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Author: Eiji-kun (talk)
Date Created: 2-9-21
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Acolyte

Abilities: Acolyte's spells run off Wisdom, Charisma fpr turning and social abilities, and they need Dexterity and Constitution to survive danger.

Races: Any.

Alignment: Any.

Starting Age: As rogue.

Table: The Acolyte

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th
1st +0 +0 +0 +2 Spontaneous Casting 3 1
2nd +1 +0 +0 +3 Turn/Rebuke Undead 3 1
3rd +2 +1 +1 +3 3 2
4th +3 +1 +1 +4 3 2 0
5th +3 +1 +1 +4 3 2 1
6th +4 +2 +2 +5 Divine Augmentation 1/day 3 2 1
7th +5 +2 +2 +5 3 3 2
8th +6 +2 +2 +6 3 3 2 0
9th +6 +3 +3 +6 3 3 2 1
10th +7 +3 +3 +7 Divine Augmentation 2/day 3 3 2 1
11th +8 +3 +3 +7 3 3 3 2
12th +9 +4 +4 +8 3 3 3 2 0
13th +9 +4 +4 +8 3 3 3 2 1
14th +10 +4 +4 +9 Divine Augmentation 3/day 3 3 3 2 1
15th +11 +5 +5 +9 3 3 3 3 2
16th +12 +5 +5 +10 3 3 3 3 2 0
17th +12 +5 +5 +10 3 3 3 3 2 1
18th +13 +6 +6 +11 Divine Augmentation 4/day 3 3 3 3 2 1
19th +14 +6 +6 +11 3 3 3 3 3 2
20th +15 +6 +6 +12 Little Miracle 3 3 3 3 3 2

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (nobility) (religion) (the planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Spot (Wis).


Class Features

All of the following are class features of the Acolyte.

Weapon and Armor Proficiency: Acolytes are proficient with all simple bludgeoning weapons, the light hammer, sap, light and heavy shield, and the light and heavy mace. They are proficient in light armor and shields (but not tower shields).

Spells: An acolyte casts divine spells, which are drawn from the acolyte spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. An Acolyte must choose and prepare her spells in advance (see below).

To prepare or cast a spell, the Acolyte must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Acolyte’s spell is 10 + the spell level + the Acolyte’s Wisdom modifier.

Like other spellcasters, a Acolyte can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Acolyte. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

An acolyte prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place. An acolyte may prepare and cast any spell on the acolyte spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

0— Any 0th-level spell on the cleric spell list, plus disrupt undead.

1st—aligned water bomb, anarchic waterSpC, axiomatic waterSpC, bane, bless, bless water, blessed aimSpC, command, comprehend languages, condemning smite, convictionSpC, corpse puppet, create shrine, cure light wounds, curse water, death's door, deathwatch, delay diseaseSpC, detect chaos/evil/good/law, detect undead, dispel wardSpC, doom, dust to dust, endure elements, entropic shield, faith healingSpC, guiding lightSpC, healing gust, healthful restSpC, hide from undead, inflict light wounds, irongutsSpC, lesser animate dead, lesser vigorSpC, light of luniaSpC, magic weapon, moral guidance, nightshieldSpC, nimbus of lightSpC, omen of perilSpC, perseverance, protection from chaos/evil/good/law, punish violence, remove fear, resurgenceSpC, sanctuary, shield of faith, signSpC, vision of glorySpC

2nd—aid, align weapon, augury, aura of doom, calm emotions, close woundsSpC, consecrate, cure light magic missile, cure moderate wounds, death knell, deific vengeanceSpC, divine insightSpC, divine interdictionSpC, divine protectionSpC, delay poison, desecrate, fertilize, force pulse, gentle repose, ghost touch armorSpC, guilt, hand of divinitySpC, healing lorecallSpC, healing whip, inflict moderate wounds, lesser restoration, light of mercuriaSpC, living undeathSpC, mark of the outcastSpC, protection from negative energySpC, protection from positive energySpC, purify damage, refit limb, remove paralysis, shroud of undeathSpC, spawn screenSpC, stabilizeSpC, shield other, status, sterilize, summon elysian thrushSpC, unseen medic, vile strike, voluntary coma, voodoo doll, wave of griefSpC, zone of truth

3rd—animate dead, anarchic stormSpC, atonement, awaken sinSpC, awesome light, axiomatic stormSpC, belladone's fiendish defender, binding pact, bubble shield, bury the dead, circle danceSpC, cloak of braverySpC, condition, continual flame, create food and water, cure serious wounds, daylight, demon dirgeSpC, devil blightSpC, dispel magic, disruption sphere, divine chant, empower royal kiss, favorable sacrificeSpC, ghost touch weaponSpC, glyph of warding, greater endure elements, helping hand, holy stormSpC, inflict serious wounds, interplanar messageSpC, lethal to nonlethal, light of venyaSpC, locate object, magic circle against chaos/evil/good/law, magic vestment, mantle of chaos/evil/good/lawSpC, mass aidSpC, mass align weaponSpC, mass convictionSpC, mass lesser vigorSpC, mass resergenceSpC, obscure object, prayer, rejuvenative corpseSpC, remove blindness/deafness, remove curse, remove disease, safetySpC, séance, share malady, shield of wardingSpC, skull watchSpC, spark of lifeSpC, suppress curse, suppress enchantment, suppress glyphSpC, speak with dead, unholy stormSpC, vigorSpC, water walk, weapon of the deitySpC

4th—astral hospiceSpC, castigateSpC, corpse reanimation, cure critical wounds, daunting ray, death ward, delay deathSpC, dimensional anchor, discern lies, dismissal, divination, freedom of movement, glowing orbSpC, greater magic weapon, greater resistanceSpC, hand of the faithfulSpC, inflict critical wounds, iron bonesSpC, lesser planar ally, lesser regenerate, life wardSpC, make manifestSpC, mass shield of faithSpC, negative energy auraSpC, neutralize poison, panaceaSpC, positive energy auraSpC, recitationSpC, repel vermin, restoration, reveal greatest sin, revenanceSpC, sending, sheltered vitalitySpC, shinespark weapon, summon hound archonSpC, tongues, undead bane weaponSpC, wall of chaos/evil/good/lawSpC

5th—break enchantment, call zelekhutSpC, commune, dispel chaos/evil/good/law, disrupting weapon, greater command, greater vigorSpC, hallow, incorporeal novaSpC, life's graceSpC, mark of justice, mass cure light wounds, mass inflict light wounds, mass sanctuarySpC, raise dead, revivifySpC, righteous wrath of the faithfulSpC, scrying, spell resistance, stalwart pactSpC, subvert planar essenceSpC, summon babau demonSpC, summon bearded devilSpC, summon bralani eladrinSpC, superior resistanceSpC, true seeing, unhallow, wall of dispel magicSpC, zone of respiteSpC, zone of revelationSpC

Spontaneous Casting: An acolyte can spontaneously cast cure or inflict spells as a cleric does.

Turn or Rebuke Undead (Su): The 2nd level acolyte can turn (if good) or rebuke (if evil) undead as a cleric. Neutral acolytes can choose one or the other on creation.

Divine Augmentation (Su): At 6th level, the acolyte can perform various small miracles that augment their next spell cast in that round. Activating this is a free action. Same effects do not stack. Choose from one of the following effects:

Caster Level Increase +2: If the spell has a cap on things that scale with caster level, this also increases the cap by +2.

Max Heal: Healing effects are maximized, as per Maximize Spell.

Retain Spell Slot: The spell slot is not consumed, to a maximum of 1 lower than your maximum spell you can cast (max 4th).

They gain an additional use per day at 10th and every four levels beyond.

Little Miracle (Su): The unheard of 20th level acolyte can perform a small miracle. Once per day, they can cast any cleric (not just acolyte) spell of 5th level or lower, using its normal casting time and components.

Ex-Acolytes

An acolyte who grossly violates the code of conduct required by his god loses all spells and class features, except for armor shield and weapon proficiencies. He cannot thereafter gain levels as an acolyte of that god until he atones (see the atonement spell description).


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Eiji-kun's Homebrew (5656 Articles)
Eiji-kunv
Allowed AlignmentsLawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil + and Chaotic Neutral +
Article BalanceHigh +
AuthorEiji-kun +
Base Attack Bonus ProgressionModerate +
Class AbilityPrepared Spellcasting + and Divine Spellcasting +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e NPC Class +
Length20 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillConcentration +, Craft +, Decipher Script +, Diplomacy +, Gather Information +, Handle Animal +, Heal +, Knowledge +, Listen +, Perform +, Profession +, Sense Motive +, Speak Language +, Spellcraft + and Spot +
Skill Points4 +
SummaryThe NPC claric, with minor miracles and religous knowledge. +
TitleAcolyte +
Will Save ProgressionGood +