Turn Undead Guide: 2023- Intro
I figured it was about time I got around to posting an updated guide to the signature class ability for Clerics: Turn Undead. Some people don't think Turn Undead is at all useful, some think it's only good in heroics, some think it's only good for the healing aura or Domain Turn Undead abilities, while some of us are able to make good use of it throughout most of the game. The goals of this guide are: 1) to provide players who are new to the Turn Undead experience with a better understanding of how to make the ability useful, 2) show an example build that can contribute in R10 quests which makes good use of Turn Undead at endgame, and 3) in the context of the first two provide the dev team with some feedback/suggestions on improving Turn Undead moving forward.
Things that are NOT going to be covered in this guide: Domain Turn Undead abilities, Radiant Servant Turn Undead abilities. These abilities each have their own unique utility- and can be situationally effective for certain builds. This guide is focused on cowering/destroying undead creatures only.
Turn Undead Guide: 2023- How the Ability Works
There are two separate "checks" involved in a Turn Undead attempt. These are the Turning Check and Turning Damage.
The Turning Check determines the Maximum Hit Dice a creature can have and still be affected by your Turn Undead attempt. The Turning Check is calculated as 1d20 + Effective Cleric Level + Turn Level Bonus + MaxHD Bonus. The Turn Level Bonus is a value from -4 to +4 based on the result of a roll of 1d20 + Charisma Modifier (which is confusingly referred to as a "Turning Check Result". This only determines the -4 to +4 bonus which adds to the Turning Check). I will provide a chart below which shows the ways you can increase your MaxHD Bonus and Total HD Bonus. Here is a chart which shows you how to determine your Turn Level Bonus:
Turning Check Result Highest Hit Dice Turned Up to 0 Turning Value -4 1 - 3 Turning Value -3 4 - 6 Turning Value -2 7 - 9 Turning Value -1 10 - 12 Turning Value +0 13 - 15 Turning Value +1 16 - 18 Turning Value +2 19 - 21 Turning Value +3 22+ Turning Value +4
Your Turning Damage determines the total number of hit dice you are able to affect with your Turn Undead attempt (assuming Turning Check was successful). Turning Damage is cacluated as 2d6 + Effective Cleric Level + Total HD Bonus + Charisma Modifier (note that Paladins get -3 to Effective Level). Below is a chart which shows the ways you can increase your MaxHD Bonus and Total HD Bonus:
*Requires you take the Improved Turning (Feat) and have spent all 3 ranks in Bane of Undeath.
Bonus Type Effective LevelBonus MaxHD Bonus Total HD Bonus Hallowed - +14 - Sacred +14 - - Silver Flame - - +6 Eternal Faith +2 +2 +4 Insightful Faith +2 +2 +4 TOD RS Set +3 - - Improved Turning (Enhancement) +3 - +6 Improved Turning (Feat) +1 - - - +3 +3 Past Life: Cleric +6 - - Seek Eternal Rest +4 - - Aureon's Instruction +2 +4 +4 Bane of the Restless +6 +6 +6 Blessed Water +3 +3 +3 Death Domain +2 - +2
Note- this chart does NOT include filigree bonuses. See my build example for an example setup that gives a +16 bonus to Effective Level Bonus, +6 to MaxHD Bonus, and +6 to Total HD Bonus. Charisma lands at 78 when wearing the swap gear for a 34 Charisma Modifier.