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Turn Undead/sandbox

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Icon Turn Undead active.png

Turn Undead

Channel Divinity Feat

Prerequisite

Permanent conditions that must be met before an ability can be acquired. For instance, the Dodge feat lists Dexterity 13+. Temporary conditions are listed under Conditions.
:
Cleric Level 1, Paladin Level 4

Prerequisite of

Another ability that requires this one as a prerequisite. For example, the Dodge feat lists Mobility.
:

Trainable

A trainable feat can be trained using a standard feat slot, one of: Heroic, Epic, Epic Destiny, Legendary.
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Repeatable

A repeatable feat is a trainable feat that can be taken more than once, possibly with conditions. For example, Toughness indicates Unlimited, stacking, while Spell Focus indicates Once for each school of magic.
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Class Feat

A class feat is granted to all members of a class (who meet the prerequisites, if any) at a specified level. For example, Tower Shield Proficiency indicates Fighter 1, Uncanny Dodge indicates Barbarian 4 and Rogue 4, and Fists of Light indicates Monk 3 (Harmonious Path). A class feat may also be trainable to members of other classes, like Tower Shield Proficiency.
:
Cleric 1, Paladin 4

Bonus Feat

A bonus feat may optionally be taken using a class-specific bonus slot. For example, Spell Focus indicates Wizard, Deflect Arrows indicates Monk, and Improved Critical indicates Artificer, Fighter. Rogue optional abilities are considered a type of bonus feat.
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Racial Feat

A racial feat is granted to all members of a race. For example, Shuriken Expertise indicates Drow, and Small Size Bonus indicates Gnome, Deep Gnome, Halfling.
:
Dragonmark:

Enhancement Tree

When the ability is primarily granted through an enhancement, the tree is indicated here, as in Sacred Defender, Drow.
:
Unknown enhancement tree

Epic Destiny

Unrecognized term: Epic Destiny
:
Unknown epic destiny tree

AP

The number of Action Points (AP) needed to acquire each rank of the enhancement, usually 1 or 2.
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Ranks

The number of ranks of an enhancement that can be acquired,
usually 1 to 3.
:
/

Spell Level

Spell level indicates the relative power of a spell, determining when it can normally be acquired by the relevant class(es) of caster. Not to be confused with character level. For example, Fireball lists Sorcerer 3, Wizard 3.
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Granted By

Any secondary source of an ability, not already mentioned. For instance, Diehard is primarily a feat, but indicates that it can also be granted by the Frenzied Berserker enhancement tree.
:
Bane of Undeath (Divine Crusader epic destiny)

Spell School

Every spell (optional for SLAs) belongs to one of eight schools of magic, such as Evocation or Necromancy. Optional descriptors, e.g. Fire, Compulsion, are also listed here.
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Usage

Every ability has one or more usage modes. A passive ability functions continuously without any conscious effort. An active ability requires conscious effort to invoke. A toggled ability, such as a Stance, requires conscious effort to activate, but then remains active until consciously untoggled (or character dies, etc.). Note that an ability which enhances an active or toggled ability, but does not, itself, need to be independently activated, is passive. An ability may have both a passive component and an active or toggled component. The field is hidden when easily predictable, such as for a spell (which is always active).
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Conditions

Temporary conditions that must be met in order for the ability to function. For example, many monk abilities require the monk to be centered. Permanent requirements are listed under Prerequisites.
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Charges

Unrecognized term: Charges
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Recharge

Unrecognized term: Recharge
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Components

Every spell requires one or more types of components, either Verbal, Somatic, or Material. These are specified using the templates
{{V}}, {{S}}, and {{M}}, respectively.
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Cost

The cost to invoke an active or toggled ability, such as 12 Spell Points, 10 Ki, or None. Not to be confused with the cost to acquire an ability in the first place, which might be measured in Action Points.
:
1 Channel Divinity use

Metamagic

The effects of spells and SLAs can often be enhanced using metamagic, a type of toggled feat, for example, {{Maximize}} and {{Heighten}}.
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Target

Every ability has one or more targets, defined as Self, Friend, or Foe. The field may also contain additional information, such as Undead Foe or Breakables. The field is sometimes hidden, e.g., for a passive feat whose target is Self, such as Toughness.
:
Undead Foes, Directional

Range

The distance at which an active ability can be activated, such as Melee for Cleave, or Double for Nimbus of Light. Typical values are Personal, Melee, Ranged, Touch, Standard (spell), or Double (ray), although any value can be specified. Not to be confused with area.
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Area

The coverage of a spell or effect, such as Single target, Standard AoE, or Conal AoE. Not to be confused with range. For example, both Finger of Death and Fireball have Standard range, but Finger of Death has a Single target area, while Fireball has a Large Spherical AOE. Note that, in contrast to PnP, DDO in-game descriptions often conflate range and area.
:
Personal / Standard AoE

Saving Throw

The type of saving throw, if any, that can be used to avert a spell or effect. Common values include Will, Fortitude, Reflex for half, or None.
:
Special, see description

DC

The Difficulty Class of the indicated saving throw. This field is omitted if the DC is predictable, such as for standard spells.
:
Special, see description

Spell Resistance

Whether spell resistance can avert the spell or SLA, Yes or No.
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Duration

The length of time an effect typically lasts, along with any conditions for premature termination. For instance, the duration for most physical attacks is Instantaneous, while the duration of Invisibility is 1 minute per caster level (no maximum), or until interacting with a target or object.
:
Unknown Channel Divinity duration

Cooldown

How long a character must wait between activations of an ability, typically measured in seconds.
:
1 second

Offense Buff

An effect that improves your offensive capabilities, such as a bonus to attack chance or damage.
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Defense Buff

An effect that improves your defensive capabilities, such as a bonus to AC, PRR, or fire resistance.
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Buff

A broad characterization of the type(s) of beneficial effects an ability imparts, not otherwise mentioned. The inventory of recognized effects is expected to undergo considerable refinement.
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Restoration

All forms of resurrection and various lesser forms of restoration, such as removing ability damage and fatigue. Restoration of lost hit points is listed under Healing.
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Healing

Any effect that restores lost hit points to a player character or ally. Other types of restoration are listed other Restoration. Temporary hit points are listed under Buffs.
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Instant Death

This produces an Instant death effect on at least some types of target. Red-named bosses are immune, as is anyone with deathblock.
:
Death

Debuff

A harmful effect other than physical damage.
:
Cower or flee

Damage

The amount and type of damage inflicted.
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Scaling

Unrecognized term: Scaling
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Proficiency

Item(s) for which the ability imparts proficiency. For example, Master's Touch lists Simple or martial weapons, shields, tower shields.
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Item

If the ability enhances the use of a class of items, other than providing proficiency, that is indicated here. For example, Shuriken Expertise lists Shuriken.
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Grants

If the ability imparts some other ability (other than proficiency), that is indicated here. For example, the Barbarian's Die Hard enhancement provides the Diehard feat.
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Description

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 Charisma modifier) to determine the Hit Dice of the most powerful undead you can effect. 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.

Turn Undead Mechanics[edit]

Turn Undead checks[edit]

Turning undead consists of the following checks:

  1. 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".
  2. 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:

  1. 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.
  2. Any bonus to your turn level from other sources.
Turning check result Highest hit dice turned
up to 0 Turning value - 4
1-3 Turning value - 3
4-6 Turning value - 2
7-9 Turning value - 1
10-12 Turning value
13-15 Turning value + 1
16-18 Turning value + 2
19-21 Turning value + 3
22+ Turning value + 4

The checks add the following things to produce the final number:

  1. Turning check:
    1. Your effective turning level.
    2. A die roll (1d20 + your charisma modifier) that adds a positive/negative bonus (from -4 to +4) according to the table on the right.
    3. Any bonus to your maximum hit dice from other sources.
  2. Turning damage:
    1. Your effective turning level.
    2. A die roll (2d6 + your charisma modifier) that adds the result as is (unlike the die roll of the turning check).
    3. Any bonus to your total hit dice from other sources.

Turn Undead effects[edit]

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.

Bonuses to Turning[edit]

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 Epic Destiny of any Divine Sphere do not add to your Effective Cleric Levels for purposes of Turn Undead.

Bonuses to Turning Level[edit]

Note 1: The feat Aureon's Instruction cannot be taken by Sun Elf.
Note 2: The Radiant Servant enhancements stack with the Knight of the Chalice enhancements.

Bonuses to Max Hit Dice[edit]

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.

Bonuses to Total Hit Dice[edit]

Note 1: The first 3 normal (in lieu of an official word) bonuses do not stack.
Note 2: The feat Aureon's Instruction cannot be taken by Sun Elf.
Note 3: The Radiant Servant enhancements stack with the Knight of the Chalice enhancements.

  • Eternal FaithIcon tooltip.pngEternal 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)
  • Sacred +2Icon tooltip.pngSacred: Increases the owner's effective level on turn undead checks by +2. (+2 normal bonus)
  • Silver FlameIcon tooltip.pngSilver 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 FaithIcon tooltip.pngInsightful 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)
  • The enhancement Improved Turning (RS/KotC) can add from 2 to 6 total hit dice.
  • Minor bug: The enhancement Mighty Turning (RS) can add 2 total hit dice.
  • Death Domain adds +2 to the hit dice of undead affected.
  • The feat Aureon's Instruction grants +4 to the total Hit Dice affected by Turn Undead.
  • The enhancement Bane of the Restless (Sun Elf) adds 6 to the number of hit dice you can turn.

Sources of Extra Turns[edit]

Note: The item enhancements do not stack with each other.

Alternate uses of Turn Undead charges[edit]

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.

Paladin[edit]

  • Sacred Defender
    • Divine Righteousness, which grants temporary hit points equal to your charisma modifier, and grants a +100% sacred bonus to threat generation
    • Glorious Stand, which grants DRIcon tooltip.pngDamage Reduction 20/Epic: Reduces physical damage by 20, except from Epic attacks. 20/Epic, absorption of negative and elemental energy, double incoming healing, and immunity to weapon effects.
    • Eternal Defender, which, whenever you are incapacitated but not killed, you expend 2 turn undead charges, and are healed for 250 positive energy.
  • Knight of the Chalice
    • Divine Light, which deals a medium amount of light damage to nearby undead.
    • Divine Might, which grants an insight bonus to strength equal to your charisma modifier for a short time.
    • Rally, which removes fear, grants a bonus to saves versus fear, and grants a small bonus to attack or damage.
    • Holy Retribution, which deals additional base damage and for evil creatures be destroyed or take 100 holy damage and -6 to all ability scores.

Cleric[edit]

Divine Crusader[edit]

External links[edit]