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 replacement target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, like the explosion of a Fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
Another option would be to grapple an enemy creature then cast Sanctuary together with your freedom. On subsequent rounds you’ll Dodge while maintaining your grip, which isn’t an attack then doesn’t break Sanctuary.
- Casting Time: 1 bonus action
- Range: 30 feet
- Components: V S M (A small silver mirror)
- Duration: 1 minute
- Classes: Cleric
That would be effective against a Medium/Large melee monster like an Efreeti, especially if the Bardock has it Hexed on Strength checks so it can’t escape the grapple. The disadvantage to all or any attacks plus the lack to maneuver plus Sanctuary once you attempt to kill the paladin while everyone else is pasting you with ranged attacks sounds really… annoying. In fact, I want to undertake that one.
Check also: Aasimar
It is unclear whether grappling/pushing breaks sanctuary since no attack roll is involved although you are taking the attack action. At my table, I’d be tempted to rule that it does, because grabbing someone during a hostile fashion sure doesn’t appear to be a noncombatant quiet thing to try to, but the RAW on PHB 194 is clear: grappling isn’t an attack.
Here you’ve got to try to toward for a creature within a selected range and it must be against attack. The creature who wants to attack the warded creature or to try to to a harmful spell to the warded creature they need to make a wisdom saving throw before they attack the warded creature.
If the creature filed its wisdom saving throw then the creature must select the new target or spell or it must be losing the attack. Sanctuary 5e doesn’t protect your warded creature from the world effects like an explosion of a fireball.
- At a specific time the warded creature do an attack or casts a spell that affects an enemy creature then this spell ends.
- If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to a different creature, this spell ends.
- Dazz 5e races forward during a burst of speed, then slashes at him once when she arrives. She is followed soon after by Mine. Shai summons a replacement friend, Clara the world elemental, and also sends her forward to support the battlefront.
The warrior stares deeply into Dazz’s eyes, drawing her into a severe state of panic and terror as she finds herself staring into the dark and bloody shadow reflection of herself. Overwhelmed by fear, she runs away and catches her breath next to Shai and Rinn.
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 replacement target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, like the explosion of a fireball.
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