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Sanctuary 5e vs. Shield of Faith in dnd spells

Sanctuary 5e vs. Shield of Faith

Which is better, the shield of faith or 5e sanctuary?

It all boils down to whether you want to protect yourself or others. Shield of faith is straightforward. It is obvious, I believe. The sanctuary would be great to take the support cleric’s place, and if they were to cast it, it would grant them a bonus action/spell slot.

Shield of Faith acts more like a buff for someone already well-armoured. It gives them the AC of a shield and keeps their hands free to perform other actions. This one is more difficult than you might think and can last up to 10 minutes.

What is the attraction of Sanctuary in D&D 5e?

Sanctuary is a spell that has never received the respect it deserves.

To attack the PC/NPC/Creature, enemies must make a saving throw.

That can indicate a lower than 30% chance of the enemy even harming the affected PC/NPC/Creature. If it is a mele/ranged strike, they will still need to roll to hit, and all saving throws vs attack are still applicable.

In earlier versions of the game, if an attacker fails to save to attempt and attack, they couldn’t try again for the remainder spell duration. (And the effective saving throw was more challenging to make)

A cleric can cast sanctuary on themselves and summon creatures to attack for them. They can cast various battlefield control and party buff spells, but they will not cause the sanctuary spell drop.

It is a solid strategy to get sanctuary just before you enter the room for a boss battle. It protects the cleric and allows them to be more effective in party support without worrying about the party healer going out. You can also put it on the mage, and the glass cannon isn’t as fragile.

Sanctuary 5e vs. Shield of Faith in dnd spells

Comparison Sanctuary Shield Of Faith
Level 1 1
School Abjuration Abjuration
Casting Time 1 bonus action  1 bonus action
Range 30 feet  60 feet
Components  V S M (A small silver mirror)  V S M (A tiny parchment with a bit of holy text written on it)
Duration 1 minute Up to 10 minutes
Classes  Cleric Paladin, Cleric
Spell Details You ward a monster within a range against an attack. Until the spell ends, any creature targetting the warded creature with the help of an attack or any harmful spell must first take a Wisdom saving throw. Suppose there is a failed save. In that case, the creature might choose a new target or lose the spell or attack. The spell does not protect the warded monster from area effects like explosion of a fireball. Suppose the warded creature moves an attack or casts a spell affecting an enemy creature. Sanctuary 5e spell ends. A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.


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