Good clerics and paladins and some neutral clerics can channel positive energy, which can halt, drive off (rout), or destroy undead. Evil clerics and some neutral clerics can channel negative energy, which can halt, awe (rebuke), control (command), or bolster undead. Regardless of the effect, the general term for the activity is “turning.” When attempting to exercise their divine control over these creatures, characters make turning checks.
Evil Clerics and Undead
Evil clerics channel negative energy to rebuke (awe) or command (control) undead rather than channeling positive energy to turn or destroy them. An evil cleric makes the equivalent of a turning check. Undead that would be turned are rebuked instead, and those that would be destroyed are commanded.
Rebuked: A rebuked undead creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 10 rounds.
Commanded: A commanded undead creature is under the mental control of the evil cleric. The cleric must take a standard action to give mental orders to a commanded undead. At any one time, the cleric may command any number of undead whose total Hit Dice do not exceed his level. He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones.
Dispelling Turning: An evil cleric may channel negative energy to dispel a good cleric’s turning effect. The evil cleric makes a turning check as if attempting to rebuke the undead. If the turning check result is equal to or greater than the turning check result that the good cleric scored when turning the undead, then the undead are no longer turned. The evil cleric rolls turning damage of 2d6 + cleric level + Charisma modifier to see how many Hit Dice worth of undead he can affect in this way (as if he were rebuking them).
Bolstering Undead: An evil cleric may also bolster undead creatures against turning in advance. He makes a turning check as if attempting to rebuke the undead, but the Hit Dice result on Table 8–9: Turning Undead becomes the undead creatures’ effective Hit Dice as far as turning is concerned (provided the result is higher than the creatures’ actual Hit Dice). The bolstering lasts 10 rounds. An evil undead cleric can bolster himself in this manner.
Table 8–9: Turning Undead
Turning Check Result | Most Powerful Undead Affected (Maximum Hit Dice) |
---|---|
0 or lower | Cleric’s level – 4 |
1–3 | Cleric’s level – 3 |
4–6 | Cleric’s level – 2 |
7–9 | Cleric’s level – 1 |
10–12 | Cleric’s level |
13–15 | Cleric’s level + 1 |
16–18 | Cleric’s level + 2 |
19–21 | Cleric’s level + 3 |
22 or higher | Cleric’s level + 4 |
Turning Checks
Turning undead is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity. You must present your holy symbol to turn undead. Turning is considered an attack.
Times per Day: You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier. You can increase this number by taking the Extra Turning feat.
Range: You turn the closest turnable undead first, and you can’t turn undead that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect.
Turning Check: The first thing you do is roll a turning check to see how powerful an undead creature you can turn. This is a Charisma check (1d20 + your Charisma modifier). Table 8–9: Turning Undead gives you the Hit Dice of the most powerful undead you can affect, relative to your level. On a given turning attempt, you can turn no undead creature whose Hit Dice exceed the result on this table.
Turning Damage: If your roll on Table 8–9: Turning Undead is high enough to let you turn at least some of the undead within 60 feet, roll 2d6 + your cleric level + your Charisma modifier for turning damage. That’s how many total Hit Dice of undead you can turn. If your Charisma score is average or low, it’s possible (but unusual) to roll fewer Hit Dice of undead turned than indicated on Table: 8–9 Turning Undead. For instance, 1 1st-level cleric with an average Charisma score could get a turning check result of 19 (cleric’s level +3, or 4 HD), which is enough to turn a wight, but then roll only 3 on his turning damage roll—not enough to turn that wight after all.
You may skip over already turned undead that are still within range, so that you do not waste your turning capacity on them.
Effect and Duration of Turning: Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.
Destroying Undead: If you have twice as many levels (or more) as the undead have Hit Dice, you destroy any that you would normally turn.
How Turning Works
Jozan, the cleric, and his friends confront seven human zombies led by a wight. Calling on the power of Pelor, Jozan raises his sun disk and attempts to drive the undead away.
First, he makes a turning check (1d20 + Cha modifier) to see what the most powerful undead creature is that he can turn in this action. His result is 9, so he can only turn undead that have fewer Hit Dice than he has levels. Jozan is 3rd level, so on this attempt, he can turn creatures with 2 Hit Dice (such as human zombies) or 1 Hit Die (such as human skeletons) but nothing with more than 2 Hit Dice (such as the wight, which has 4 HD). He does not have twice as many levels as either the zombies or wight, so he will not destroy any of them.
Next, he rolls his turning damage (2d6 + Jozan’s level + Cha modifier) to see how many total Hit Dice of creatures he can turn. His result is 11, enough to turn the five closest zombies (accounting for 10 HD out of the maximum of 11). The remaining two zombies and the wight are unaffected.
On Jozan’s next turn, he attempts to turn undead again. This time, his turning check result is 21—enough to turn undead creatures of up to 6 HD (his level + 3). His turning damage roll is only 7, though, so he can only turn 7 HD worth of creatures. He turns the two nearest undead (the remaining 2 HD zombies), but the remaining 3 HD worth of turning isn’t enough to turn the 4-HD wight.
Neutral Clerics and Undead
A cleric of neutral alignment can either turn undead but not rebuke them, or rebuke undead but not turn them.
Even if a cleric is neutral, channeling positive energy is a good act and channeling negative energy is evil.
Paladins and Undead
Beginning at 4th level, paladins can turn undead as if they were clerics of three levels lower than they actually are.
Turning Other Creatures
Some clerics have the ability to turn creatures other than undead. For example, a cleric with the Fire domain can turn or destroy water creatures (as if he were a good cleric turning undead) and rebuke or command fire creatures (as if he were an evil cleric rebuking undead). The turning check result is determined as normal.
Other Uses for Positive or Negative Energy
Positive or negative energy may have uses other than affecting undead. For example, a holy site might be guarded by a magic door that opens for any good cleric who can make a turning check high enough to affect a 3-HD undead and that shatters for an evil cleric who can make a similar check.
Source: Player's Handbook