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Looking for Turn Undead alternate rule
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<blockquote data-quote="77IM" data-source="post: 6557784" data-attributes="member: 12377"><p>I like Option 3.</p><p></p><p>When in doubt about mechanics, go back to the source material. In this case, it's scenes in movies where you hold up a cross to keep a vampire at bay.</p><p></p><p>I'd phrase this a zone of holy energy that undead find repulsive.</p><p></p><p>Mechanically, I'd implement this as a "soft" repulsion ala marking from 4e: In other words, the zone imposes conditions that the undead would prefer to not suffer. For example:</p><p> * Undead within the zone suffer vulnerability to all damage, and can't use reactions or legendary actions. Non-undead within the radius get advantage on saving throws against undead, and undead have disadvantage on attack rolls against them.</p><p> * Unintelligent undead will automatically flee the zone on their turn via the safest and quickest route, taking the Disengage action if necessary. Unintelligent undead that are unable to flee may act as normal but may simply Dodge, at the DM's discretion.</p><p> * If anyone in the zone attacks or uses a harmful effect against an undead outside the zone, the effect ends.</p><p></p><p>So if you make the zone small (say, 10 feet) and maintaining it inconvenient (say, a Concentration effect that requires 1 hand to hold up your holy symbol) then it's no longer an instant-win button. It's just a zone of suck.</p></blockquote><p></p>
[QUOTE="77IM, post: 6557784, member: 12377"] I like Option 3. When in doubt about mechanics, go back to the source material. In this case, it's scenes in movies where you hold up a cross to keep a vampire at bay. I'd phrase this a zone of holy energy that undead find repulsive. Mechanically, I'd implement this as a "soft" repulsion ala marking from 4e: In other words, the zone imposes conditions that the undead would prefer to not suffer. For example: * Undead within the zone suffer vulnerability to all damage, and can't use reactions or legendary actions. Non-undead within the radius get advantage on saving throws against undead, and undead have disadvantage on attack rolls against them. * Unintelligent undead will automatically flee the zone on their turn via the safest and quickest route, taking the Disengage action if necessary. Unintelligent undead that are unable to flee may act as normal but may simply Dodge, at the DM's discretion. * If anyone in the zone attacks or uses a harmful effect against an undead outside the zone, the effect ends. So if you make the zone small (say, 10 feet) and maintaining it inconvenient (say, a Concentration effect that requires 1 hand to hold up your holy symbol) then it's no longer an instant-win button. It's just a zone of suck. [/QUOTE]
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