Just some ideas that I had for 4e Channel Divinity feats for the Eberron religions. I stole the PHB feats where appropriate - no need to reinvent the wheel, after all. I'm interested in any comments, suggestions, alternate ideas, or if anyone has done something similar, I'd love to hear about it.
The Sovereign Host
• Arawai: Arawai’s Lifebloom (as Melora’s Tide)
• Aureon:
Lore of Aureon
You draw upon the limitless knowledge of Aureon.
Encounter • Divine
Free Action Personal
Effect: Your next Arcana, Dungeoneering, History, Nature, or Religion check gains a +5 power bonus (+10 power bonus at 21st level). You can also make use of trained-only applications of the skill, even if it is not one of your trained skills.
• Balinor:
Eagle Eyes of Balinor
Balinor guides your hand as you attempt to bring down your prey.
Encounter • Divine
Minor Action Personal
Effect: You ignore cover and concealment penalties on your next attack roll. You must still target the proper square if the target has superior concealment.
• Boldrei: Harmony of Boldrei (as Harmony of Erathis)
• Dol Arrah: Dol Arrah’s Sunburst (as Pelor’s Radiance)
• Dol Dorn: Dol Dorn’s Favor (as Kord’s Favor)
• Kol Korran:
Curse of Kol Korran
Blessed are the moneymakers, and a curse upon those that wish them harm.
Encounter • Charm, Divine
Immediate Interrupt Melee 1
Trigger: You are attacked in melee
Target: The attacker
Effect: The target is weakened until the end of your next turn.
• Onatar:
Onatar’s Forgefire
You call upon the heat of Onatar’s forge to fortify your attacks.
Encounter • Divine, Fire
Minor Action Personal
Effect: Until the end of your next turn, you deal +1d6 fire damage with your attacks. This extra damage can only occur once per round.
Special: Increase the extra damage to +2d6 fire damage at 11th level.
Increase the extra damage to +3d6 fire damage at 21st level.
• Olladra: Olladra’s Reversal (as Sehanine’s Reversal)
The Dark Six
• The Devourer:
The Devourer’s Wrath
Nature’s destructive potential is channeled through your prayers.
Encounter • Divine, Lightning, Thunder
Minor Action Personal
Effect: Your next Area or Close attack power deals lightning and thunder damage instead of its normal damage type, and can score critical hits on a natural die roll of 19 or 20.
• The Fury:
Visions of Fury
You fill your foe’s head with rage and madness.
Encounter • Charm, Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 1d4+Charisma psychic damage, and the target must choose a random target for any melee attacks it makes, until the end of its next turn.
Special: Increase damage to 2d4+Charisma psychic damage at 11th level.
Increase damage to 3d4+Charisma psychic damage at 21st level.
• The Keeper: Keeper’s Blessing (as Raven Queen’s Blessing)
• The Mockery:
The Mockery of Flesh
Pain has its uses.
Encounter • Divine
Minor Action Personal
Effect: You deal 1d8 damage to yourself, or to a willing adjacent ally. As a free action, you can choose to deal twice that amount as extra damage on one attack made before the end of your next turn.
Special: Increase the damage taken to 1d10 at 11th level.
Increase the damage taken to 1d12 at 21st level.
• The Shadow:
Shroud of Shadow
You wrap yourself in impenetrable darkness.
Encounter • Divine, Zone
Minor Action Close burst 1
Effect: The burst creates a zone of inky darkness that remains in place until the end of your next turn. This darkness blocks line of sight, squares within it are totally obscured, and creatures within it are blinded until they exit. You are immune to these effects.
• The Traveler: Traveler’s Swiftness (as Corellon’s Grace)
Others
• The Silver Flame: Warding Flame (as Armor of Bahamut)
• The Path of Light: Meditative Mindshield (as Ioun’s Poise)
• The Undying Court: ?
• The Blood of Vol:
The Blood is Life
Your foe is not worthy of the gift of life; its blood shall belong to the righteous instead.
Encounter • Divine, Healing, Implement, Necrotic
Standard Action Ranged 5
Target: One non-animate creature
Attack: Wisdom vs Fortitude
Hit: 1d10+Wisdom necrotic damage. You gain the same amount as temporary hit points. If this attack dropped the target to 0 or fewer hit points, you can spend a healing surge instead of gaining temporary hit points, and the target’s corpse becomes withered and dessicated.
Special: Increase damage to 2d10+Wisdom necrotic damage at 11th level.
Increase damage to 3d10+Wisdom necrotic damage at 21st level.
• The Dragon Below:
Grasp of the Dragon Below
A horrid tentacle or diabolic claw rises from the ground to attack your enemies.
Encounter • Conjuration, Divine, Implement
Standard Action Ranged 5
Effect: A manifestation of the Dragon Below rises from the ground in an empty square within range. The conjuration occupies the square and counts as an ally for the purpose of flanking. Any creature that starts its turn next to the appendage gets attacked. The conjuration lasts until the end of your next turn.
Target: A creature adjacent to the conjuration
Attack: Wisdom +2 vs. AC
Hit: 1d6+Wisdom damage.
Special: Increase damage to 2d6+Wisdom damage at 11th level.
Increase damage to 3d6+Wisdom damage at 21st level.
The Sovereign Host
• Arawai: Arawai’s Lifebloom (as Melora’s Tide)
• Aureon:
Lore of Aureon
You draw upon the limitless knowledge of Aureon.
Encounter • Divine
Free Action Personal
Effect: Your next Arcana, Dungeoneering, History, Nature, or Religion check gains a +5 power bonus (+10 power bonus at 21st level). You can also make use of trained-only applications of the skill, even if it is not one of your trained skills.
• Balinor:
Eagle Eyes of Balinor
Balinor guides your hand as you attempt to bring down your prey.
Encounter • Divine
Minor Action Personal
Effect: You ignore cover and concealment penalties on your next attack roll. You must still target the proper square if the target has superior concealment.
• Boldrei: Harmony of Boldrei (as Harmony of Erathis)
• Dol Arrah: Dol Arrah’s Sunburst (as Pelor’s Radiance)
• Dol Dorn: Dol Dorn’s Favor (as Kord’s Favor)
• Kol Korran:
Curse of Kol Korran
Blessed are the moneymakers, and a curse upon those that wish them harm.
Encounter • Charm, Divine
Immediate Interrupt Melee 1
Trigger: You are attacked in melee
Target: The attacker
Effect: The target is weakened until the end of your next turn.
• Onatar:
Onatar’s Forgefire
You call upon the heat of Onatar’s forge to fortify your attacks.
Encounter • Divine, Fire
Minor Action Personal
Effect: Until the end of your next turn, you deal +1d6 fire damage with your attacks. This extra damage can only occur once per round.
Special: Increase the extra damage to +2d6 fire damage at 11th level.
Increase the extra damage to +3d6 fire damage at 21st level.
• Olladra: Olladra’s Reversal (as Sehanine’s Reversal)
The Dark Six
• The Devourer:
The Devourer’s Wrath
Nature’s destructive potential is channeled through your prayers.
Encounter • Divine, Lightning, Thunder
Minor Action Personal
Effect: Your next Area or Close attack power deals lightning and thunder damage instead of its normal damage type, and can score critical hits on a natural die roll of 19 or 20.
• The Fury:
Visions of Fury
You fill your foe’s head with rage and madness.
Encounter • Charm, Divine, Implement
Standard Action Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 1d4+Charisma psychic damage, and the target must choose a random target for any melee attacks it makes, until the end of its next turn.
Special: Increase damage to 2d4+Charisma psychic damage at 11th level.
Increase damage to 3d4+Charisma psychic damage at 21st level.
• The Keeper: Keeper’s Blessing (as Raven Queen’s Blessing)
• The Mockery:
The Mockery of Flesh
Pain has its uses.
Encounter • Divine
Minor Action Personal
Effect: You deal 1d8 damage to yourself, or to a willing adjacent ally. As a free action, you can choose to deal twice that amount as extra damage on one attack made before the end of your next turn.
Special: Increase the damage taken to 1d10 at 11th level.
Increase the damage taken to 1d12 at 21st level.
• The Shadow:
Shroud of Shadow
You wrap yourself in impenetrable darkness.
Encounter • Divine, Zone
Minor Action Close burst 1
Effect: The burst creates a zone of inky darkness that remains in place until the end of your next turn. This darkness blocks line of sight, squares within it are totally obscured, and creatures within it are blinded until they exit. You are immune to these effects.
• The Traveler: Traveler’s Swiftness (as Corellon’s Grace)
Others
• The Silver Flame: Warding Flame (as Armor of Bahamut)
• The Path of Light: Meditative Mindshield (as Ioun’s Poise)
• The Undying Court: ?
• The Blood of Vol:
The Blood is Life
Your foe is not worthy of the gift of life; its blood shall belong to the righteous instead.
Encounter • Divine, Healing, Implement, Necrotic
Standard Action Ranged 5
Target: One non-animate creature
Attack: Wisdom vs Fortitude
Hit: 1d10+Wisdom necrotic damage. You gain the same amount as temporary hit points. If this attack dropped the target to 0 or fewer hit points, you can spend a healing surge instead of gaining temporary hit points, and the target’s corpse becomes withered and dessicated.
Special: Increase damage to 2d10+Wisdom necrotic damage at 11th level.
Increase damage to 3d10+Wisdom necrotic damage at 21st level.
• The Dragon Below:
Grasp of the Dragon Below
A horrid tentacle or diabolic claw rises from the ground to attack your enemies.
Encounter • Conjuration, Divine, Implement
Standard Action Ranged 5
Effect: A manifestation of the Dragon Below rises from the ground in an empty square within range. The conjuration occupies the square and counts as an ally for the purpose of flanking. Any creature that starts its turn next to the appendage gets attacked. The conjuration lasts until the end of your next turn.
Target: A creature adjacent to the conjuration
Attack: Wisdom +2 vs. AC
Hit: 1d6+Wisdom damage.
Special: Increase damage to 2d6+Wisdom damage at 11th level.
Increase damage to 3d6+Wisdom damage at 21st level.
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