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Divine Strike: Difference between revisions
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| notes = * Can be done as a post-strike reaction (without spending reaction points) similar to [[Divine Smite]] for both melee and ranged attacks. | | notes = * Can be done as a post-strike reaction (without spending reaction points) similar to [[Divine Smite]] for both melee and ranged attacks. | ||
* '''Divine Strike: {Variation} (Melee)''' and '''Divine Strike: {Variation} (Ranged)''' use the corresponding weapon. | * '''Divine Strike: {Variation} (Melee)''' and '''Divine Strike: {Variation} (Ranged)''' use the corresponding weapon. | ||
* Does not apply to unarmed attacks. | |||
* Does double (2d8) damage if the weapon attack roll is a critical hit. | * Does double (2d8) damage if the weapon attack roll is a critical hit. | ||
* Possible Bug: Divine Strike does the not obey the turn recharge outside of turn-based mode. | * Possible Bug: Divine Strike does the not obey the turn recharge outside of turn-based mode. | ||
* The different methods of using Divine Strike (as a post-strike reaction or with the weapon action directly) have independent, once-per-turn cooldowns. Activating Divine Strike directly {{em|does not}} prevent triggering it again that turn with a post-strike reaction (and vice versa). This means that Divine Strike can actually be used twice in a turn, provided it is used once with each method. | * The different methods of using Divine Strike (as a post-strike reaction or with the weapon action directly) have independent, once-per-turn cooldowns. Activating Divine Strike directly {{em|does not}} prevent triggering it again that turn with a post-strike reaction (and vice versa). This means that Divine Strike can actually be used twice in a turn, provided it is used once with each method. | ||
}} | }} |
Revision as of 04:55, 14 April 2024
Divine Strike is a Weapon Action-like ability available to level 8 Clerics of the following Domains: Life, Trickery, Nature, Tempest, and War. Divine Strike deals 1 ~ 8 additional damage upon a weapon strike (either melee or ranged) of a type dependent on the chosen Domain.
Description
- Melee Skill: Once per turn deal 1d8 {Variation Damage Type} damage in addition to your weapon's {Weapon Damage} {Weapon Type} damage.
- Ranged Skill and Reaction: Deal an additional 1d8 {Variation Damage Type} damage.
Properties
- Cost:
- Action
- Damage:
- Normal weapon damage
- + 1d8 (1~8) Radiant
- Details:
- Attack roll
- Range: Normal weapon range
- Recharge: Per turn
Above damage is for Divine Strike: Radiant. Other variations do a different type of bonus damage.
Variations
Domain | Variation | Damage |
|
1d8Radiant | |
|
1d8Poison | |
|
1d8Cold | |
|
1d8Fire | |
|
1d8Lightning | |
|
1d8Thunder | |
|
1d8Weapon |
- choses which one of the three variations it wants each time (technically through Divine Strike: Elemental Fury).
- 's Divine Strike: Warmaster deals the damage type of the weapon in the main hand, even for offhand strikes.
How to learn
Classes:
- Class level 8: Life Domain, Trickery Domain, Nature Domain, Tempest Domain, and War Domain
Notes
- Can be done as a post-strike reaction (without spending reaction points) similar to Divine Smite for both melee and ranged attacks.
- Divine Strike: {Variation} (Melee) and Divine Strike: {Variation} (Ranged) use the corresponding weapon.
- Does not apply to unarmed attacks.
- Does double (2d8) damage if the weapon attack roll is a critical hit.
- Possible Bug: Divine Strike does the not obey the turn recharge outside of turn-based mode.
- The different methods of using Divine Strike (as a post-strike reaction or with the weapon action directly) have independent, once-per-turn cooldowns. Activating Divine Strike directly does not prevent triggering it again that turn with a post-strike reaction (and vice versa). This means that Divine Strike can actually be used twice in a turn, provided it is used once with each method.