When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
Samctuary
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
The only way it would work is if you took The Attack action, did not attack at all, and gave up your Bonus Action for the Commander’s Strike. So yes, you can technically do it, but it means not doing anything else.
Yeah, unless you have multi-attack you wouldn't be able to do anything else anyways. My thinking is to make a tanky cleric with a 3 level dip into fighter, and basically use commander's strike to buff up the party's damage.
Even if you had Extra Attack, you wouldn’t be able to use the second attack without breaking Sanctuary unoses it was a second Commander’s Strike, which you couldn’t do because you only have 1 Bonus Action and each use of the ability would require its own.
IMHO, you will get more mileage out of Spiritual Weapon, Spirit Guardians, other buff/debuff spells like Bless/Bane, and healing spells. That’s the bread and butter for a cleric.
Spirit guardians might not break sanctuary, but spiritual weapon definitely would. But in my mind, giving the rogue a second sneak attack per round would be a lot more powerful than a piddling blessing.
Spirit Guardians would indeed break Sanctuary. But with a 3 level dip, your gimmick will only work 3 times/fight. And the Cleric won’t be much of a Tank if the enemies always attack someone else because you have Sanctuary up.
Spirit guardians might not break sanctuary, but spiritual weapon definitely would. But in my mind, giving the rogue a second sneak attack per round would be a lot more powerful than a piddling blessing.
Not too shabby... I like how it works with the Order domain too.
Giving a party member an extra attack per round for 3 rounds is pretty strong though. And after that, or in between, the cleric can be healing, buffing, imposing disadvantage with the protection fighting style from fighter, healing from second wind, using action surge to double up on buffs for the party.
And sanctuary only sends the attack to another PC if they are in range. Otherwise, the enemy pc will have to attack one of their allies in range or choose to lose the attack. So the strategy would be to charge the enemy and be a front line. Unless the DM just really metagames and has the enemy npc's just act as though they know the mace wielding, heavily armored dwarf in front of them isn't a direct threat and run around him, it would be a serious drain on their action economy if a few enemies waste 2 turns of actions attacking/disengaging to go around.
Its just one potential strategy, and a way to give my cleric more he can do.
Giving a party member an extra attack per round for 3 rounds is pretty strong though. And after that, or in between, the cleric can be healing, buffing, imposing disadvantage with the protection fighting style from fighter, healing from second wind, using action surge to double up on buffs for the party.
And sanctuary only sends the attack to another PC if they are in range. Otherwise, the enemy pc will have to attack one of their allies in range or choose to lose the attack. So the strategy would be to charge the enemy and be a front line. Unless the DM just really metagames and has the enemy npc's just act as though they know the mace wielding, heavily armored dwarf in front of them isn't a direct threat and run around him, it would be a serious drain on their action economy if a few enemies waste 2 turns of actions attacking/disengaging to go around.
Its just one potential strategy, and a way to give my cleric more he can do.
Additional benefits:
- Touch-range healing spells are much more efficient than ranged ones
- Warding Bond let’s you absorb the damage as well without disrupting sanctuary
- Protection Fighting Style let’s you impose disadvantage as well.
Those alone add a ton of potency to your ally - you could make even a Rogue frontline-devestating. let’s check the Action economy:
- If an enemy attacks your rogue, you use your reaction for Protection, imposing disadvantage. If they still hit, rogue takes half the damage and you get half. If rogue wants to use Uncanny as well with their reaction, they can quarter their own damage again.
- If an enemy attacks you, they need to beat the Wisdom save, and then your AC.
- Because you’re adjacent, you allow Rogue sneak attacks to work.
- On your turn, your action and bonus action are used for Commanders Strike, allowing rogue to attack outside of their own turn for a second sneak attack that round.
Combined with Order Cleric, you could spend a lot of time in this position, amping up your own allies significantly.
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Could one use the spell sanctuary, then use commander's strike to get an ally to attack a nearby opponent without losing the spell?
Commander’s Strike
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
Samctuary
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
The only way it would work is if you took The Attack action, did not attack at all, and gave up your Bonus Action for the Commander’s Strike. So yes, you can technically do it, but it means not doing anything else.
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Yeah, unless you have multi-attack you wouldn't be able to do anything else anyways. My thinking is to make a tanky cleric with a 3 level dip into fighter, and basically use commander's strike to buff up the party's damage.
Even if you had Extra Attack, you wouldn’t be able to use the second attack without breaking Sanctuary unoses it was a second Commander’s Strike, which you couldn’t do because you only have 1 Bonus Action and each use of the ability would require its own.
IMHO, you will get more mileage out of Spiritual Weapon, Spirit Guardians, other buff/debuff spells like Bless/Bane, and healing spells. That’s the bread and butter for a cleric.
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Spirit guardians might not break sanctuary, but spiritual weapon definitely would. But in my mind, giving the rogue a second sneak attack per round would be a lot more powerful than a piddling blessing.
Spirit Guardians would indeed break Sanctuary. But with a 3 level dip, your gimmick will only work 3 times/fight. And the Cleric won’t be much of a Tank if the enemies always attack someone else because you have Sanctuary up.
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Not too shabby... I like how it works with the Order domain too.
Giving a party member an extra attack per round for 3 rounds is pretty strong though. And after that, or in between, the cleric can be healing, buffing, imposing disadvantage with the protection fighting style from fighter, healing from second wind, using action surge to double up on buffs for the party.
And sanctuary only sends the attack to another PC if they are in range. Otherwise, the enemy pc will have to attack one of their allies in range or choose to lose the attack. So the strategy would be to charge the enemy and be a front line. Unless the DM just really metagames and has the enemy npc's just act as though they know the mace wielding, heavily armored dwarf in front of them isn't a direct threat and run around him, it would be a serious drain on their action economy if a few enemies waste 2 turns of actions attacking/disengaging to go around.
Its just one potential strategy, and a way to give my cleric more he can do.
Additional benefits:
- Touch-range healing spells are much more efficient than ranged ones
- Warding Bond let’s you absorb the damage as well without disrupting sanctuary
- Protection Fighting Style let’s you impose disadvantage as well.
Those alone add a ton of potency to your ally - you could make even a Rogue frontline-devestating. let’s check the Action economy:
- If an enemy attacks your rogue, you use your reaction for Protection, imposing disadvantage. If they still hit, rogue takes half the damage and you get half. If rogue wants to use Uncanny as well with their reaction, they can quarter their own damage again.
- If an enemy attacks you, they need to beat the Wisdom save, and then your AC.
- Because you’re adjacent, you allow Rogue sneak attacks to work.
- On your turn, your action and bonus action are used for Commanders Strike, allowing rogue to attack outside of their own turn for a second sneak attack that round.
Combined with Order Cleric, you could spend a lot of time in this position, amping up your own allies significantly.