Call for your God and your vows and guide your divinity! Read how to unleash your divine powers as a clergyman or paladin in D&D 5e.
Campbell White – The Wizard of the Coast – Invokes God
5e's Guide to Clergy and Paladins to Channel Divinity
If you are attracted to God, whether you are a stubborn clergy or a righteous paladin, you may have been given the traits of channel divinity when you level. This class feature allows you to leverage the powers of your God and Oath to change the currents of battle, whether you defeat the undead or enhance your attacks with sacred energy.
In this article, we will look at many ways in which we can guide divinity as a paladin or clergy in 5E, as well as how to best adopt these gifts of justice.
What is Channel Divinity?
Channel Divinity is a class function available to priests (level 2) and paladins (level 3) that allow them to tap directly into the divine energy. The channel divinity effect may seem like a spell, but they are special abilities given to the clergy or paladins for connection to their gods and vows.
Save from channel divinity effects
If the channel's divinity ability requires a conservation throw, DC equals the DC that saves your spell.
8 + Proficiency Bonus + Spellcasting Ability Modifier
For example, a level 5 clergy with a wisdom score of 16 (+3) has a channel divinity conservation DC of 14 (8 + 3 ability + 3 wisdom)
The same applies to Paladins, but they use their charisma as their spellcasting ability modifier.
Channel Divinity for the Clergy
Starting from level 2, Clerics will have access to the Channel Divinity feature. You can invoke the effect of God by consuming your channel divinity use. At Level 2, you get two uses and increase usage as you level up.
Level Channel Divinity Usage 1 – 2 2 6 3 18 4
The clergy starts with two channel divine effects (divine Spark and nundead) and acquires additional options from the subclass at level 3.
Divinity Effects of Clergy Channel
God's spark. This versatile option is new in the 2024 Player's Handbook and can heal or harm the explosion of divine energy.
Action Type: Magic Action Range: 30ft Mechanic: Roll 1d8 points to sacred symbols with creatures that can be displayed within 30ft, adding a wisdom modifier to the result. Next, select one of two effects. Healing: Restores hit points equal to the rolled total. Attack: Force creatures to save the Constitution. Failed storage equals necrosis or radiant damage (selection) to the sum. If the save is successful, half the damage is required (rounded). Scaling: Cleric levels 7, 13, and 18 roll additional D8. Create 2D8 at level 7, 3D8 at level 13, and 4D8 at level 18.
Turn the undead. This is the classic clergy's responsive ability that can be used to stop undead minions.
Action Type: Magic Action Range: 30ft Mechanic: Presents a sacred symbol and selects the number of undeads within 30ft. Each chosen undead must conserve wisdom (use DC using clergy spells). If the undead fails, it becomes frightened and incapacitated for a minute, and tries to move as far away as possible each turn. This effect ends early if the undead becomes incapacitated or inflict damage on death.
Subclass specific. Each clergy subclass in the 2024 Player Handbook has a unique use for Channel Divinity. For example, this is how you use Life Domain Clerics.
Level 3: Maintains lifespan
As a magical action, you present your sacred symbols, eliminate your use of channel divinity, and evoke healing energy that can recover many hit points equal to five times the level of your clergy. Choose bloody creatures within 30 feet of yourself (which can include you) and split those hit points into them. This feature allows you to restore creatures to less than half of their maximum.
Life Domain Cleric Subclasses – D&D Free Rules
Paladin's Channel Divinity
Paladins have access to the Channel Divinity Function when they take oath at level 3. This feature works in the same way as a cleric. They acquire the use of channel divinity. Level 2 has two uses, while Level 11 increases the number of uses 3:
Level Channel Divinity Usage 1 – 3 2 11 3
All paladins have access to the divine sensory channel divinity effect and gain additional options from subclasses at level 3.
Paladin Channel Divinity Effect
The sense of God. This tool helps paladins reveal hidden threats or sanctified places.
Action Type: Bonus Action Duration: Up to 10 minutes or until neutralised range: 60 feet Mechanic: Activates the divine sense to detect the presence of celestial bodies, demons, and undead. During the period, you know the location and type of creature within 60 feet. Additionally, it detects consecrated or desorted locations or objects as if they were affected by the Harrow spell.
Subclass specific. Each Paladin subclass in the 2024 Player Handbook has a unique use for Channel Divinity. For example, this is how the paladins' vows of devotion use theirs.
Level 3: Sacred Weapon
Performing an attack action allows you to consume one use of the channel divinity and infuse one melee weapon that you hold with positive energy. Add a charisma modifier to an attack roll made with that weapon (minimum +1 bonus) for 10 minutes or until you use this feature again, or use it to handle normal damage types every time you hit it. , radiation damage.
The weapon also emits bright light at a 20-foot radius, dimming it 20 feet away.
This effect can be terminated early (no action required). This effect also ends if you are not carrying a weapon.
Devotional Paladin Subclass – D&D Free Rules