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Divine Strike

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Divine Strike is a weapon action available to level 8 Clerics of the following Domains: Death, 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 section | visual editor]

Domain Damage Actions Reactions
Death Death 1d8⁠Necrotic⁠Necrotic Divine Strike: Necrotic (Melee)Divine Strike: Necrotic (Melee)

Divine Strike: Necrotic (Ranged)Divine Strike: Necrotic (Ranged)

Divine Strike: Necrotic Divine Strike: Necrotic

Divine Strike on Critical: Necrotic Divine Strike on Critical: Necrotic

Life Life 1d8⁠Radiant⁠Radiant Divine Strike: Radiant (Melee)Divine Strike: Radiant (Melee)

Divine Strike: Radiant (Ranged)Divine Strike: Radiant (Ranged)

Divine Strike: Radiant Divine Strike: Radiant

Divine Strike on Critical: Radiant Divine Strike on Critical: Radiant

Nature Nature 1d8⁠Cold⁠Cold Divine Strike: Cold (Melee)Divine Strike: Cold (Melee)

Divine Strike: Cold (Ranged)Divine Strike: Cold (Ranged)

Divine Strike: Cold Divine Strike: Cold

Divine Strike on Critical: Cold Divine Strike on Critical: Cold

1d8⁠Fire⁠Fire Divine Strike: Fire (Melee)Divine Strike: Fire (Melee)

Divine Strike: Fire (Ranged)Divine Strike: Fire (Ranged)

Divine Strike: Fire Divine Strike: Fire

Divine Strike on Critical: Fire Divine Strike on Critical: Fire

1d8⁠Lightning⁠Lightning Divine Strike: Lightning (Melee)Divine Strike: Lightning (Melee)

Divine Strike: Lightning (Ranged)Divine Strike: Lightning (Ranged)

Divine Strike: Lightning Divine Strike: Lightning

Divine Strike on Critical: Lightning Divine Strike on Critical: Lightning

Tempest Tempest 1d8⁠Thunder⁠Thunder Divine Strike: Thunder (Melee)Divine Strike: Thunder (Melee)

Divine Strike: Thunder (Ranged)Divine Strike: Thunder (Ranged)

Divine Strike: Thunder Divine Strike: Thunder

Divine Strike on Critical: Thunder Divine Strike on Critical: Thunder

Trickery Trickery 1d8⁠Poison⁠Poison Divine Strike: Poison (Melee)Divine Strike: Poison (Melee)

Divine Strike: Poison (Ranged)Divine Strike: Poison (Ranged)

Divine Strike: Poison Divine Strike: Poison

Divine Strike on Critical: Poison Divine Strike on Critical: Poison

War War 1d8⁠Weapon⁠Weapon Divine Strike: Weapon (Melee)Divine Strike: Weapon (Melee)

Divine Strike: Weapon (Ranged)Divine Strike: Weapon (Ranged)

Divine Strike: Weapon (Melee) Divine Strike: Weapon (Melee)

Divine Strike: Weapon (Ranged) Divine Strike: Weapon (Ranged)
Divine Strike on Critical: Weapon (Melee) Divine Strike on Critical: Weapon (Melee)
Divine Strike on Critical: Weapon (Ranged) Divine Strike on Critical: Weapon (Ranged)

Overview[edit section | visual editor]

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) 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 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; it cannot be used with unarmed attacks or thrown weapons, even as a reaction.

Notes[edit section | visual editor]

  • War Domain's variant of Divine Strike inherits the damage type of the weapon in the main hand, so it can deal a wide variety of damage types such as Force⁠Force with the  Ne'er Misser or Psychic⁠Psychic with the Shadow Blade Shadow Blade. The main hand weapon's damage type is used even if the triggering attack was made with an offhand weapon.

Bugs[edit section | visual editor]

  • 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 the  Sussur Dagger. Using Divine Strike as a post-strike reaction does trigger on-hit weapon functors.
  • When playing Honour mode, all Divine Strikes (when used as a post-strike reaction) are changed to not invoke additional DRS mechanics. However, when activated directly, only Divine Strike from the Death Domain (added in Patch 8) does not invoke additional DRS; all other direct-use variants of Divine Strike continue to invoke DRS. Additionally in Honour Mode, the changed variants of Divine Strike cease to function with effects/passives which trigger when certain kinds of damage are dealt, such as the thunder damage from Tempest Domain and the  Hat of Storm Scion's Power.
  • Melee variants of Divine Strike are not properly tagged with the DamageType corresponding to their damage types. Most notably, this means that Divine Strike: Thunder (Melee) Divine Strike: Thunder (Melee) cannot trigger Destructive Wrath Destructive Wrath. This issue is not present with the ranged variants.
    • For ranged variants, when wielding two Hand Crossbows and Dual Wielding toggle enabled, Divine Strike action will consume both an  Action and  Bonus Action, but the offhand attack will not be performed.
  • This wiki displays the ability icons that each Divine Strike variant is supposed to use; however, each in-game variant (except for Death/Necrotic) displays the default Divine Strike container icon.