Divine feats for judgement

Quasqueton

First Post
My last two characters were a cleric and a paladin, and I was rather unexcited by the DotF divine feats. So I wanted to see if I could make some balanced and useful divine feats. Tell me what you think please. . .

Note: These assume that divine feats require a standard action to activate (but no action to maintain for their duration). I based most of the durations on the standard duration for turning/rebuking undead.


Divine Curing [Divine]

Prerequisites: ability to turn undead, charisma 13+

Benefit: Spend one of your turn attempts for the day to cure 1d8 hit points to the creature touched. This is an instantaneous effect.


Divine Infliction [Divine]

Prerequisites: ability to rebuke undead, charisma 13+

Benefit: Spend one of your rebuke attempts for the day to inflict 1d8 hit points damage to the creature touched. This is an instantaneous effect.


Divine Aid [Divine]

Prerequisites: ability to turn or rebuke undead, charisma 13+

Benefit: Spend one of your turn/rebuke attempts for the day to give a touched creature temporary hit points equal to 1d8 plus your charisma modifier. These hit points last for one minute (10 rounds). These bonus hit points do not stack with more divine aid hit points, though if more than one use is given to the same creature, the better result applies.


Divine Resistance [Divine] <- reworked from DotF version

Prerequisites: ability to turn or rebuke undead

Benefits: Spend one of your turn/rebuke attempts for the day to give every living creature within 60' of you (including yourself) resistance to a chosen element equal to your charisma modifier. You choose which element to resist when you use the feat, and may choose a different element each time. The resistance last one minute (10 rounds). This is a burst effect, so beneficiaries may afterward move beyond the 60' range and still have the resistance for the normal duration.


Divine Fortitude [Divine]

Prerequisites: ability to turn or rebuke undead

Benefits: Spend one of your turn/rebuke attempts for the day to give every living creature within 60' of you (including yourself) a bonus to fortitude saves equal to your charisma modifier. The bonus lasts one minute (10 rounds). This is a burst effect, so beneficiaries may afterward move beyond the 60' range and still have the fortitude bonus for the normal duration.


Divine Will [Divine]

Prerequisites: ability to turn or rebuke undead

Benefits: Spend one of your turn/rebuke attempts for the day to give every living creature within 60' of you (including yourself) a bonus to will saves equal to your charisma modifier. The bonus lasts one minute (10 rounds). This is a burst effect, so beneficiaries may afterward move beyond the 60' range and still have the will bonus for the normal duration.


Are these good or bad? I just did these in an hour this morning.

Quasqueton
 

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Divine curing / inflicting sould be 1d6 I think. They should not be on par with a 1st level spell. Although, I think that it might work better to say that each of them adds the cleric's charisma modifier to each die of damage/curing for the next cure/inflict spell cast.

DC
 

I like them. d8 healing/damage works for me. The only ones that give me pause are divine fortitude and divine will -- giving everyone around me a potential +4 to one of their saves for 10 rounds (more than an average battle in my games) is a darned good deal. I'd crank those down to a flat +2 divine, i think.

Nell.

Also, divine cure should use positive energy and do damage to undead, and vice versa for divine infliction.

Would you be willing to let me place these on my website?
email me & I'll send you the address. nellisir@attbi.com

Thanks
 
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Divine curing is a good idea (you couldn't be bothered to post on my divine feats thread, could you??? :D) but the prereqs need to be beefed up a bit. With this a 1st level cleric could heal an extra 4 to 6 d8. That doubles his curing capacity! Perhaps the ability to cast 3rd level divine spells? That way he can get some important extra healing, but won't overload him with it early on.

I agree about the +CHA mod on the curing if you tone it down to 1d6.
 

Divine Curing/Divine Inflicting: I'd see about making this scale somehow. 1d8+charisma mod is probably a good way to handle that. (Sure it turns Extra Turning into 4 cure light wounds spells if they're needed--much better than the extra slot feat (but only if it's aquired at third level--it can also be used for an 8th level spell slot) but more curing doesn't generally hurt game balance and I don't hear anyone complaining about extra turning). In any event, that would enable the feat to still possibly be useful at 10th level.

Divine Aid. Excellent.

Divine Resistance, Fortitude, Will: These should effect all living allies within 60 feet rather than all living creatures. . . .

Very good ideas.
 

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