Azathoth's Dissolution
Tier: Heroic
Prerequisite: Channel Divinity class feature, must worship Azathoth.
Benefit: You gain the Channel Divinity power Azathoth's Dissolution.
Azathoth's Dissolution
Feat Utility
The influence of Azathoth hastens all things toward entropy.
Encounter ♦ Divine
Minor Action ♦ Close Burst 5
Target: You and one ally in burst
Effect: Until the end of your next turn, the targets can reroll any damage die roll of 1 or 2.
Iron Priest's Command
Tier: Heroic
Prerequisite: Channel Divinity class feature, must worship a deity one of the following domains: Creation, Earth, or Moon.
Benefit: You gain the Channel Divinity power Iron Priest's Command.
Iron Priest's Command
Feat Attack
You overwhelm the simplistic minds of automatons with divine power, taking control for the glory of your deity.
Encounter ♦ Charm, Divine, Implement
Standard Action ♦ Close Blast 3 (5 at 11th level, 7 at 21st level)
Target: One construct creature in the blast
Attack: Wisdom vs Will
Hit: The target is dominated until the end of your next turn.
Guise of Nyarlathotep
Tier: Heroic
Prerequisite: Channel Divinity class feature, must worship Nyarlathotep.
Benefit: You gain the Channel Divinity power Guise of Nyarlathotep.
Guise of Nyarlathotep
Feat Attack
You briefly assume the appearance of one of Nyarlathotep’s more horifying forms.
Encounter ♦ Divine, Fear, Psychic
Minor Action ♦ Personal
Effect: Until the end of your next turn, any creature that begins its turn adjacent to you takes 1d6 psychic damage.
11th Level: 2d6 psychic damage.
21st Level: 3d6 psychic damage.
Yog-Sothoth’s / Tawil at'Umr Coterminous Attack
Tier: Heroic
Prerequisite: Channel Divinity class feature, must worship Yog-Sothth or Tawil at'Umr.
Benefit: You gain the Channel Divinity power Guise of Yog-Sothoth’s / Tawil at'Umr Coterminous Attack.
Yog-Sothoth’s / Tawil at'Umr Coterminous Attack
Feat Utility
Your god’s power over time and space lets you be two places at once for a brief moment.
Encounter ♦ Divine
Minor Action ♦ Close Burst 10
Effect: Choose a single unoccupied square within the burst. Until the end of your turn, you may count as occupying this square as well as your own for the purposes of flanking, drawing line of sight, ranges, and origins for close blast and close burst powers. Only your natural origin square can provoke opportunity attacks.