Divine Strike (3.5e Feat)

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This material is published under the OGL 1.0a.

Divine Strike [Divine]

You channel divine energy to smite your deities’ foes.
Prerequisite: Wis 13, Base attack bonus +8, Ability to cast 3rd level divine spells, Extra Turning
Benefit: You take a standard action and expending both a turning attempt and divine spell of at least first level. After doing so you get both a +1 bonus to hit and a +1d6 bonus to damage per level of the spell sacrificed to your next attack using your deity's favored weapon against a foe of an opposed faction (see special). This damage is not multiplied by critical hits and is of a type appropriate to your deity (see special). If you miss the attack on which you get the to hit bonus the entire effect is lost.
Special: Opposed factions are creatures whose alignment or type is considered to be in opposition to one your deity’s domains or alignments. When taking this feat, the player should choose one appropriate trait from among the following; good, evil, lawful, chaotic, elemental (any other than that of the deity). They may use this feat only against enemies of that type. Damage type would be whatever is opposite of the enemy type chosen; unholy, holy, chaos, law, elemental type of deity, respectively.

Example: Brother Landen, priest of law takes Divine Strike (against Chaos). In combat he takes a standard action to activate Divine Strike and chooses to expend a third level spell he had memorized along with his turning attempt. Next round he charges forward and attacks a chaotic demon using his Gavel of Justice. He gets +3 bonus to hit on the attack and does an additional +3d6 law damage if he hits.

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Author: Damon J Calhoun, Sigfried Trent © Damon J Calhoun, Sigfried Trent 2005   This feat is from the NBoF, please see NBoF Credits.
NBoF Balance Rating (0 to 5 Scale)
Overall Purp Pow Port Comp Rule
3.30 3.75 3.50 3.50 2.75 3.00



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