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Thread: The Cleric Handbook

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    Bugbear in the Playground
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    Oct 2013

    Default Re: The Cleric Handbook

    Healing stuff from another Thread A Player's Guide to Healing (And, why you will be Just Fine without a Cleric to heal):
    http://community.wizards.com/forum/p...hreads/1127121 thanks to LudicSavant for finding it
    reposted below
    Spoiler: reposted by carnivore
    Show

    originally posted by OneWinged4ngel
    Healin'. Patchin' up the wounds. Sewing the Fighter's larynx back in after he took an arrow through the neck and lived and wanted to tell about it. Every player knows the drill. But oddly, a lot of players just use really... silly methods of going about healing themselves, and have some wild misconceptions about how to do it effectively and even how much of a priority it should be.

    The Problems

    Some players think they *have* to have a cleric or druid to cover the healing role, and place healing as an extremely high priority, even in combat, and even if they don't. Many even spend inordinate amounts of money on extremely inefficient healing items that may hurt them more than help them.

    To summarize a few common issues:

    •Players overprioritize healing in combat when there are more effective options available to them.

    •Players spend too much money on healing, often spending wads of cash on things like potions of Cure Moderate Wounds.

    •Players believe they can't heal efficiently without a Cleric or Druid or similar class in the party, and view such as an essential role, to the point where some even *force* others to play a Cleric or Druid just so that they can have a dedicated healer, and then downplay the extraordinary talents of those classes and belittle them to a mere healing role, making for an unenjoyable experience for the victim of this treatment.

    •Many players just don't know how to get the best healing for their buck.

    Some Information and Comparisons

    1) an effort at dispelling some of the myths. First off, you should probably never be buying healing potions, perhaps with the exception of Cure Light Wounds or a similar level 1 spell. The reason for this is simple. The cost is exorbitant, and it's really not worth it. A Cure Serious Wounds potion will heal, on average, 18.5 hp, and it will cost you 750gp, and it will take either a standard or a full round action to use, and it will provoke AoOs unless you did some further investment to prevent that, and on top of that it probably smells bad and tastes bitter. Yuck. For the same price, you could have gotten a Wand of Cure Light Wounds (275hp total instead of 18.5hp), a Wand of Lesser Vigor (550hp total instead of 18.5gp), or a Healing Belt (Either 6d8 hp (average 27 hp) a day, or 18 hp (same as the potion!) per day if you burst heal, usable as a standard action that does not provoke attacks of opportunity.)) Would you rather get 18 hp, or 18 hp per day? Now would you rather use a standard or full action that provokes AoOs, *and* need to draw the item, or would you rather use a standard action that doesn't provoke AoOs? And hey, wouldn't you like the option to heal even more for efficiency, outside of battle? There's even another option, this one for artificers, that costs a mere 50 gp a pop: Infuse an ally with Greater Healing armor. This will give them 6d8+30 total healing (3d8+15 as a swift action, usable twice). As an added bonus, it will even automatically heal you if you get knocked unconscious. The point is... potions are bad. Potions are inefficient. So are scrolls of Cure Moderate Wounds, Cure Serious Wounds, and so forth.

    2) a dedicated healer is not a necessary combat role. Seriously.

    3) healing often does not outpace damage. Moreover, removing an enemy a threat can often be much more effective at saving your allies' necks than going up and poking them with Cure X Wounds. If an enemy were to deal 50 damage to an ally, and you can take that enemy out by either disabling or killing them, then you've "healed" that ally of the 50 damage he would have taken. Additionally, as healing often does not keep up the pace with damage, even if you can't disable the enemy, healing the ally might not be good enough to save them. Instead, you might want to use an ability to help the ally escape, or block the enemy from attacking them (this can be something as simple as Benign Transposition, really). In fact, healing in combat is only situationally a good choice, and is often a subpar tactical option.

    4) you can get very efficient out-of-combat healing quite easily without a Cleric or Druid, and indeed a Rogue, Artificer, Paladin, Ranger, Factotum, Warlock, or Bard could fill the healing role with a wand of Cure Light Wounds or Lesser Vigor. In fact, you can even get good, cheap burst healing comparable to the Cleric or Druid's ability at low levels with items like the Healing Belt.

    5) the Artificer can prove to be a fantastic healer, cheaply (we're talking 37.5% market price here) turning out healing belts, wands of lesser vigor, and providing Greater Healing armor infusions (a mere second level infusion) at an early level. The Paladin and Ranger can use wands of Cure Light Wounds without penalty, and the others can use UMD to master the efficient wands. On top of that, members of *any* class can easily chip in with the very efficient Healing Belt.

    These things considered, you really can get by without a Cleric or Druid. In fact, if you do have a Cleric or Druid, they're probably going to be more useful in most combats if they are doing something OTHER than healing, since they have considerable talents in many regards.

    How to Heal Effectively
    (Author's note: I have excluded a few very potent and efficient means of healing because things like the infinite-healing-for-cheap trap and other such things are just plain abusive, and few sane DMs will allow them)

    •Blessed Bandages (10gp, MiC page 152): 10gp to automatically succeed to stabilize an ally. Can definitely save a friend at very low levels.

    •Wands of Cure Light Wounds (750gp, Core): The hallmark of efficiency. These wands will dish out an average of 5.5hp a pop, and with 50 charges that will add up to 275 total healing. This wand gains an advantage over Lesser Vigor in two respects: Speed of use, and the fact that Lesser Vigor is a Cleric and Druid only spell, and thus is only available to those classes and UMD users, while Paladins and Rangers and the like will stick to Cure Light Wounds.

    •Wands of Lesser Vigor (750gp, Spell Compendium Page 229): These are the most efficient healing wands around! You get 11 hp per pop (though it takes a full minute to gain that 11 hp), and you get a total of 550hp of healing for your 750gp.

    •Healing Belts (750gp, MiC page 110): For 750gp, *anyone* can heal 6d8 hp a day, and even burst heal for 4d8 hp as a Standard action with a Touch range, and does not provoke attacks of opportunity like spells and scrolls. Also, with the MiC rules for adding common effects, you don't even need to worry about "keeping the slot free" anymore. You can actually just say, give one of these to everyone in a party of 5 for 30d8 healing per day, and just subsidize your healing costs. This is a great way to keep everyone alive at low levels. As if this weren't good enough, you get feel-good +2 bonus to Heal checks as a bonus.

    •Artificers can heal very effectively with Greater Healing Armor (MiC page 12), dishing out 3d8+15 healing *twice* usable as a swift action, and even automatically healing a character should they fall unconscious. Best of all, this only costs you 50gp for a total of 6d8+30hp healing, and is available at a very low level.

    •Wand of Faith Healing (Spell Compendium): It's kinda cheesy, but it's worth mentioning if your DM allows it. It's exactly the same as Cure Light Wounds, except maximized and only usable on people who share your faith (which can easily just be everyone in your party). I personally don't allow this spell as a DM.

    •Touch of Healing (Reserve Feat, Complete Champion pg 62): This one is for the actual "healers." As long as you have a healing spell of second level or higher ready to cast, you can heal anyone up to half their total hp (but no higher, meaning you have to use more abilities to fully heal them) for free. Basically, for the cost of a feat, you get a lot of free healing.

    •Summon Nature's Ally IV (Core): Summoning a Unicorn nets you a free set of 3 CLWs, 1 CMW, and a Neutralize Poison. It has a caster level of 5th, so that'll total 5d8+20 points of healing (and a neutralize poison). It's even something a druid can cast spontaneously. Not bad.

    •Revivify (Cleric 5, Spell Compendium page 176): Revive your dead buddy for 1000gp as a standard action instead of for 5000gp as a much longer action, and best of all *no level loss.* A no brainer really. You just need to be quick about it, acting within 1 round of the victim's death!

    •Revenance (Cleric 4, Paladin 4, Bard 6): This spell can target any character that died within 1 round / caster level of casting. The subject comes back to life (as if by Raise Dead except with no penalties) and is able to fight (with a +1 morale bonus on attack, damage, and saves against the person who killer her) for 1 minute per level, at the end of which the character dies again. The real seller here is that it has a wider window to cast than Revivify (1 round / level), and moreover the ally will die at the end of the spell (or after being killed again), often allowing you to use Revivify when it would otherwise be impossible (window passed) or too dangerous (in the middle of combat).

    •Delay Death (Cleric 4, Spell Compendium page 63): As an *Immediate Action*, the ally becomes unable to die from hit point damage (they'll still fall unconscious, they just won't die.) This means that you can instantaneously cast this spell when a buddy takes their final hit, and they won't die for 1 round/level (during which time you can finish the encounter, then heal them up.) Can definitely be a lifesaver.

    •Tomb Tainted Soul (Feat, Libris Mortis): This handy feat allows you to be healed by negative energy. This means that a living Dread Necromancer can heal you to full as much as she likes with Charnel Touch, and that you can heal yourself with things like Uttercold metamagiced spells and the like.

    •Amulet of Retributive Healing (2000gp, MiC Page 69): This handy little doodad lets you double up on your healing 3 times per day. When activated (as a swift action) this amulet allows you to cure yourself of an amount of damage equal to however much you cured your buddy of. So, if you cast Heal on your ally, you can activate this item to use a free quickened Heal on yourself. Works with scrolls and everything, too.

    •Collar of Healing (5000gp, MiC page 90): As an *Immediate action* once per day, heal your animal companion of 50hp and cures the Fatigued or Exhausted conditions. Keep your little buddy going. As an added bonus, it works at any range (as long as you're on the same plane), and lets you know your companion's exact hit point total at all times.

    •Heal (Core): Heal is a great spell. It really is. It's the healing spell you actually might want to use in fights fairly often. It heals a ton of damage, and it takes away ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. A laundry list of status effects, some of which are quite deadly in their own right! However, Heal is not a necessary party role in and of itself! Again, you don't actually need *any* in-combat healing to have a highly effective party. Still, when you *do* have a Cleric or Druid around, there's no reason they shouldn't have this ready. If you don't have a Cleric or Druid around, you may want to consider a scroll or two of this for those few situations where you really do want a Heal (i.e., your buddy just got blasted for 100 damage and got stunned to boot).

    •Divine Ward (Feat, PHB II): This feat will help out the "true healers," allowing them to use Close Range instead of Touch Range for their healing spells on one ally by spending your Turning attempts. You can get a similar results with Divine Metamagic (Reach Spell) (Which happens to be doubly useful for, say, a ranged Slay Living).

    •Augment Healing (Feat, Complete Divine): Add +2 healing per level of the healing spell cast. Simple and effective for a dedicated healer, should you choose to get one.

    •False Life (Sor/Wiz 2, Core):
    Instead of taking up an action to heal during combat, take an action to heal up to 1 hour / level before combat ever happens! See also, Aid (Cleric 2, PHB)

    •Empathic Transfer (Egoist 2, Psychic Warrior 2, XPH): This useful power is the standy of healing as a Psionic character. The method is a little unique as opposed to standard methods of healing, but it works just as well. You eliminate anywhere from 2d10 to 10d10 (depending on augment) hp of damage from an ally, and transfer half of that damage onto yourself. Combined with Vigor (Psion 1, Psychic Warrior 1, XPH), and Share Pain (Psion 2, XPH) both shared to your psicrystal through Share Powers, the temporary hit points will absorb all of the damage.

    •Vigor (Psion 1, Psychic Warrior 1, XPH): This power giives you 5 temporary hit points per power point spent, lasting for a minute per level. It's like healing *before* you ever take damage, and lets you buff beforehand in order to avoid the need to heal in combat.

    •Amulet of Tears (2300gp, MiC page 70): Another source of temporary hit points, this handy item stores 3 charges per day and grants temporary hit points lasting for 10 minutes based on the number of charges spent. For 1 charge, you gain 12 tmporary hit points, and for 3 charges grants 24 temporary hit points.

    •Share Pain (Psion 2, XPH): This power transfers half of the damage dealt to you to a willing subject, and thus helps a good deal with damage mitigation. It lasts for an hour per level, so can last for a full day's worth of encounters, and a popular use is to combine it with a Vigor (Psion 1, Psychic Warrior 1, XPH) power shared with your psicrystal and make your psicrystal the subject, effectively doubling the effect of vigor and transferring a good deal of hp damage onto a target that is often a noncombatant.

    •Shield Other (Cleric 2, Paladin 2, Core): This is much like Share Pain, except it deals half of an ally's damage to you, helping you to protect them. It also adds a +1 resistance bonus to saves and a +1 deflection bonus to AC for the target, as an added plus.

    •Vampiric Touch (Sor/Wiz 3, Duskblade 3, Core): 1d6 damage per two levels, and gain temporary hp equal to the damage dealt. This spell is notable for combining offensive abilities and effective in-combat "healing" into the same attack. This spell is useful in spell storing weapons, or channeled through a Duskblade's "Arcane Channelling" ability. It is generally *not* a good idea for the average mage to run up into melee and try to touch an enemy with it, because the damage will be low and the temporary hp probably won't save you from a world of pain (unless you have other protective spells and such up).

    •Bloodstone weapon enhancement (+1, page 29 MiC): Stores and casts Vampiric Touch just like a spell storing weapon, except that it's automatically empowered. Basically, this will deal extra damage on attacks equal to (1d6 per two caster levels)*1.5, *and* give the wielder of the weapon temporary hp equal to the damage dealt. Thus, you're adding to damage and to healing at the same time!

    •Bodyfeeder weapon enhancement (+3 bonus, XPH): This handy enhancement will grant its wielder temporary hit points equal to the damage dealt by any critical hit he dishes out. With an expanded critical hit range, you can expect this to give a steady stream of temporary hp. This enhancement can be granted by an artificer spending a 3rd level infusion and a small amount of gp. (Note: Though "Wrathful Healing" is almost certainly more effective, it's much less likely to be allowed)


    Spoiler: Turning in General Turn or Rebuke Undead
    Show

    Good clerics, 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.

    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) that 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 Check: 1d20+Cha Modifier
    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 Damage: If your result on the above table 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, starting with the undead nearest you. You may skip over already turned undead that are still within range.

    Effect and Duration of Turning: Turned undead flee from you by the best and fastest means available to them 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 a turned undead has hit dice, you destroy that undead.[/INDENT]

    what this means:
    Skips Rules of the Game found here
    http://archive.wizards.com/default.a...d/rg/20050412a

    Ways to Optimize Turning:

    Some items give bonuses to the turn check, others increase your effective turning level ……there is a big difference. From the chart, you can see that once you can guarantee that you will get a 22 + on the turn check, it simply means that you will be able to turn something +4 lvls higher than your effective cleric level. Items that improve Cha checks will help this check.

    However an item that grants +levels of effective turning affects the turn check and the turn damage.

    The turn damage is affected by the effective cleric level, turn damage dice(generally 2d6), and only the Cha modifier itself. Items that improve Cha skills or Cha check do not affect this damage, certain items that increase the Cha score or spells that do …will help increase this damage.

    Knowledge (religion)5 ranks gives a character a +2 unnamed bonus to Turning Checks.

    When a domain gives the cleric a special turning ability (such as the ability to affect certain elemental creatures), his daily uses of that ability are in addition to any undead turning he can use for the day. He can use the Extra Turning feat to gain extra uses of both his special turning ability and his ability to affect undead (see the Extra Turning feat description). For example, if you have a cleric with a Charisma score of 14 and the Air domain, he can effect undead five times a day (3 + his Charisma modifier of +2) and he can affect earth or air creatures five times a day. If he takes the Extra Turning feat, he can affect undead nine times a day and he can affect earth or air creatures nine times a day. The greater turning ability from the Sun domain isn't an extra turning attempt (it simply changes how the cleric's undead turning ability works), and it's not subject to the Extra Turning feat.


    Spoiler: Different types of Turning
    Show

    Positive-energy channeling Cleric - Turn / Destroy Undead

    Air Domain - Turn / Destroy Earth creatures
    Earth Domain - Turn / Destroy Air creatures
    Fire Domain - Turn / Destroy Water creatures
    Water Domain - Turn / Destroy Fire creatures

    Cold Domain (SC) - Turn / Destroy Fire creatures
    Moon Domain (SC) - Turn / Destroy Lycanthropes

    Different types of Rebuke / Command
    Negative-energy channeling Cleric - Rebuke / Command / Bolster Undead
    Dread Necromancer - Rebuke / Command / Bolster Undead

    Air Domain - Rebuke / Command / Bolster Air creatures
    Earth Domain - Rebuke / Command / Bolster Earth creatures
    Fire Domain - Rebuke / Command / Bolster Fire creatures
    Water Domain - Rebuke / Command / Bolster Water creatures
    Plant Domain - Rebuke / Command / Bolster Plant creatures

    Cold Domain (SC) - Rebuke / Command Cold (not Bolster) creatures
    Scalykind Domain (SC) - Rebuke / Command (not Bolster) animals (reptilian creatures and snakes only)
    Slime Domain (SC) - Rebuke / Command (not Bolster) Oozes
    Spider Domain (SC) - Rebuke / Command (not Bolster) Spiders

    Warforged Domain (FoE) - Rebuke / Command / Bolster Constructs

    Initiate of Nature feat (PGtF) - Rebuke / Command Animals or Plant creatures


    Deathless Domain (ECS) - 1/day Greater Rebuke (Command) a creature with the Deathless type

    Cleric 1 substitution level (Dragon Magic) - replaces Turn/Rebuke Undead with Rebuke / Command Dragons, some restrictions apply, based on alignment compatibilities

    Paladin 4 substitution level (Dragon Magic) - replaces Turn/Rebuke Undead with Rebuke / Command Dragons, some restrictions apply, based on alignment compatibilities

    Note that certain templates *greatly* open up potential for Command abuse.

    For instance, low-level Constructs are pretty thin on the ground. A 1st level Cleric with Improved Turning (and thus able to Command a 1 HD Construct) is limited to Commanding up to 2 Small Animated Objects, 4 Tiny Animated Objects, 2 Tatterdemanimals* (MMII), 2 Half-Golems (Flesh, Clay, Stone or Iron) 1st level Warriors (MMII), 2 Warforged Scouts (MM3), 2 Warforged (MM3), 2 Crawling Claws (MoF), 2 Dedicated Wrights (ECS), 4 Expeditious Messengers (ECS) or 2 Furtive Filchers (ECS).

    But note that you can add the Construct type to just about any living creature via the Elder Eidolon (LoM) or Half-Golem (MMII) templates, which are insanely expensive, so don't even think about it! Much more acceptable is to use the Dustform (Sandstorm) or Raggomoffyn 'Captured One' templates (MMII)! Tatterdemanimals and Raggomoffyns are especially fun, since they can take over and 'Constructify' different creatures, depending on your needs.

    Similarly, if you have the Plant Domain, or the Initiate of Nature feat, you will be underwhelmed by the selection of Plant-based critters, with the Yellow Musk Creeper (FF) coming to your rescue, allowing you to add the Plant sub-type to all sorts of critters. Unfortunately, Yellow Musk Zombie template creatures don't live long, so the effects are, in the words of Beaker, sadly temporary.

    Finally, if you can Rebuke / Command Dragons, the Half-Dragon template changes the base creature to the Dragon type, so your Dragon Command Cleric (w/ Improved Turning) isn't limited to waiting until 3rd level to try his luck with Pseudodragons and Crested Felldrakes (MMII), the only 2 HD Dragon type critters around. By 5th level (assuming Improved Turning, and the right alignment), you should be able to Command Wyrmling White, Fang (Draconomicon) or Sand (Sandstorm) Dragons, and who knows if a Wyrmling Dragon is old enough to knock up a Hobgoblin. Good luck with that. One or both of them is gonna have to be pretty drunk...

    Even 'loser' Command Domains, like Scalykind and Spiders can benefit from template goodness. Magebred (ECS) goes nicely on any reptilian animal or snake, and Warbeast (MMII) can be applied to reptilian animals, snakes and even spiders. If you are going to be stuck with Vipers for minions, they might as well be top of the line Faerunian Two-Headed (MoF) Magebred Warbeast Vipers!

    And theres the stuff I like to call 'broken;'

    Got the fluffy Air Domain? Sure, your 5th level (Improved Turning) Command Cleric could make do with a pair of Juvenile Arrowhawks, or Dust or Air Mephits, or even Sulphur Mephits (Sandstorm), but you could also Command a Sylph or two (MMII) *each of which is also a 7th level Sorcerer!* Oh, and they can cast Summon Monster VI 1/day to summon a Large Air, Earth, Fire or Water Elemental, 'cause that's what your 5th level Cleric needs, some 8 HD Elementals to pinch-hit during a crisis.

    How about those Slime (FRCS or SC) or Thirst (Sandstorm) Domains? Ooh, you can Rebuke / Command Oozes. Quiver before my terrible Gray Oozes or Aballin (MoF) that I can't get before 5th level anyway, even with Improved Turning. Oh wait, Living Spells (MM3) are Oozes... HD based on CL means that a 1st level spell, cast at 1st CL, would be a 1 HD Ooze, and with Improved Turning, I could Command a couple of them, such as the 1 HD Sickening Sleep listed in the book or one based off of Burning Hands or Color Spray or something. Suddenly, Slimes are fun!

    With the right Domain(s) and Improved Turning your 1st level Cleric can have a pair of 1 HD 'companions' that will make the Druid green with envy. With Rebuke / Command Undead and Divine Energy Focus, he could even have a pair of 2 HD undead as well!


    Spoiler: Divine Feats
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    Disciple of the Sun (Complete Divine)
    Divine MetaMagic (Complete Divine)
    Divine spell Power (Complete Divine)
    Divine Shield (Complete Warrior)
    Divine SpellShield (Races of Stone)
    Divine Cleansing (Complete Warrior)
    Divine Damage Reduction (Races of Stone)
    Divine Energy Focus (Ghostwalk)
    Divine Might (Complete Warrior)
    Divine Resistance (Complete Warrior)
    Divine Vigor (Complete Warrior)
    Domain Spontaneity(Complete Divine)
    Elemental Healing (Complete Divine)
    Elemental Smiting (Complete Divine)
    Empower Turning (Complete Divine)
    Extra Turning (Player's Handbook)
    Faith in the Frost (Frostburn)
    Glorious Weapons (Complete Divine)
    Heighten Turning (Player's Handbook)
    Improved Turning (Player's Handbook)
    LightBringer (Player's Guide to Faerun)
    Profane Boost (Complete Divine)
    Profane lifeleech (Libris Mortis)
    Profane Vigor (Libris Mortis)
    Quicken Turning (Complete Divine)
    Roots of the Mountain (Races of Stone)
    Sacred Boost (Complete Divine)
    Sacred Vengence (Libris Mortis)
    Sacred Vitality (Libris Mortis)
    Sacred Healing (Complete Divine)
    Serenity(Dragon 306) It requires the Divine Grace ability, and allows (among other things) a character to use Wisdom instead of Charisma for turn attempts
    Spurn Deaths touch (Libris Mortis)

    Epic Divine/Turning Feats
    Divine Infusion (Epic Insights)
    Enhance Turning (Epic Insights)
    Epic Divine Might (Epic Insights)
    Epic Divine Resistance (Epic Insights)
    Epic Divine Vengeance (Epic Insights)
    Epic Divine Vigor (Epic Insights)
    Ignore Turn Resistance (Epic Insights)
    Intensify Turning (Epic Insights)
    Invoke Divine Wrath (Epic Insights)
    Multiturning (Epic Insights)
    Negative Energy Burst (Epic Level Handbook, CD)
    Planar Turning (Epic Level Handbook)
    Positive Energy Aura (Epic Level Handbook, CD)
    Spellchanneling (Epic Insights)
    Spell Siphoning (Epic Insights)
    Undead Mastery (Epic Level Handbook, CD)
    Zone of Animation (Epic Level Handbook, CD)
    epic insights archive link
    http://archive.wizards.com/default.asp?x=dnd/arch/ei
    Last edited by Bullet06320; 2015-10-13 at 05:48 AM.