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Powers to replace Turn Undead

Jarval

Explorer
I've been trying to come up with abilities to replace Turn Undead for the clerics of gods that have no relation to such a power. I've gone through the PHB deities and come up with the following (incomplete) list of abilities. In each case they have the same number of uses per day as the Turn Undead power (3 + Chr mod), and extra uses per day can be gained from the Extra Turning feat.

The abilities are, at the moment, rather bland, but it's a starting point. How well would you say each of these abilities balances against Turn Undead, and what changes would you make to this list of powers?


Boccob: +2 to the DC of save for all spells cast by you in the next round

Corellon Larethian: +2 to ranged attack rolls for one round.

Ehlonna: ?

Erythnul: +2 to damage rolls for one round.

Fharlanghn: ?

Garl Glittergold: ?

Gruumsh: +2 to hit and damage rolls verses elves

Heironeous: +2 to melee attack rolls for one round

Hextor: ?

Kord: +2 Strength for one round

Moradin: +5 to one Craft roll

Nerull: Rebuke undead

Obad-Hai: +5 to one Wilderness Lore roll

Olidammara: +2 Dexterity for one round

Pelor: Turn undead

St. Cuthbert: ?

Vecna: ?

Wee Jas: Rebuke undead

Yondalla: +2 bonus to saves for one round
 

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I wouldn't try breaking it down by deity. How about just compose a list of "alternatives" to turning?

One example might be the cleric/paladin gets to choose an extra domain (however, this does not work well for a paladin, but it can).

Later!
 

How would this work?



The domain powers that can be used once per day to require a turning attempt instead, up to once per round.

For those domains without use abilities (Like good) a turn attempt can be used to cast the first level domain spell.

Sun domain grants Turn undead as its power. Death domain grants rebuke undead. Clerics do not get turn/rebuke by default.
 


Turning undead is an incredible ability which can mean the difference between life and death for a party - as I discovered when I had twelve shadows blown away in my last adventure :(

Taken on those grounds, maybe your suggestions are too weak?

One option that you could use for paladins - allow them to exchange one of their turn attempts for an extra use of one of their powers like "Smite Evil" or "cure disease". (It would probably be too powerful to allow them extra uses of lay on hands to heal wounds).
 

Cloudgatherer: I was going by deity to start off with to give the powers some context, but I'll probably end up with a generic list. An extra domain is certainly a possibility.

Happiest_Sadist: Good idea! I'll have a look over the domain powers to see if there are any obvious problems, but you've already taken care of one by changing the Death domain power.

Crothian: Sounds interesting, but I don't play Kalamar, so I doubt the book would otherwise be much use to me. Going a bit OT, is there any OGC in the Kalamar books?

Plane Sailing: I'm not really sure how well my powers balance with Turn Undead. Turn Undead is a very nifty power, but only useful in certain circumstances. My powers are more generally applicable, but even so, I also think they might be a bit underpowered.
 

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