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Divine Strike: Difference between revisions
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'''Divine Strike''' is a [[Weapon actions|weapon action]] available to level 8 [[Cleric]]s of the following Domains: [[Life Domain|Life]], [[Trickery Domain|Trickery]], [[Nature Domain|Nature]], [[Tempest Domain|Tempest]], and [[War Domain|War]]. It is usable once per turn and deals 1d8 additional damage upon a weapon strike (either melee or ranged) of a type dependent on the chosen domain. | |||
==Variations== | ==Variations== | ||
{{ | {| class="wikitable" style="margin-left: auto; margin-right: auto;" | ||
|- | |||
| style="width: 12%;" | Domain | |||
| | | style="width: 25%;" | Variation | ||
| | | style="width: 28%;" | Damage | ||
|- | |||
* ' | |{{SmIconLink| Class Cleric Life Badge Icon.png|Life Domain|Life}} | ||
* | |{{SAI|Divine Strike: Radiant (Melee)}}<br> | ||
{{SAI|Divine Strike: Radiant (Ranged)}} | |||
}} | |{{DamageText|1d8|Radiant}} | ||
|- | |||
|{{SmIconLink| Class Cleric Trickery Badge Icon.png|Trickery Domain|Trickery}} | |||
|{{SAI|Divine Strike: Poison (Melee)}}<br> | |||
{{SAI|Divine Strike: Poison (Ranged)}} | |||
|{{DamageText|1d8|Poison}} | |||
|- | |||
| rowspan=3 | {{SmIconLink| Class Cleric Nature Badge Icon.png|Nature Domain|Nature}} | |||
|{{SAI|Divine Strike: Cold (Melee)}}<br> | |||
{{SAI|Divine Strike: Cold (Ranged)}} | |||
|{{DamageText|1d8|Cold}} | |||
|- | |||
|{{SAI|Divine Strike: Fire (Melee)}}<br> | |||
{{SAI|Divine Strike: Fire (Ranged)}} | |||
|{{DamageText|1d8|Fire}} | |||
|- | |||
|{{SAI|Divine Strike: Lightning (Melee)}}<br> | |||
{{SAI|Divine Strike: Lightning (Ranged)}} | |||
|{{DamageText|1d8|Lightning}} | |||
|- | |||
|{{SmIconLink| Class Cleric Tempest Badge Icon.png|Tempest Domain|Tempest}} | |||
|{{SAI|Divine Strike: Thunder (Melee)}}<br> | |||
{{SAI|Divine Strike: Thunder (Ranged)}} | |||
|{{DamageText|1d8|Thunder}} | |||
|- | |||
|{{SmIconLink| Class Cleric War Badge Icon.png|War Domain|War}} | |||
|{{SAI|Divine Strike: Weapon (Melee)}}<br> | |||
{{SAI|Divine Strike: Weapon (Ranged)}} | |||
|{{DamageText|1d8|Weapon}} | |||
|} | |||
== Using Divine Strike == | |||
There are two ways of using Divine Strike. First, is to use it directly with the corresponding attack ability (e.g. {{SAI|Divine Strike: Radiant (Melee)}}). Second, is to use any other weapon attack and let Divine Strike trigger as a post-strike reaction upon hit. Triggering it this way does not cost a {{r|reaction}}, but it is configured the same way as other reactions in the [[Actions#The_Reactions_tab|reactions tab]]. | |||
Using Divine Strike as a reaction means it can be used in conjunction with any attack such as an offhand attack, a [[weapon action]], with a [[Arrows|special arrow]], or an [[Opportunity Attack]]. On the other hand, using the ability directly is always equivalent to a basic main-hand attack with the 1d8 bonus damage from Divine Strike. Thus, it is usually better to trigger Divine Strike as a reaction since it works in far more situations. | |||
Divine Strike only works with melee and ranged weapons and cannot be used with unarmed attacks or thrown weapons, even as a reaction. | |||
== Notes == | |||
* War cleric's variant of Divine Strike inherits the damage type from the weapon in the primary hand, so it can deal a wide variety of damage types such as {{DamageType|Force}} with the {{RarityItem|Ne'er Misser}} or {{DamageType|Psychic}} with the {{SAI|Shadow Blade}}. The main-hand weapon's damage type is used even if the triggering attack was made with an offhand weapon. | |||
== Bugs == | |||
* 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. | |||
{{ClericNavbox}} | |||
[[Category:Actions]] | |||
[[Category:Weapon actions]] |
Latest revision as of 23:41, 20 December 2024
Divine Strike is a weapon action available to level 8 Clerics of the following Domains: Life, Trickery, Nature, Tempest, and War. It is usable once per turn and deals 1d8 additional damage upon a weapon strike (either melee or ranged) of a type dependent on the chosen domain.
Variations[edit | edit source]
Domain | Variation | Damage |
|
1d8Radiant | |
|
1d8Poison | |
|
1d8Cold | |
|
1d8Fire | |
|
1d8Lightning | |
|
1d8Thunder | |
|
1d8Weapon |
Using Divine Strike[edit | edit source]
There are two ways of using Divine Strike. First, is to use it directly with the corresponding attack ability (e.g. Reaction, but it is configured the same way as other reactions in the reactions tab.
). Second, is to use any other weapon attack and let Divine Strike trigger as a post-strike reaction upon hit. Triggering it this way does not cost aUsing Divine Strike as a reaction means it can be used in conjunction with any attack such as an offhand attack, a weapon action, with a special arrow, or an Opportunity Attack. On the other hand, using the ability directly is always equivalent to a basic main-hand attack with the 1d8 bonus damage from Divine Strike. Thus, it is usually better to trigger Divine Strike as a reaction since it works in far more situations.
Divine Strike only works with melee and ranged weapons and cannot be used with unarmed attacks or thrown weapons, even as a reaction.
Notes[edit | edit source]
- War cleric's variant of Divine Strike inherits the damage type from the weapon in the primary hand, so it can deal a wide variety of damage types such as Force with the Ne'er Misser or Psychic with the . The main-hand weapon's damage type is used even if the triggering attack was made with an offhand weapon.
Bugs[edit | edit source]
- 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.