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''2nd Level School of Theurgy Feature''<br> | ''2nd Level School of Theurgy Feature''<br> | ||
You gain the ability to harness the power of Bahumat. When you use your Arcane Divinity feature, you must expend a Spell Slot of 1st Level or higher and choose which effect to use out of the Channel Divinity Options you have in your Spellbook. If a Channel Divinity Option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC. You can use this feature number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Whenever a Channel Divinity Option would have you take a specific action with your Holy Symbol, you can instead take that same action with your Wizard Spellcasting Focus.<br> | You gain the ability to harness the power of Bahumat. When you use your Arcane Divinity feature, you must expend a Spell Slot of 1st Level or higher and choose which effect to use out of the Channel Divinity Options you have in your Spellbook. If a Channel Divinity Option requires the target to make a Saving Throw, the DC is equal to your Spell Save DC. You can use this feature number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest. Whenever a Channel Divinity Option would have you take a specific action with your Holy Symbol, you can instead take that same action with your Wizard Spellcasting Focus.<br> | ||
You add the Turn Undead and Aberrations as a Channel Divinity Option, described below. Additionally, choose another Channel Divinity Option given by Cleric or Paladin (summarized [[Channel Divinities|here]]). | You add the Turn Undead and Aberrations as a Channel Divinity Option, described below. Additionally, choose another Channel Divinity Option given by Cleric or Paladin (summarized [[Channel Divinities|here]]) and add it to your Spellbook.<br> | ||
Additionally, if you find a Channel Divinity Option do not have in your Spellbook, you can scribe it into your Spellbook by spending 8 hours and 200GP. This represents using magical inks, practicing the spell, and translating it into a short-hand, both divine and arcane. | |||
'''Channel Divinity Option: Turn Undead and Aberrations.''' As an Action, you present your Holy Symbol and speak a prayer censuring the Undead and the other-worldly. Each Undead and Aberration that can see or hear you within 30ft of you must make a Wisdom Saving Throw. If the creature fails its Save, it is Turned for 1 minute or until it takes any Damage. A Turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action. | '''Channel Divinity Option: Turn Undead and Aberrations.''' As an Action, you present your Holy Symbol and speak a prayer censuring the Undead and the other-worldly. Each Undead and Aberration that can see or hear you within 30ft of you must make a Wisdom Saving Throw. If the creature fails its Save, it is Turned for 1 minute or until it takes any Damage. A Turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30ft of you that would be closer than its current space. It also can’t take Reactions. For its Action, it can only take the Dash Action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature must take the Dodge Action. | ||
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