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
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
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.
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: 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.
If your roll on Table: 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 to roll fewer Hit Dice
of undead turned than indicated on Table: Turning Undead
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.
If you have twice as many levels (or more) as the undead have Hit Dice
, you destroy any that you would normally turn.
Table: Turning Undead
Turning Check Result
Most Powerful Undead Affected (Maximum Hit Dice)
0 or lower
Cleric's level - 4
Cleric's level - 3
Cleric's level - 2
Cleric's level - 1
Cleric's level + 1
Cleric's level + 2
Cleric's level + 3
22 or higher
Cleric's level + 4
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
undead creature cowers as if in awe (attack rolls
against the creature get a +2 bonus). The effect lasts 10 rounds.
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.
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).
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: 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.
Neutral Clerics and Undead
of neutral alignment
can either turn undead but not rebuke them, or rebuke undead but not turn them. See Turn or Rebuke Undead for more information.
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.
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