Moradin's Fury - Channel Divinity Feat/Power

Kzach

Banned
Banned
The following is from the Forgotten Realms DM's Guide:

Priests of Moradin are drawn from the finest dwarven clans. They inspire their comrades to stand firm against insurmountable odds. Their ability to invoke a battle frenzy in their fellow dwarves is renowned.

Since Moradin's Resolve is boring and doesn't really reflect this, I figured I'd make up my own Channel Divinity Power/Feat.


Moradin's Fury
Cleric Feature
Incite a battle frenzy in your comrades.
Encounter • Divine
Minor Action
Close Burst 5
Channel Divinity
: You can use only
one channel divinity power per
encounter
Effect: You grant all your allies within the area of effect a bonus to damage equal to your Wisdom modifier until the end of your next turn. All allies affected by this power grant combat advantage to their enemies until the end of their next turn. In addition, all allies gain a +2 saving throw bonus against any fear-based effects until the end of your next turn.
Prerequisite: Channel Divinity, Cleric.

Too powerful? Not powerful enough? Something already similar?
 

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The following is from the Forgotten Realms DM's Guide:



Since Moradin's Resolve is boring and doesn't really reflect this, I figured I'd make up my own Channel Divinity Power/Feat.


Moradin's Fury
Cleric Feature
Incite a battle frenzy in your comrades.
Encounter • Divine
Minor Action
Close Burst 5
Channel Divinity
: You can use only
one channel divinity power per
encounter
Effect: You grant all your allies within the area of effect a bonus to damage equal to your Wisdom modifier until the end of your next turn. All allies affected by this power grant combat advantage to their enemies until the end of their next turn. In addition, all allies gain a +2 saving throw bonus against any fear-based effects until the end of your next turn.
Prerequisite: Channel Divinity, Cleric.

Too powerful? Not powerful enough? Something already similar?

Part of me begs for temporary hitpoints too, that part is a battlerager ofcourse... and a party wide state of CA is scary enough wow I would need that saving throw bonus.
 

Seems just right to me. I would change "all your allies" to "all willing allies".

My original version actually had that but I wasn't sure if that made it too versatile or not. Consider that part of the balance of it is the fact that you're forcing a negative on your allies as well as a positive. Players could then only use it if they're in an advantageous situation like when they're flanking and have a power bonus to hit, etc. rather than everyone or no-one being affected.
 

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