I don’t understand how to assess successfully rolling for intervention. The description reads:
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
At 20th level, your call for intervention succeeds automatically, no roll required.
So what actually does a Level 11 Cleric need to roll for success? An 11%?
Correct, you typically roll 2d10, nominating one of the d10s as the first digit of the roll and the other d10 as the second digit.
as per your example, an 11th cleric would need to roll 11% or lower, for this to be successful.
I see. That seems like a weak feature until the cleric reaches level 20. You only go from a 10% chance to a 19% chance over 9 levels of development. Hopefully it can be upgraded to maybe hitting 50% by level 19...
I mean... It is a literal God coming to give you aid. It's intended to be a low chance feature. Clerics get lots of goodies other that Divine Intervention.
Well, to be fair, clerics have a butt-load of cool features besides that, and divine intervention is meant to be a hail Mary maneuver in case nothing else works.
Correct, you typically roll 2d10, nominating one of the d10s as the first digit of the roll and the other d10 as the second digit.
as per your example, an 11th cleric would need to roll 11% or lower, for this to be successful.
I see. That seems like a weak feature until the cleric reaches level 20. You only go from a 10% chance to a 19% chance over 9 levels of development. Hopefully it can be upgraded to maybe hitting 50% by level 19...
Well, to be fair, clerics have a butt-load of cool features besides that, and divine intervention is meant to be a hail Mary maneuver in case nothing else works.
We've been VERY luck as so far both of my Divine Interventions (at 10% and 11%) have been successful, as has the one used by our NPC Companion (11%). The DM did allow us to use an Inspiration to re-roll one of mine as we were about to wipe to a Beyond Deadly encounter. The companion used hers in that same encounter to True Resurrect our OP Barbarian who had been killed by the enemies' OP Barbarian (we faced a copy of our Party but they had FULL buffs and we were Surprised.....)
However I still agree that the % progression from 10%-19% then 100% seems completely off: perhaps after L10 is should be 3 x Cleric Level as a %
It might seem like a weak feature given the low chance of success, but I feel like that's what makes it such a cool ability. I get the impression that it's not intended to be a solid mechanical ability. I feel like it's more of a flavoring.
It's like a Hail Mary. When all else fails, when your spell slots are all used up, when the wizard is feebleminded the paladin is paralyzed, when you're a heartbeat away from a wipe, when you've got the T and the P and you're staring down the K, throw your hands up and yell "F@ck it... I roll for divine intervention."
If you fail, which you probably will, at least you'll die knowing that you did literally every single last possible thing that you could do and you left nothing on the table.
But... if you succeed... you will have pulled off a clutch save that your party will talk about for years.
I'm playing my third cleric character right now. He just made level 17. I've only ever succeed on ONE divine intervention roll. But it was a big one, and it saved me and most of my party from damn near certain devastation.
And that's what I love about it.
Rollback Post to RevisionRollBack
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
That makes sense until you hit L20 when it goes from being a 'Hail Mary' to a mere formality! Which I think is why people question the bizarre progression.
Ironically my group is at 4 in a row, though the 4th one being from the enemy: in the battle immediately after we used 2 Divine Interventions to progress, an enemy L10 Cleric used his to True Resurrect an evil ritualist!
I agree that the progression of... 16% ... 17% ... 18% ... 19% ... 100 F@CK!ING PERCENT is a bit much.
Rather than seeing the early numbers increased, I'd be perfectly happy just letting the progression end at 20% at 20th level, and maybe replace that divine certainty with some other little boost for the 20th level cleric. Like something tied to their Domain.
Just my thoughts. But I suppose every DM is free to make whatever homebrew adjustments they see fit in their own campaign world.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
If you're using it as a hail mary, you're wasting its potential. It may have been intended as such, but it isn't designed as such. Far more effective to use it as a daily prayer for a boon.
I'm almost level 10 with my cleric and I don't really understand this about percentile die why does it have to be my level or lower? Wouldn't rolling over the DC be better it is for everything else so why is percentile die different?
I'm almost level 10 with my cleric and I don't really understand this about percentile die why does it have to be my level or lower? Wouldn't rolling over the DC be better it is for everything else so why is percentile die different?
Using percentile lets it increase every level without making the feature far more powerful than intended. If it were a DC of some sort it would end up needing a 19-20 on the die, increasing to 18-20 at some point, then suddenly becoming guaranteed when you hit 20.
I'm almost level 10 with my cleric and I don't really understand this about percentile die why does it have to be my level or lower? Wouldn't rolling over the DC be better it is for everything else so why is percentile die different?
Using percentile lets it increase every level without making the feature far more powerful than intended. If it were a DC of some sort it would end up needing a 19-20 on the die, increasing to 18-20 at some point, then suddenly becoming guaranteed when you hit 20.
It.... already kind of does that. You go from needing less than 19% to suddenly 100%.
I'm almost level 10 with my cleric and I don't really understand this about percentile die why does it have to be my level or lower? Wouldn't rolling over the DC be better it is for everything else so why is percentile die different?
Using percentile lets it increase every level without making the feature far more powerful than intended. If it were a DC of some sort it would end up needing a 19-20 on the die, increasing to 18-20 at some point, then suddenly becoming guaranteed when you hit 20.
It.... already kind of does that. You go from needing less than 19% to suddenly 100%.
The final jump, yea, but that's effectively a second class feature, the incremental changes are more what I was talking about.
While it is one of the closer abilities in power to the Wizard's wish spell. And equal in power if the Wizard doesn't want to basically suffer for casting the spell and potentially never be able to cast it again. It is still a hail mary. Gods don't have to answer your divine intervention just because you decide to do it before every meal. But as a hail Mary it is super strong at level 10. Doing things that basically nobody else can do that that level But at level 20, when you are basically one of if not the only champion of your god, you can basically do most of the things that it can do anyway on your own so it's not a big jump to have 1 more usage of those things or the occasional access to something you don't have. Specially at the 7 day condition before even attempting to use it again.
If you're using it as a hail mary, you're wasting its potential. It may have been intended as such, but it isn't designed as such. Far more effective to use it as a daily prayer for a boon.
Is there anything stopping me from using Divine Intervention repeatedly until it succeeds? I assume gods can't file restraining orders. For instance, if I wanted to raise a party member, could I not just spend all day petitioning my god for Resurrection?
If you're using it as a hail mary, you're wasting its potential. It may have been intended as such, but it isn't designed as such. Far more effective to use it as a daily prayer for a boon.
Is there anything stopping me from using Divine Intervention repeatedly until it succeeds? I assume gods can't file restraining orders. For instance, if I wanted to raise a party member, could I not just spend all day petitioning my god for Resurrection?
If it fails you need to wait until you've finished a long rest. If it succeeds it's 7 days.
I don’t understand how to assess successfully rolling for intervention. The description reads:
So what actually does a Level 11 Cleric need to roll for success? An 11%?
Correct, you typically roll 2d10, nominating one of the d10s as the first digit of the roll and the other d10 as the second digit.
as per your example, an 11th cleric would need to roll 11% or lower, for this to be successful.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I mean... It is a literal God coming to give you aid. It's intended to be a low chance feature. Clerics get lots of goodies other that Divine Intervention.
Well, to be fair, clerics have a butt-load of cool features besides that, and divine intervention is meant to be a hail Mary maneuver in case nothing else works.
Well, to be fair, clerics have a butt-load of cool features besides that, and divine intervention is meant to be a hail Mary maneuver in case nothing else works.
We've been VERY luck as so far both of my Divine Interventions (at 10% and 11%) have been successful, as has the one used by our NPC Companion (11%). The DM did allow us to use an Inspiration to re-roll one of mine as we were about to wipe to a Beyond Deadly encounter. The companion used hers in that same encounter to True Resurrect our OP Barbarian who had been killed by the enemies' OP Barbarian (we faced a copy of our Party but they had FULL buffs and we were Surprised.....)
However I still agree that the % progression from 10%-19% then 100% seems completely off: perhaps after L10 is should be 3 x Cleric Level as a %
It might seem like a weak feature given the low chance of success, but I feel like that's what makes it such a cool ability. I get the impression that it's not intended to be a solid mechanical ability. I feel like it's more of a flavoring.
It's like a Hail Mary. When all else fails, when your spell slots are all used up, when the wizard is feebleminded the paladin is paralyzed, when you're a heartbeat away from a wipe, when you've got the T and the P and you're staring down the K, throw your hands up and yell "F@ck it... I roll for divine intervention."
If you fail, which you probably will, at least you'll die knowing that you did literally every single last possible thing that you could do and you left nothing on the table.
But... if you succeed... you will have pulled off a clutch save that your party will talk about for years.
I'm playing my third cleric character right now. He just made level 17. I've only ever succeed on ONE divine intervention roll. But it was a big one, and it saved me and most of my party from damn near certain devastation.
And that's what I love about it.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
That makes sense until you hit L20 when it goes from being a 'Hail Mary' to a mere formality! Which I think is why people question the bizarre progression.
Ironically my group is at 4 in a row, though the 4th one being from the enemy: in the battle immediately after we used 2 Divine Interventions to progress, an enemy L10 Cleric used his to True Resurrect an evil ritualist!
I agree that the progression of... 16% ... 17% ... 18% ... 19% ... 100 F@CK!ING PERCENT is a bit much.
Rather than seeing the early numbers increased, I'd be perfectly happy just letting the progression end at 20% at 20th level, and maybe replace that divine certainty with some other little boost for the 20th level cleric. Like something tied to their Domain.
Just my thoughts. But I suppose every DM is free to make whatever homebrew adjustments they see fit in their own campaign world.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
If you're using it as a hail mary, you're wasting its potential. It may have been intended as such, but it isn't designed as such. Far more effective to use it as a daily prayer for a boon.
Combined with Luck Feat it isn't bad.
No can do. Divine Intervention is percentile die. Lucky requires the roll to be a d20.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
I'm almost level 10 with my cleric and I don't really understand this about percentile die why does it have to be my level or lower? Wouldn't rolling over the DC be better it is for everything else so why is percentile die different?
Using percentile lets it increase every level without making the feature far more powerful than intended. If it were a DC of some sort it would end up needing a 19-20 on the die, increasing to 18-20 at some point, then suddenly becoming guaranteed when you hit 20.
It.... already kind of does that. You go from needing less than 19% to suddenly 100%.
The final jump, yea, but that's effectively a second class feature, the incremental changes are more what I was talking about.
While it is one of the closer abilities in power to the Wizard's wish spell. And equal in power if the Wizard doesn't want to basically suffer for casting the spell and potentially never be able to cast it again. It is still a hail mary. Gods don't have to answer your divine intervention just because you decide to do it before every meal. But as a hail Mary it is super strong at level 10. Doing things that basically nobody else can do that that level But at level 20, when you are basically one of if not the only champion of your god, you can basically do most of the things that it can do anyway on your own so it's not a big jump to have 1 more usage of those things or the occasional access to something you don't have. Specially at the 7 day condition before even attempting to use it again.
Is there anything stopping me from using Divine Intervention repeatedly until it succeeds? I assume gods can't file restraining orders. For instance, if I wanted to raise a party member, could I not just spend all day petitioning my god for Resurrection?
If it fails you need to wait until you've finished a long rest. If it succeeds it's 7 days.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).