Channel Divinity Feats

Post/Author/DateTimePost
#1

magus_stragus

May 30, 2009 10:37:02
Ok, people, I'm creating a few channel divinity feats for the divine classes in my campaign world. However, I don't know how much balanced they are. Can you help me with some feedback? (Btw, the names are still underwork, taking into account the deities of my world)

Channel Divinity Feats


Swift Wind
Encounter ♦ Divine
Move Action Personal
Effect: You can shift a number of squares equal to your speed.
Special: You must take the Swift Wind feat to use this power.

Freedom
Encounter ♦ Divine
Immediate Reaction Ranged 5
Trigger: You or one ally get dominated, immobilized, petrified, restrained, slowed or stunned.
Target: The triggering ally.
Effect: The target can make a saving throw against the triggering condition with a bonus of +2.
Special: You must take the Freedom feat to use this power.

Perseverance
Encounter ♦ Divine, Healing
Immediate Reaction Ranged 5
Trigger: An ally drops to 0 hit points or fewer.
Target: The triggering ally.
Effect: The target can immediately spend a healing surge. It also regains hit points equal to your Wisdom or Charisma modifier (you choose).
Special: You must take the Perseverance feat to use this power.

Fire Aura
Encounter ♦ Divine, Aura, Fire
Standard Action Personal
Effect: You gain holy fire aura 2 until the end of your next turn. Enemies that start their turn in the aura get Charisma or Wisdom (you choose) modifier fire damage, and allies that start their turn in the aura get +1 to attack and damage rolls. You can sustain the aura each turn by losing a healing surge (minor action).
Special: You must take the Fire Aura feat to use this power.

Resolve
Encounter ♦ Divine, Healing
Immediate Reaction Close Burst3
Trigger: You are drop to single-digit hit points.
Effect: You and each ally ally in the burst can spend a healing surge.
Special: You must take the Resolve feat to use this power.

Life Zone
Encounter ♦ Divine, Zone, Healing
Standard Action Close Burst5
Effect: You create a zone of bright light that repels undead (undead already in the area are pushed outside of it; ranged attacks from undead can still target allies in the zone). Allies in the area that regain hit points also regain your Wisdom or Charisma modifier (you choose). The zone last until the end of your next turn.
Special: You must take the Life Zone feat to use this power.

Grabbing Sand
Encounter ♦ Divine
Standard Action Close Burst5
Target: Each enemy in burst
Attack: Wisdom or Charisma (you choose) vs Reflex
Hit: The target is immobilized (save ends).
Special: You must take the Grabbing Sand feat to use this power.

Earth Wall
Encounter ♦ Divine
Standard Action Area wall 5 within 5
Effect: You create a wall from the ground, up to 5 squares long and 4 squares high. Each 5 foot-long of wall has 10 HP, and AC 20. The wall can¡t be placed in occupied spaces. You can't also create the wall if you aren't on solid earthy ground (i.e. metal surface, wood, on water, sand, etc). The wall last until destroyed.
Special: You must take the Earth Wall feat to use this power.

Soothing Water
Encounter ♦ Divine
Immediate Reaction Ranged 10
Trigger: You or one ally get under a condition that can end with a saving throw.
Target: The triggering ally.
Effect: The target can spend a healing surge, and instead of regaining hit points, it immediately succeeds on a saving throw against the condition.
Special: You must take the Soothing Water feat to use this power.

Freezing Wind
Encounter ♦ Divine, Implement, Cold
Standard Action Ranged 5
Target: One enemy.
Attack: Wisdom or Charisma (you choose) vs Fortitude.
Hit: 1d10 + Wisdom or Charisma (you choose) modifier cold damage, and the target is immobilized. If the target fails its first saving throw, the target is restrained (save ends). If the target fails its first saving throw, the target is petrified. After the target is exposed to heat, it returns to normal.
Increase damage to 2d10 + Wisdom or Charisma modifier cold damage at level 11, and to 3d10 + Wisdom or Charisma modifier cold damage at level 21.
Special: You must take the Freezing Wind feat to use this power. A creature with the Cold keyword are completely immune to this attack. A creature with the Water keyword gets -2 on its saves against the effect of this attacks.

#2

magus_stragus

May 31, 2009 9:14:03
No one? Not even a tiny little small comment? T_T
#3

magus_stragus

Jun 01, 2009 19:32:51
T_T

Really? No one?
#4

augustineslegacy

Jun 01, 2009 21:42:30
Swift Wind: not all that bad, actually. I like this one.
Freedom: Useful, doesn't seem unbalanced in comparison with some Channel Divinities...
Perseverance: This looks kinda like the Raven Queen's one...
Fire Aura: A healing surge and a minor action? I'd suggest a move action to sustain, drop the healing surge thing.
Resolve: Overpowered, drop it to one ally or yourself.
Life Zone: Very nice, but a standard action is a little much.
Grabbing Sand: Not powerful enough to spend for a standard action and no damage.
Earth Wall: Not powerful enough either, considering the limitations placed on it.
Freezing Wind: Again, considering that you're burning a standard action for this baby it's a bit underpowered.

Very imaginative, but I'd personally make them a little more powerful or remove the limitations placed on them.
#5

magus_stragus

Jun 01, 2009 21:53:28
Ok, how about Life Zone, Grabbing Sand and Freezing Wind just a minor action; Fire Aura substain move; Resolve you or one ally; and Eart Wall wall 10 with 20 HP each?