So recently my group was fighting a shadow dragon. Twilight cleric player had used twilight sanctuary and after realizing the dragon had resistances in darkness and dim light cast daylight.
the daylight spell produces daylight but twilight sanctuary produces dim light. Which takes effect should be dominant?
Daylight "spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet"
IMO that Bright Light area should dominate over the Dim Light area created by Twilight Sanctuary and affect the Shadow Dragon accordingly.
Dim light, also called shadows, is what the sphere of Twilight Sanctuary is filled with, which to me means it affect ambiant light or darkness with such dim light/shadows
@carlos_cisco How do the Twilight domain abilities work in bright light... or say... somewhere with no day/night cycle like Avernus or the Feywild? Does the aura of dim light reduce the light in the general area if it's bright out?
@Dan_Dillon_1 It is dim light. It dims bright light, and lights up darkness
Normally I would say yes. But Twilight sanctuary specifically creates dim light and definitely overpowers normal light. I suppose you could say spells should always supersede abilities.
While Channel Divinity: Twilight Sanctuary isn't a spell, its still a magical effect.
Having said that, i would be more than ok with a DM ruling Daylight superdes it.
My one pushback to that would mean that another player who casts daylight could effectively end the Clerics ability to fly and therefore cause the player to fall. (I think the healing ability would still function as it isn't tied to dim light.
In my case it was the same player, so less of an issue. The only other time this might come up in game is going to be near the end of the campaign.
For the sake of the game, having Daylight win is probably better even though you are removing the clerics ability to fly.
I don't think that's actually an issue, by a strict reading of the rules. The "Steps of Night" feature says:
As a bonus action when you are in dim light or darkness, you can magically give yourself a flying speed equal to your walking speed for 1 minute.
Strictly speaking, that's just saying that you have to be in dim light or darkness to activate this ability with a bonus action. There's nothing there saying that you lose your flying speed if you enter bright light. The Daylight effect would stop the Cleric from being able to activate their flying speed, but it wouldn't make them fall if they had already done so.
So recently my group was fighting a shadow dragon. Twilight cleric player had used twilight sanctuary and after realizing the dragon had resistances in darkness and dim light cast daylight.
the daylight spell produces daylight but twilight sanctuary produces dim light. Which takes effect should be dominant?
EDIT: please, see answers below.
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Daylight "spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet"IMO that Bright Light area should dominate over the Dim Light area created by Twilight Sanctuary and affect the Shadow Dragon accordingly.Dim light, also called shadows, is what the sphere of Twilight Sanctuary is filled with, which to me means it affect ambiant light or darkness with such dim light/shadows
While not official ruling per se, if it interest to you, one of the Dev who i believe worked on it Dan Dillon specifically answered about Twilight Sanctuary https://twitter.com/Dan_Dillon_1/status/1179861283429990400
If interested, WoTC also discussed this Shadow Cleric in a Podcast;
Cleric: Twilight Domain in D&D's Unearthed Arcana
Normally I would say yes. But Twilight sanctuary specifically creates dim light and definitely overpowers normal light. I suppose you could say spells should always supersede abilities.
I really don’t know the answer.
Uh, I learned something new today :) Thanks, everyone! I've updated my previous answer.
While Channel Divinity: Twilight Sanctuary isn't a spell, its still a magical effect.
Having said that, i would be more than ok with a DM ruling Daylight superdes it.
My one pushback to that would mean that another player who casts daylight could effectively end the Clerics ability to fly and therefore cause the player to fall. (I think the healing ability would still function as it isn't tied to dim light.
In my case it was the same player, so less of an issue. The only other time this might come up in game is going to be near the end of the campaign.
For the sake of the game, having Daylight win is probably better even though you are removing the clerics ability to fly.
I don't think that's actually an issue, by a strict reading of the rules. The "Steps of Night" feature says:
Strictly speaking, that's just saying that you have to be in dim light or darkness to activate this ability with a bonus action. There's nothing there saying that you lose your flying speed if you enter bright light. The Daylight effect would stop the Cleric from being able to activate their flying speed, but it wouldn't make them fall if they had already done so.
pronouns: he/she/they
This is another specific v general thing.
Twilight sanctuary affects the existing normal light as it suggests. Changing whatever was there to dim light.
Daylight, the spell, magically created bright light to fill the area. So adds magical light on top of existing conditions.
So their interaction is TS sets ambient light to = dim. Then daylight is + bright.
I'm probably laughing.