Channel Divine Might powers:
To use a channeling power, roll 2d10 and consult the chart
below.
Aegis: You gain
the listed bonus as a bonus to your armor class and saving throws for a number
of rounds equal to one plus your Wisdom bonus.
Command: You
issue a one-word command that 2d6 creatures of the listed Hit Dice or less who
can understand you are compelled to carry out for a number of rounds equal to one
plus your Wisdom bonus. The command
fails if it would obviously cause harm to the creatures. If the result would be T, the command lasts
for an additional turn, and if the result would be D, the command lasts for an
additional hour.
Divine Sight: You
can see invisible creatures for one turn. You can grant divine sight to a
number of allies equal to the listed bonus -1.
Favor: All of
your allies within 10 feet gain a bonus to their saves equal to the listed
bonus for one round.
Healing Grace: All
of your allies within 10 feet regain hit points equal to the listed bonus. You can voluntarily heal less damage to
extend the radius by 10 feet per point less.
Healing Touch: You
cure 1d4 plus the listed bonus worth of hit point damage in one creature you
touch.
Miracle: You regain
the use of a spell you’ve already cast today.
The maximum level is equal to the listed bonus.
Sacred Might: You
can expend two uses of your channel divine might ability instead of one, and
roll 3d10 instead of 2d10, taking the two highest results.
Smite: You add
the listed bonus to your next attack and damage rolls.
Okay, so now I have to go over the Turn Undead table to see how these go into effect.
ReplyDeleteYeah, just make me work for it why don't you?
LOL
Yep. Make ya work.
DeleteI was in a hurry, didn't want to deal with the cutting and pasting. You can build a table on blogspot with html, but there's no quick and easy way to do it, so I take a screenshot and post that as an image. As I said, didn't have time.