. Though they may have subtly nerfed the spell, as it used to be able to target an object you are holding and it now can only target an object that isn't being worn or carried (it does not say whether you can then pick it up but I'm guessing the intent is no).
The "not being carried or worn" has no indication that it can't be picked up - but gets around shenanigans of casting daylight on a vampires necklace (since you don't have to touch the object - essentially making this a 60' range magic missile against vampires, no save, no attack roll). Also bypasses the issue of somatic components (can you cast a spell with somatic components on an item you're holding? The Light Cantrip lets you do this specifically because it has no somatic requirement). The artwork for the spell shows a cleric holding a radiating object with the caption "AN ELF CLERIC USES THE SPELL DAYLIGHT TO BRING THE LIGHT OF DAWN TO A VAMPIRE COURT". And it would make no sense to put the mechanics of being able to light up an object and not be able to move it - since that is essentially a more complicated version of "point to any where within a 60' radius of yourself and light it up" which is what the first option of casting the spell is.
Also with the 2024 Monster Manual out, there's the Vampires Lair effect. Everything is Dimly Lit because of mist within a mile of the lair - you can rule either this overpowers even the daylight spell, so it only casts dim light in the area (allowing you to see in the dark, but still have disadvantage on perception checks - and not trigger bright light/sunlight issues) or halves or quarters the effective range of the light. Now you have your party in a 15' radius circle hemmed in by vampires who are darting in to attack and then running away with their 40' of movement (spawn have disengage as a bonus action) - like a scene out of Pitch Black.