You call upon the power of your deity to directly smite the enemies in front of you. Thank goodness your deity can tell who you consider your enemies, even if you or your party cannot. When cast an enormous hand descends from the heavens and causes various effects. Roll 2d20 and flip a coin. if heads then you get both effects, if tails only pick one.
1-5: The hand sweeps across the battlefield in a direction of your choice, pushing all enemies by 100 ft unless they pass a DC 30 strength check. On a fail they also take 10d12 force damage, half that on a pass.
6-10: The hand slams straight down into the center of the battlefield, hitting as many enemies as possible within a 200ft sphere. All enemies must make a DC 34 con saving throw, on a fail they take 20d10 force damage, taking half that on a pass. the hand leaves an impression on the battlefield that is difficult terrain and radiates holy light, dealing 5d10 radiant damage to any undead or fiends in the area.
11-15: The hand forms a finger gun and fires three times, causing a 20ft sphere explosion each time. enemies must make a DC 35 dex saving throw or take 20d10 radiant damage, taking half on a failed save. This acts as a mass heal spell to all allies caught within the explosions.
16-20: The hand descends with a flat palm, crushing any and all enemies in its wake. All enemies you can see must make a DC 37 con save or drop to 0hp. A hand print will appear on the ground big enough to cover all enemies. this acts as difficult terrain for enemies. conversely, all allies within the handprint will be able to move freely and will be healed 100hp at the end of every turn of combat.
Comments