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Fixing Channel Divinity: Twilight Sanctuary
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<blockquote data-quote="NotAYakk" data-source="post: 8364399" data-attributes="member: 72555"><p>Actually, I'm thinking.</p><p></p><p>I like the Initial effect I chose (2d6+cleric level and strip either fear or charm), as that makes it feel beefy.</p><p></p><p>Advantage on (fear/charm) saves also works. The 1/2 cleric level (min 1) after the fact doesn't feel as good. How about proficiency bonus?</p><p></p><p>So, creatures of your choice who end their turn in the twilight aura gain temporary HP equal to your proficiency bonus.</p><p></p><p>So at level 14, you produce ~21 temporary HP on the entire party, then 5 renewing if it is stripped (instead of 7).</p><p></p><p>The main incentive to stay nearby is the initial temporary HP burst (because it fades if you leave the aura). Once stripped, the benefit of staying in the aura becomes a bit more moderate. I mean, 5 temporary HP/round isn't nothing.</p><p></p><p>"Leaving the aura" is probably too restrictive with how 5e movement works.</p><p></p><p>So a reword attempt:</p><p></p><p>---</p><p></p><p><strong>Twilight Sanctuary</strong></p><p></p><p>You can expend your channel divinity as an action in order to create a 30' radius aura of twilight centered on you that lasts for 1 minute and follows you around. The area is dimly lit, regardless of other light sources, except spells whose level is higher than your proficiency bonus can produce magical light or darkness that changes the light level in the region. Regions brightly lit or in darkness do not count as being inside the aura of twilight.</p><p></p><p>Creatures of your choice in the aura when you use this ability gain 2d6 plus your cleric level temporary HP, and you can remove one fear or charm effect they are subject to.</p><p></p><p>All creatures that are in the aura have advantage on saves against fear and charm effects.</p><p></p><p>Creatures of your choice who end their turn within the aura gain temporary HP equal to your proficiency bonus (remember, temporary HP do not add up; only the largest amount counts).</p><p></p><p>A creature with temporary HP granted by any part of this ability who ends their turn outside of the aura loses those temporary HP.</p><p></p><p>---</p><p></p><p>This intentionally lasts past your incapacitation and death. I'm ok with the dead cleric providing a sanctum of twilight to protect their allies, at least for the next minute. It seems perfectly thematic.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8364399, member: 72555"] Actually, I'm thinking. I like the Initial effect I chose (2d6+cleric level and strip either fear or charm), as that makes it feel beefy. Advantage on (fear/charm) saves also works. The 1/2 cleric level (min 1) after the fact doesn't feel as good. How about proficiency bonus? So, creatures of your choice who end their turn in the twilight aura gain temporary HP equal to your proficiency bonus. So at level 14, you produce ~21 temporary HP on the entire party, then 5 renewing if it is stripped (instead of 7). The main incentive to stay nearby is the initial temporary HP burst (because it fades if you leave the aura). Once stripped, the benefit of staying in the aura becomes a bit more moderate. I mean, 5 temporary HP/round isn't nothing. "Leaving the aura" is probably too restrictive with how 5e movement works. So a reword attempt: --- [B]Twilight Sanctuary[/B] You can expend your channel divinity as an action in order to create a 30' radius aura of twilight centered on you that lasts for 1 minute and follows you around. The area is dimly lit, regardless of other light sources, except spells whose level is higher than your proficiency bonus can produce magical light or darkness that changes the light level in the region. Regions brightly lit or in darkness do not count as being inside the aura of twilight. Creatures of your choice in the aura when you use this ability gain 2d6 plus your cleric level temporary HP, and you can remove one fear or charm effect they are subject to. All creatures that are in the aura have advantage on saves against fear and charm effects. Creatures of your choice who end their turn within the aura gain temporary HP equal to your proficiency bonus (remember, temporary HP do not add up; only the largest amount counts). A creature with temporary HP granted by any part of this ability who ends their turn outside of the aura loses those temporary HP. --- This intentionally lasts past your incapacitation and death. I'm ok with the dead cleric providing a sanctum of twilight to protect their allies, at least for the next minute. It seems perfectly thematic. [/QUOTE]
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