Channel Divinity: Attempts to drive away nearby undead or force them to cower. To turn undead you must make a turning check (roll 1 twenty-sided die + your total Charismamodifier) to determine the Hit Dice of the most powerful undead you can affect. Then you roll 2 six-sided dice + your Cleric level + your Charisma modifier to determine the total Hit Dice of creatures in the area that can turn. Turned undead cower in place or flee. If you have twice as many levels as the undead have Hit Dice, you destroy any that you would normally turn. All Channel Divinity abilities use the same pool of uses per rest.
Turning check: This determines the maximum number of Hit Dice a monster can have and still be affected from your turn undead attempt. If this check does not produce a number equal or higher to the monster near you that has the lowest hit dice, then you will not be able to turn at all and a message pops up saying "You lack conviction to turn the target".
Turning damage: This determines the number of total Hit Dice you will be able to turn. This means that the sum of the affected monsters' hit dice must be less or equal to that number. To determine which monsters you turn, the game starts from the monster with the lowest HD (hit dice) and works its way up. For example: If you can turn 30 total hit dice and you have monsters with (5, 7, 10, 15) HD around you, you will turn the ones with (5, 7, 10) for a total of 22 hit dice and not the (15, 10, 5) that would utilize all 30 of your hit dice.
Before making the checks, your effective turning level is calculated. This consists of:
The sum of your inherent turning levels. Your inherent turning level starts to increase from the level you receive the Turn Undead feat. For clerics, their cleric level is their inherent turning level. For paladins, their level minus 3 is their inherent turning level. A character with both cleric and paladin levels will add their inherent turning levels.
When a monster is affected by your turn attempt, one of the following may happen to it:
Cowering undead: That's the default behavior of turn undead. The monster cowers in place for a period of time. It is not in a helpless state. Once the timer expires, the monster will resume attacking.
Destroying undead: When a monster is affected by your turn attempt, its hit dice are compared to your turning check result. If your turning check result is at least double the monster's hit dice, then the monster is destroyed instead of turned. This effect, in contrast to the cowering effect, is negated by deathblock or deathward. Having the Mighty Turning enhancement means this effect is always applied instead of the cower effect.
Cleric domains may augment Turn Undead to produce more effects. Some of those affecting nearby allies.
There are also items, spells, and enhancements which can help increase your turning ability by boosting your effective cleric level for turning or the number of maximum hit dice you can affect or the number of total hit dice you can turn. These bonuses, according to their type, are added to their respective parts of the turn undead calculations (some in more than one place).
Note: Levels gained in any Epic Destiny of the Divine Sphere do not add to your Effective Cleric Levels for purposes of Turn Undead.
Eternal FaithEternal Faith: An item with this quality assists only wearers who have the ability to turn undead. Eternal Faith increase the owner's effective level for the turning check by +2, his maximum Hit Dice turned by +2, and his total Hit Dice turned by +4. (+2 normal bonus)
Sacred +XSacred +X: An item with this quality assists only wearers who have the ability to turn undead. Sacred items provide an X Enhancement bonus to your effective level for Turning Undead. (+X normal bonus)
Insightful FaithInsightful Faith: An item with this quality assists only wearers who have the ability to turn undead. Insightful Faith items provide Insight Bonuses to the owner's effective level for the turning check by +2, their maximum Hit Dice turned by +2, and their total Hit Dice turned by +4. (+2 insightful bonus)
Note 1: The first 2 normal (in lieu of an official word) bonuses do not stack.
Note 2: The feat Aureon's Instruction cannot be taken by Sun Elf.
Eternal FaithEternal Faith: An item with this quality assists only wearers who have the ability to turn undead. Eternal Faith increase the owner's effective level for the turning check by +2, his maximum Hit Dice turned by +2, and his total Hit Dice turned by +4. (+2 normal bonus)
Hallowed +XHallowed: An item with this quality assists only wearers who have the ability to turn undead. Hallowed items provide an +X Enhancement bonus to the maximum Hit Dice of undead turned. (+X normal bonus)
Insightful FaithInsightful Faith: An item with this quality assists only wearers who have the ability to turn undead. Insightful Faith items provide Insight Bonuses to the owner's effective level for the turning check by +2, their maximum Hit Dice turned by +2, and their total Hit Dice turned by +4. (+2 insightful bonus)
Eternal FaithEternal Faith: An item with this quality assists only wearers who have the ability to turn undead. Eternal Faith increase the owner's effective level for the turning check by +2, his maximum Hit Dice turned by +2, and his total Hit Dice turned by +4. (+4 normal bonus)
Silver FlameSilver Flame: An item with this quality assists only wearers who have the ability to turn undead. The cleansing power of the Silver Flame increase the total Hit Dice of undead turned by +6. (+6 normal bonus)
Insightful FaithInsightful Faith: An item with this quality assists only wearers who have the ability to turn undead. Insightful Faith items provide Insight Bonuses to the owner's effective level for the turning check by +2, their maximum Hit Dice turned by +2, and their total Hit Dice turned by +4. (+4 insightful bonus)
Note: The item enhancements do not stack with each other.
Minor TurningMinor Turning: Increases total number of Turn Undead uses by 1, once wielder rests. If you unequip the item you will lose these turns. (+1)
TurningTurning : This will increase the total number of Turn Undead attempts you can use by 3. However, these additional Turn Undead attempts will only take effect after the wielder rests. (+3)
Alchemical ConservationAlchemical Conservation: This item modifies the user's energy expenditure in such a way that many abilities can be used more frequently than normal. You will gain +1 ki on every successful attack, and you will increase the number of Action Boosts, Turn Undead attempts, and Bard Songs you can use per rest by 1 each. These additional uses will only take effect after you rest. (+1)
The Endless Turning enhancements (RS/Divine Crusader), which returns one charge per 120 seconds, time between returned charges is reduced with additional ranks.
Any ability which reads as "Channel divinity" requires a Turn Undead charge to activate. All abilities cost a single turn attempt to use, unless otherwise noted.
Reactive Heal, which applies a buff which is consumed when the target drops below 50% hp, consumes itself and heals the target. It also grants immunity to its own effect for 3 minutes.