Channel Divinity: Twilight Sanctuary
2nd-level Twilight Domain feature
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are
incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:
- You grant it temporary hit points equal to 1d6 plus your cleric level.
- You end one effect on it causing it to be charmed or frightened.
I'd aim for a higher impact at point of use, and lesser later.
(By the way, I really really hate the "smart pasting" garbage that re-injects stripped out formatting.)
Channel Divinity: Twilight Sanctuary
2nd-level Twilight Domain feature
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. For every creature in the sphere when you create it, you can grant that creature both of these benefits:
You grant it temporary hit points equal to 2d6 plus your cleric level while they are in the sphere
You end one effect on it causing it to be charmed or frightened.
Creatures of your choice who end their turn within the sphere with less than 1/2 of your cleric level (min 1) in temporary HP gain 1/2 of your cleric level in temporary HP that last while they are in the sphere. While within the sphere all creatures have advantage on saving throws against being charmed or frightened.
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This ability now has a larger initial "oomph". It then has a lesser effect, producing a "sanctuary" effect.
The temporary HP goes away if they leave the sphere. If expended, you get back 1/2 of your cleric level instead of the full amount each turn. And instead of just stripping a condition, they get advantage on saves while within the sphere.
We only have 1 roll, so no "reroll until it rolls good".
There is tension between "get temporary HP early" and "remove conditions"; if you expect the dragon to use dragonfear, holding off until it does seems like a good idea. But then you'll have to eat a breath weapon without the buffer.