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Divine Strike: Thunder: Difference between revisions
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(Added how to learn section (for clarity)) |
(Divine Strike correctly follows the 6 second "Per turn" cooldown when outside of turn-based mode.) |
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* '''Divine Strike: Thunder (Melee)''' and '''Divine Strike: Thunder (Ranged)''' use the corresponding weapon. | * '''Divine Strike: Thunder (Melee)''' and '''Divine Strike: Thunder (Ranged)''' use the corresponding weapon. | ||
* Critical Hits will also double the damage die. | * Critical Hits will also double the damage die. | ||
}} | }} | ||
{{ClericNavbox}} | {{ClericNavbox}} |
Revision as of 10:27, 20 December 2024
Divine Strike: Thunder is a Tempest Domain Cleric weapon action and reaction that deals extra Thunder damage upon a weapon strike (either melee or ranged).
Description
Once per turn deal 1d8Thunder in addition to your weapon's damage when you make a melee attack.
Properties
- Cost
Action
- Damage
- Normal weapon damage
- +
1d8 (1~8)
Thunder
- Details
Attack roll
Range: Normal weapon range
Recharge: Per turn
Variants
How to learn
Classes:
- Class level 8: Tempest Domain
Notes
- Can be done as a post-strike reaction (without spending a Reaction) similar to Divine Smite for both melee and ranged attacks.
- Divine Strike: Thunder (Melee) and Divine Strike: Thunder (Ranged) use the corresponding weapon.
- Critical Hits will also double the damage die.