Domain Channel Abilities

Domain Channel Divinity Abilities

Every Cleric has special abilities granted at various levels by their God over and above those common to all Clerics. These abilities can be used 2/day at 1st level, 3/day at 8th level, 4/day at 14th level, and 5/day at 20th level. In all cases unless otherwise stated, the save against these abilities is a Save against 10 + Your Cleric Level + Charisma Bonus
The most common of these abilities is Channel Positive or Negative Energy which is shared by almost all of the Gods of the Pantheon.

Channel Divinity: Channel Energy
Regardless of alignment, any cleric, beginning at first level, can release a wave of energy by channelling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channelled and the creatures in the targeted area.

Channelling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centred on the cleric. The amount of damage dealt or healed is equal to 1d8 points of damage plus 1d8 points of damage/healing for every three cleric levels beyond 1st (2d8 at 4th, 3d8 at 7th, 4d8 at 10th, 5d8 at 13th, 6d8 at 16th, 7d8 at 19th). Creatures that take damage from channelled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

Turn Undead- Undead within 30’ of you must save or be pushed back to a minimum of 10’ from you. Any undead pushed back or any undead within 30’ of you and who fail a saving throw are subject to effects similar to a Slow spell for as long as you maintain Concentration (Concentration check is 10+HD of most powerful undead in the 30’ area). Other undead can only enter the area subject to the Turn Undead Aura upon a successful check. Upon reaching 5th level some undead within the 10’ radius when Turn Undead is Channelled may be destroyed as shown below

The saving throw is the 1/2 cleric’s Cleric/undead hunter level plus 10 plus charisma modifier and is a will based save.

Thast, God of the Dead:
Channel Divinity: Turn Undead

Channel Divinity: Death Touch – At 2nd level, you can use Channel Divinity to quash the life energy in another creature. When you hit with a melee attack, you can use your Channel Divinity to attempt to strike that creature down. If the creature’s current hit points are equal to or less than 3 times your Cleric level, the creature drops to -9 hit points. Otherwise, the creature takes necrotic damage equal to 3 times your cleric level (subject to a Fortitude saving throw)

Channel Negative/Positive Energy – Unlike most Gods which only allow the channelling of one type of energy, Thast channels both. Negative against living beings, and positive against undead. Should a Cleric of Thast be tricked into attempting to channel negative energy into an Undead (a Vampire pretending to be human for example), the attempt will simply fail. This is an expensive but somewhat useful way of discovering undead in one’s midst.

Keis – Goddess of the Wilderness

Channel Divinity: Charm Animals and Plants
Starting at 2nd level, you can use your Channel Divinity to charm animals and plants.
As an action, you present your holy symbol and invoke the name o f your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Channel Divinity: Master of Nature
At 12th level, you gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each o f those creatures will do on its next turn.

Channel Positive Energy

Missa – Goddess of Light
Channel Divinity: Turn Undead

Channel Divinity: Globe of Grace starting at Second level you may channel divinity into an orb which can fly unerringly to any point within 60’ + 5’/level. Once there the orb casts a light as a candle (20’ radius). All within the orb are subject to a turn attempt at 1/2 your usual modifiers (1/2 level and wisdom modifier) and to the effects of a protection from evil spell of 1/2 your cleric level. This effect lasts for a number of rounds equal to your Willpower save modifier.

Channel Divinity: Nimbus of Light: At 8th level, you can emit a 30-foot nimbus of light for a number of rounds per day equal to your cleric level. This acts as a daylight spell and a protection from evil spell. In addition, undead within this radius take an amount of damage equal to your cleric level each round that they remain inside the nimbus. Spells and spell-like abilities with the darkness descriptor are automatically dispelled if brought inside this nimbus. At 15th level the radius increases to 60 feet. These rounds do not need to be consecutive.

Channel Positive Energy (Fire/Light) Positive Energy, when channelled by Clerics of Missa and used against undead is considered to have both the Fire and Light descriptor.

Oppeorn – God of Law and Truth

Turn Undead: Undead must make a saving throw of 10 + Your Level + Your Wisdom Modifier – 3. While Oppeorn does object to the existence of Undead, they are not his primary point of concern in the world and thus his cleric’s attempts to turn them are not as strong as a cleric of Missa or Thast.

Channel Divinity: Seeker of Justice Once per day as a swift action, you may channel divinity and declare a quarry, a suspect in a crime or a fugitive from justice that you intend to hunt down. You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival skill checks against that individual. You also gain a +2 bonus on weapon attack and damage rolls against the designated target. You must be able to identify the individual in question in some manner, either by sight or a name of some form – “the killer” is insufficient, but “Gurzon the Butcher” or any target in line of sight is enough to use this ability. This ability lasts until the target has been captured, dies, or you designate another target. This ability counts as a ranger’s favored enemy for the purposes of prerequisites, magic items, and other abilities. You may use this ability one additional time per day for every five levels. The bonus granted by this ability increases by +1 for every four levels.

Channel Divinity: Take Them Alive At 8th level, you gain the ability to infuse yourself with merciful energy as a swift action. This has two effects. First, any weapon you wield gains the Merciful special quality, dealing an additional 1d6 damage with each hit and converting all damage you deal into nonlethal damage. Second, any damaging spell you cast is modified as if by the Merciful Spell metamagic feat. Once channelled this ability lasts a number of rounds equal to your level. These rounds don’t need to be consecutive.

Channel Positive Energy

Ceinne – Goddess of Shadow

Channel Divinity: Touch of Darkness: As a ranged touch attack (30’), you can cause a creature’s vision to be fraught with shadows and darkness. They must make a Will Save. If the creature fails the creature targeted treats all other creatures as if they had concealment, suffering a 20% miss chance on all attack rolls. This effect lasts for a number of rounds equal to your cleric level. At 10th Level these shadows increase in depth and in distraction, leading to total concealment and the target suffers a 50% miss chance.

Channel Divinity: Shadow Flicker – At 12th level you gain access to this ability. In the blink of an eye, you can appear somewhere else. As an immediate action, after you are missed by a melee attack, you can teleport up to 10 feet to a space that you can see. This space must be inside the reach of the creature that attacked you. You may then make an additional attack at your full attack bonus against said opponent and treat the opponent as flat footed. If you are dual classed in a manner that allows for sneak attacks, that bonus damage applies as well.

Channel Negative/Positive Energy: Shadow is an insubstantial realm and Ceinne is an insubstantial Goddess. There are no hard and fast rules. As far as can be determined, Clerics of Ceinne seem to have an innate draw to either the Negative or the Positive and channel that energy only for their entire time as Clerics. [Choose at character creation, this choice is permanent]

Chaos – The Whirlwind

Channel Divinity: Wake of Destruction
From the 2nd level, as an action, you can use your Channel Divinity to take up to 5 necrotic damage per Cleric level. This damage can’t be reduced or prevented. If you do, choose a number of creatures, structures and objects up to your Wisdom modifier (minimum 1), within a 30 foot radius of you that you can see. Creatures and attended objects chosen must make a Constitution saving throw against your Channel Save DC (a creature handling an attended object makes a save for it). Targets that fail are dealt fire, force, necrotic or thunder damage (your choice) equal to the damage you took from this feature, or half the damage you took on a success. Structures and unattended objects chosen automatically take twice the damage you took from this feature. This damage ignores resistance and immunity. A target reduced to 0 or fewer hit points in this way is destroyed and reduced to dust per the Disintegrate spell.

Channel Divinity: Annihilating Edict
From the 12th level when you cast a spell that rolls for damage or use the Attack action, you can use your Channel Divinity and take 5 necrotic damage per level of that spell (minimum 5 damage, this amount is doubled if the spell is 6th level or higher) or 5 necrotic damage per attack made with that Attack action. This damage can’t be reduced or prevented. If you do, that spell or each weapon attack made with that Attack action deals maximum damage, ignores immunity and resistance and deals double damage to structures and objects. A target reduced to 0 or fewer hit points from a spell or attack enhanced by this feature is destroyed and reduced to dust per the Disintegrate spell.

Channel Positive/Negative Energy: Chaos is made of both positive and negative energy, and thus channels both energies. Unfortunately, one never knows what energy will arrive. Thus, any attempt to channel Negative or Positive energy is a gamble, and players must roll 1d100+their level. A result of 50 or over results in the desired effect. A result of 49 or less results in the opposite effect. The desired effect must be declared before the roll, and must make sense.

Father Dark – Nightlord, Progenitor, All Father, Blackheart
Channel Divinity: Eyes of Darkness: At 2nd level, your vision is not impaired by lighting conditions, even in absolute darkness and magic darkness. You can use this ability for a number of minutes per day equal to your cleric level. These rounds do not need to be consecutive. At 5th level and every 5 levels thereafter you may touch another creature and imbue it with Eyes of Darkness as well, in addition to yourself, under the same conditions, save that when your time has expired, so has theirs.

Channel Divinity: Eternal Darkness: at 8th level you gain the ability to create a permanent orb of darkness with a radius of 30’. This Orb can be temporarily banished by a Daylight or similar spell, but will return in 1 hour. It can only be destroyed by a Wish, Miracle or similar high powered disenchantment. When faced with a magical light source the Orb makes a saving throw equal to the Will Save of it’s creator at the time of it’s creation. It also absorbs all light sources that enter it’s area, though it does not extinguish them (a candle or torch will still give heat, just not light whilst in the orb).

Channel Negative Energy (Cold): The energy channelled by Clerics of Father Dark are negative and add the Cold descriptor as well.

Tohrant – The Primal Dragon

Channel Divinity: Dragon Breath: beginning at 8th level the cleric may use a channel divinity to empower themselves with a dragon’s breath weapon. They may choose any dragon type and the ability is held within them for as many rounds as their Charisma modifier. If it is not used in this time, it is lost. Whilst holding a breath weapon a cleric can not speak, meaning they cannot cast any spells requiring verbal components until the breath weapon is discharged. All breath weapons do the same amount of damage, (1d8/2 levels) + cleric level, Reflex save for half damage. Save is 10 plus 1/2 cleric level + Charisma modifier.


Channel Divinity: Dragon Scale: Beginning at second level, clerics of Tohrant may channel Divinity to sheath their bodies in dragon scale of a colour chosen by the cleric. At 2nd level this scale grants a +2 to AC and imbues the cleric with the appropriate energy resistance as shown on the table below 2/X. This sheathing of scales lasts for a number of rounds equal to 1/2 the cleric’s level plus their wisdom modifier. The bonus increases by 1 to both AC and resistance every three levels (3 at 5th, 4 at 8th, 5 at 11th, 6 at 14th, 7 at 17th and 8 at 20th).


Channel Negative or Positive energy – Clerics of Tohrant may channel either type of enery, but must select which they will do at character creation.
Turn or Rebuke Scaleykind – clerics of Tohrant may attempt to Turn or rebuke creatures of draconian roots much like some clerics turn or rebuke undead. The choice as to which action they will take must occur at character creation. This choice is independent of alignment, though evil aligned clerics tend towards rebuke.

Thela – Goddess of Time

Channel Divinity: Moment of Pause: At 2nd level, as a melee touch attack, you can stop time for one creature briefly, freezing them in place. On a failed Will Saving throw the creature can take no action for a up to number of rounds equal to your Wisdom modifier and experiences time as if those rounds never took place. You must maintain concentration throughout the Moment of Pause, a failure indicates your concentration has broken and the creature is free. You cannot take a full action during this concentration (either move or a single attack, but not both and not a full attack).

Channel Divinity: Time Shift: Beginning at 8th level, once per day you can briefly shift time backwards. You can shift back no further than 4 combat rounds, or 1 minute outside of combat. Any actions that took place during the time you shift back before are considered to have not taken place, and all actions pick up from the point you shift back to.

Channel Positive Energy

Quett – God of Crafts, The Builder

Channel Divinity: Divine Armor: Beginning at 2nd level, Clerics of Quett my channel Divine Power to increase the armour class of themselves and allies. At second level they may divide up to a +4 bonus to AC as they see fit among any creatures in a 30’ radius, including themselves. This bonus applies even to touch attacks and incorporeal attacks. This bonus lasts for 1/2 the cleric’s level + their wisdom bonus, rounded up. The amount fo the bonus increases by 2 AC every 3 levels. (6 at 5th level, 8 at 8th, 10 at 11th….)
Channel Divinity: Weapon of God: Beginning at 8th level, the cleric may channel Divine Power to form a animated War Hammer, much like the spell, Spiritual Weapon, except the weapon size is large (2d6) and the weapon is somewhat intelligent. The weapon summoned is of whatever material is needed to defeat any special material damage resistance (eg, facing an Iron Golem it appears as Adamantium, facing a lycanthrope it is silvered). If fighting a creature that only certain types of damage can harm (piercing or slashing) the hammer will appear with a spike or blade attached to it’s face. It can also be imbued with lawful energy to defeat Chaotic creatures. It cannot be used to defeat magical resistance however unless additional spells are cast upon the weapon. At 14th level a second weapon may be summoned, at 20th, three may be summoned.
The summoned weapon(s) last for 1/2 the cleric’s level + their wisdom bonus.

Banquo – God of Commerce, Merchants and Civilization
Channel Divinity: General Mercantile: Starting at second level a Cleric of Banquo can use a channel Divinity ability to summon into existence any mundane object worth less than 10gp per level. This object is solid and functions just as if the object were one that was purchased from any shopkeeper, save that the object only lasts for one day and cannot be more than 100 ft from the Cleric or else it will fade away into nothingness.
Channel Divinity:

Bugaila (demi-god) – Shepherd of Souls, Peacebringer
Cerick – The Unstoppable
Cimari – Goddess of Travel, Knowledge, Music and Adventure
Devyn – God of Revelry, Drink, Passion, Lust.
Dilessona – Goddess of Chance and Madness
Evinea – Lady of the Harvest, The Sower, Lady of Green & Gold, Great Mother
Furin – Mother of Storms, Wielder of Waves
Inizdrach (demi-god) – Demon Lord, The Corrupter, The Tempter
Rigash – Lord of the Undead, Soul Stealer, Wolf of Souls
Thyrth – God of Magic, Travel & Knowledge
Urd (demi-god) – God of Conquest, War and Dominion
Uhlughchan – Deity of Disease, Pain and Suffering
Valin – God of the Hunt, Lord of Balance, The Beastmaster, The Loyal
Zarabrandex – God of Terrors, Nightmare Lord

Domain Channel Abilities

The Bones of the Ancients GeorgeAChristie