Channel Divinity/Options: Difference between revisions

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Created page with "==Elemental Domains== {| class="wikitable" ! style="font-weight:bold"|Divine <br>Domain !! style="font-weight:bold"|Channel Divinity !! style="font-weight:bold"|Description |- | Acid | Acidic Meltdown | {{:Acidic Meltdown}} |- | Air | Shockwave Invocation | {{:Shockwave Invocation}} |- | Crystal | Arcane Bulwark | {{:Arcane Bulwark}} |- | Dust | Dust to Dust | {{:Dust to Dust}} |- | Earth | | |- | Fire | | |- | Fog | | |- | Ice | Ice..."
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==Elemental Domains==
==Elemental Domains==
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! style="font-weight:bold"|[[Divine Domain|Divine <br>Domain]] !! style="font-weight:bold"|Channel Divinity !! style="font-weight:bold"|Description
! style="font-weight:bold"|[[Divine Domain|Divine <br>Domain]] !! style="font-weight:bold"|Channel Divinity !! style="font-weight:bold"|Description
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Revision as of 15:34, 29 November 2023

Elemental Domains

Divine
Domain
Channel Divinity Description
Acid Acidic Meltdown
  • As an action, you touch a creature or an object within reach. A creature must make a Reflex check, taking 5 × your level in acid damage on a failed check and half as much on a successful one. An object takes 5 × your level in acid damage.
  • Additionally, if the target carries or wears corrodable armor or weapons, it must make a Reflex check. On a failed save, one piece of armor or weapon of your choice takes a permanent and cumulative -1 penalty. Armor reduced to an AL of 10 or a shield that drops to a +0 bonus is destroyed. Weapons reduced to -5 to hit and to damage are destroyed.
Air Shockwave Invocation You channel a forceful blast of wind.
  • As an action, a creature within 5 meters of you must make a Fortitude check, taking 3 × your level as bludgeoning damage and is pushed 5 × your level in meters on a failed save, or half as much on a successful one.
Crystal Arcane Bulwark
  • As a reaction, when you take damage from a spell or other magical effect from a creature within 3 meters of you, halve the damage. Streams of ethereal magic then arcs out from your body, and the creature who damaged you takes force damage equal to 2d10 + your level.
Dust Dust to Dust You augment your offensive spells, the better to unleash the infinite chaos of the Abyss on your foes.
  • When you cast a spell that deals damage to one or more creatures, you may add your divine spellcasting modifier to the damage. Any creature reduced to 0 hit points by this spell is disintegrated into a fine grey dust, along with anything it is wearing or carrying (except for magic items). The creature can be restored to life only by means of a true resurrection or a wish spell.
  • Any Large or smaller nonmagical object or a creation of magical force that would be hit by the spell is also disintegrated.
Earth
Fire
Fog
Ice Ice Prison
  • As an action, you can brandish your holy symbol, facing a creature you can see within 10 meters of you. It must make a Fortitude save or the ice forming around it will encase it for 1 minute. While encased in this way a creature is incapacitated and its speed becomes 0, it is also immune to all damage while trapped. At the end of each of its turn it can try to repeat the Fortitude save, breaking free of the ice on a success.
Inertia
Lightning
Magma
Metal Divine Forging
  • As an hour-long ritual, you present your holy symbol, you can craft a nonmagical item that include some metal:
    • a simple or martial weapon
    • a suit of armor
    • 30 pieces of ammunition
    • a set of tools
    • or another metal object
  • At completion, the object is created. Additionally the following rules apply.
    • It must be worth equal to or less than 50 gp per level.
    • You must have the required metal to create the object, and any additional non-metal parts required.
Mist
Mud
Steam
Storm
Thunder
Water