How does divine intervention work
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Fizban's Treasury of Dragons by Wizards of the Coast. Head-Shot the Rot by Paizo. Tools Toggle Dropdown. Character Vault. Community Toggle Dropdown. Searches must be at least 3 characters. As a Cleric , you gain the following Class Features. Cantrips At 1st Level , you know three Cantrips of your choice from the Cleric spell list.
You learn additional Cleric Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. Divine Intervention: Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
As a DM, I would weigh several factors in determining exactly what effect occurs, including: The domain s , temperament, and nature of your deity.
Talona and Bhaal are both deities of the Death domain, but they have distinct realms of influence and would respond to requests for aid differently.
The nature of your request. Requests that are a poor match for your deity are more likely to have unpleasant side effects. Asking Bhaal a god of murder to return a dead character to life is more likely to be perverted or to just fail than asking Kelemvor a god of the dead.
As an example, if your party was surrounded by enemies and unlikely to survive, and you called on your death-domain god to "save us", you might get: An antilife shell that surrounds you and your nearby companions for an hour, which might allow you to escape.
A billowing cloud of black smoke that has the effects of the cloudkill spell without affecting you and possibly your companions. You and your party are gate d to your deity's plane. A powerful entity is gate d from your deity's plane and sets to killing anything nearby, hopefully starting with your enemies.
For the next minute, you and allies within 30' of you are surrounded by a frightful radiance that gives you advantage on all saving throws, and gives all enemies disadvantage on attacks against you, similar to the effects of the holy aura spell.
Enough of your opponents are instantly killed for you to have a chance of surviving the fight. Three dozen zombies erupt from the earth around you, attacking everything nearby. They discorporate after a few minutes; hopefully you and your party were able to survive. All of these are in line with the power level guidelines for the ability. Marq Marq A god of renewal like Lathander or what have you in 5e seems more appropriate.
Featured on Meta. Now live: A fully responsive profile. You, as GM, have free rein to implement an effect in game that isn't beholden to any rule in the book. It's by no means a get-out-of-jail-free card and the GM should consider carefully the effects.
If that were it's intent, it would just give you a 9th lvl spell slot of your choosing. Asking for DI to get the effects of Foresight and getting it is boring and forgettable.
Asking for the effects of Foresight and playing out a few rounds of combat that suddenly reset to the point you asked for aid, so that everyone in the party knows what the enemy are going to do, makes for something much more memorable and impressive because no spell in the book allows you to travel through time.
It's not, after all, the place of mortals no matter how favoured to make demands of the Gods. You request DI, you don't demand it and the Gods are, if nothing else, fickle by mortal comprehension. I apologise if I come across daft. I'm a bit like that. I also like a good argument, so please don't take offence if I'm somewhat All my opinions and rulings are based solely on those, unless otherwise stated. I reserve the right of ignorance of errata or any other source. Maybe I should houserule that DI should just be off a d20 or a d10 roll your level or under or your level or under in my games if people just don't get to use it.
Makes for a much more progressive aspect while still ensuring level 20 is reliable. I've only had a cleric invoke it once, in a complex boss fight where the fighter was in a demonic cage match with a Death Knight while the rest of the party was trying to shut it down to help. The cleric invoked his god for aid, so I had the god pull the video-game standard of collapsing parts of the scenery to make a perfect little path to the hidden upper level that contained the cage's mechanism.
Originally Posted by Ghost Nappa. OP's question here: I have yet to see a DM handle Divine Intervention because it doesn't actually become available as a class feature until Level 10 and has a spectacularly low activation rate below Level I do think that for a feature of that level of crazy, the cleric should be able to ask for cool things that it can't just do itself remember that Clerics at this level can already resurrect people who have been dead for hundreds of years and don't have a body any more at all or cause Earthquakes and that such a person is asking for a deity, a god, a divine being to do it instead.
It's certainly one way to showcase just how more powerful deities are than mortals and how close the bond between cleric and god is. In my group most of us would hand out something equivalent to a 9th level spell or lower, maybe a bit stronger if it is within reason Covered by your portfolio, you're doing this specifically for them, friends are helping, etc. Well except for one guy in our group.
Last edited by Kane0; at PM. Haven't had anyone use it yet as clerics aren't a popular choice in my group but I would put myself in the place of their god and do something useful. In most cases that wouldn't just be a spell.
I'd rather have a flight of angles save their rear ends, a portal open that they can charge through on blind faith, pour forth and start devouring opponents, or whatever fun and cool thing comes into my head.
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