Ad placeholder
Divine Strike

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 | Damage | Variation | 
|---|---|---|
| Death | 1d8Necrotic |  Divine Strike: Necrotic (Melee) | 
| Life | 1d8Radiant |  Divine Strike: Radiant (Melee) | 
| Nature | 1d8Cold |  Divine Strike: Cold (Melee) | 
| 1d8Fire |  Divine Strike: Fire (Melee) | |
| 1d8Lightning |  Divine Strike: Lightning (Melee) | |
| Tempest | 1d8Thunder |  Divine Strike: Thunder (Melee) | 
| Trickery | 1d8Poison |  Divine Strike: Poison (Melee) | 
| War | 1d8Weapon |  Divine Strike: Weapon (Melee) | 
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. 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 Reaction, but it is configured the same way as other reactions in the 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 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 Shadow Blade. 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.
 - Activating Divine Strike directly does not trigger on-hit weapon functors found on many weapons, such as Sussur Dagger. Using Divine Strike as a post-strike reaction does trigger on-hit weapon functors.
 - When playing Honour Mode, Divine Strike from the Death Domain (when activated directly) and all Divine Strikes (when used as a post-strike reaction) are changed to not invoke additional DRS mechanics.  All other variants of Divine Strike will continue to invoke DRS.
- Additionally, Divine Strike from the Death Domain (when activated directly) and all Divine Strikes (when used as a post-strike reaction) will cease to function with effects/passives which trigger when certain kinds of damage are dealt, such as the thunder damage from Tempest Domain and Hat of Storm Scion's Power.
 
 - This wiki displays the ability icons that each Divine Strike variant is supposed to use; however, each ingame variant (except for Death/Necrotic) displays the default Divine Strike container icon.