Turn Undead: Difference between revisions

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{{ up to date | 2023-09-05 }} <!-- Date format is YEAR-MONTH-DAY, like 2023-08-07. -->{{ActionPage
{{ActionPage
| summary = As an action, present your holy symbol and cause undead creatures to flee.
| summary = As an action, present your holy symbol and cause undead creatures to flee.
| description = Pray to '''Turn''' all undead that can see you.
| description = Pray to '''Turn''' all undead that can see you.
 
| warning = {{Prereq|The condition ends upon taking damage.}}
{{Prereq|The condition ends upon taking damage.}}
| image = Turn Undead.webp
| image = Turn Undead.webp
| cost = action, chaoat
| cost = action, chadiv
| concentration =  
| concentration =  
| damage =  
| damage =  
Line 14: Line 13:
| condition duration = 3
| condition duration = 3
| condition save = WIS
| condition save = WIS
| condition dc = caster
| range = self
| range = self
| aoe = radius
| aoe = radius
| aoe m = 9
| aoe m = 9
| aoe ft = 30
| aoe ft = 30
| save =  
| save = WIS
| save dc = caster
| additional =   
| additional =   
| higherlevels = * At level 5, [[Cleric]]s gain {{SAI|Destroy Undead}}, which causes Turn Undead to deal {{DamageText|4d6|Radiant}} damage to successfully {{IconLink|Turned Condition Icon.webp|Turned (Condition)|Turned|size=20}} creatures.
| higher levels = * At level 5, [[Cleric]]s gain {{SAI|Destroy Undead}}, which causes Turn Undead to deal {{DamageText|4d6|Radiant}} damage to successfully {{Cond|Turned}} creatures.
| class learns at level 2 = Cleric
| class learns at level 2 = Cleric
| granted by feats =  
| granted by feats =  

Latest revision as of 16:45, 9 March 2024

Turn Undead.webp

As an action, present your holy symbol and cause undead creatures to flee.

Description

Pray to Turn all undead that can see you.

The condition ends upon taking damage.

Properties

Cost:
Action + Channel Divinity Charge
Details:
 Range: Self
AoE: 9 m / 30 ft (Radius)
WIS Save (Spell save DC)

At Higher Levels

Condition: Turned

Turned Turned

Duration: 3 turns

Spell save DC  Wisdom saving throw

  • A turned creature must spend its turns trying to move as far away from the creature who turned it as possible.
  • It can't willingly move to a space within 9m / 30ft of that creature.
  • It also can't take Reactions.
  • For its Actions, it can use only the Dash action or try to escape from an effect that prevents it from moving.
  • The condition ends upon taking damage.

How to learn

Classes:

External links[edit | edit source]