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Author: Gd1w (talk)
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Cleric trading full casting for better combat ability and some utility.

20 levels
"levels" can not be assigned to a declared number type with value 20.

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"Prepared Divine Spellcasting and some Supernatural Abilities." is not in the list (Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Arcane Spellcasting, Divine Spellcasting, Prepared Spellcasting, Spontaneous Spellcasting, Alternate Magic, Psionics, ...) of allowed values for the "Class Ability" property.


Clergy Vigilant

A clergy vigilant seeks out the enemies of their order or seeks to spread either the ideal they represent or a personal standard through that ideal. A clergy vigilant combines some practical magical ability with strong combat prowess.

Making a Clergy Vigilant

A clergy vigilant sacrifices the full spell casting ability of a cleric to contribute in combat through less spell oriented means. They are still capable of providing healing, but to a lesser extent. While they have fewer abilities than a paladin, they possess a more robust spell list. This flexibility also means that they are not as capable of dealing damage as a pure combat class, but they can certainly deal solid hits.

Abilities: Strength is the most important ability for a clergy vigilant as they are meant to be on the front lines. Constitution is also helpful to the clergy vigilant as it would be for most front line combatants. The clergy vigilant must have wisdom to use their spellcasting and charisma to make effective use of their supernatural abilities.

Races: Any race can be a clergy vigilant, but some races are more likely to choose a certain domain than others (such as an elf with regards to the plant domain).

Alignment: Any, but alignment choice may affect domain choice.

Starting Gold: 4d6×10 gp (140 gp).

Starting Age: Moderate.

Table: The Clergy Vigilant

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th
1st +1 +2 +0 +2 Blast Foes 1d6, Channeled Healing, Domain Access, Vigilance
2nd +2 +3 +0 +3 -
3rd +3 +3 +1 +3 -
4th +4 +4 +1 +4 Blast Foes 2d6 0
5th +5 +4 +1 +4 - 0
6th +6/+1 +5 +2 +5 Decisive Strike (x2 Multiplier) 1
7th +7/+2 +5 +2 +5 - 1
8th +8/+3 +6 +2 +6 Blast Foes 3d6 1 0
9th +9/+4 +6 +3 +6 - 1 0
10th +10/+5 +7 +3 +7 Vigilance 1 1
11th +11/+6/+1 +7 +3 +7 - 1 1 0
12th +12/+7/+2 +8 +4 +8 Blast Foes 4d6 1 1 1
13th +13/+8/+3 +8 +4 +8 - 1 1 1
14th +14/+9/+4 +9 +4 +9 - 2 1 1 0
15th +15/+10/+5 +9 +5 +9 - 2 1 1 1
16th +16/+11/+6/+1 +10 +5 +10 Blast Foes 5d6, Decisive Strike (x3 Multiplier) 2 2 1 1
17th +17/+12/+7/+2 +10 +5 +10 - 2 2 2 1
18th +18/+13/+8/+3 +11 +6 +11 - 3 2 2 1
19th +19/+14/+9/+4 +11 +6 +11 - 3 3 3 2
20th +20/+15/+10/+5 +12 +6 +12 Blast Foes 6d6, Vigilance 3 3 3 3

Class Skills (4 + Int modifier per level, ×4 at 1st level)

Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Listen (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis).

Class Features

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency: Clergy vigilants are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Blast Foes (Su): A clergy vigilant may project a blast from his holy symbol towards his enemies in a line out to 30 feet, or less if desired, with magical energy. At 1st level, as a standard action, all enemies within the area of effect take 1d6 damage (reflex DC 10 + 1/2 clergy vigilant level + wisdom modifier for half damage). This damage increases by 1d6 at 4th level and every 4 levels thereafter. This ability is affected by spell resistance as though it were a spell (if spell level would be important for this case, it is treated as a spell of 1/2 the clergy vigilant's class level), but the clergy vigilant uses his class level as his caster level for this purpose.

At 4th level and onwards, a clergy vigilant may expend a prepared spell slot to increase the damage of this ability. Only a single spell slot can be expended per use of this ability. Add 2d6 to the damage dealt for each level of the expended spell.

Channeled Healing (Su): As a standard action, a clergy vigilant can heal wounds by touch by converting magical energy. A clergy vigilant must use all the energy from a single source on a single target and cannot save it for later.

This healing comes from magical energy contained in unused spell slots (from the clergy vigilant or other willing casters). An unused spell slot can be converted into an amount of healing equal to 1d6 per level of the spell (or per clergy vigilant level if it is lower) + 1d6 per point of charisma modifier of the clergy vigilant (if any). Treat 0 level spells as 1st level spells, but replace the 1d6 healing dice with 1d3 instead. A clergy vigilant gains an "effective" 0 level slot at 1st level and every 2 levels thereafter (3rd, 5th, 7th... etc.) for the purpose of this ability only. When using a spell slot from a willing caster, the clergy vigilant must ready a standard action to channel the spell energy while the willing caster casts the spell in this alternate method. A clergy vigilant cannot use this ability more than once every 24 hours with any specific spellcaster other than himself. If a spell slot becomes usable at will, it can't be used more than once every 24 hours for this purpose. Spell slots recovered by means other than their normal recovery method for the class are treated as being one level lower for this ability.

Other sources of energy than those described above could potentially be used, but such innovative magical ability would likely be an impressive feat.

Domain Access: A clergy vigilant picks a cleric domain that represents their ideals at 1st level. They gain access to the domain granted ability. At 4th level and onwards they gain access to the spells from that domain as their spells known for the appropriate levels. You cannot choose an alignment domain if you do not have a compatible alignment.

Spells: Beginning at 4th level, a clergy vigilant gains the ability to cast a small number of divine spells, which are drawn from the cleric spell list. A clergy vigilant must choose and prepare his spells in advance.

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

Like other spellcasters, a clergy vigilant can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Clergy Vigilant. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Clergy Vigilant that the clergy vigilant gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The clergy vigilant may prepare domain spells and the granted power from his chosen domain as mentioned above.

A clergy vigilant prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to spontaneously cast a cure spell in its place. A clergy vigilant may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Through 3rd level, a clergy vigilant has no caster level. At 4th level and higher, his caster level is one-half his clergy vigilant level.

Vigilance (Ex): At 1st level, a clergy vigilant may add twice his wisdom modifier (instead of just once as normal or in place of his intelligence modifier in the case of search checks) to listen, search, sense motive, and spot checks. At 10th level, a clergy vigilant may roll twice for listen, search, sense motive, and spot checks and take the better of the two results. At 20th level, a clergy vigilant may "sleep with one eye open" (a partial misnomer in this case) in which case they take no penalty on listen checks while sleeping.

Decisive Strike (Ex): At 6th level, a clergy vigilant may make a single strike with much greater efficiency of effort. As a standard action, a clergy vigilant may make a melee attack that deals double damage (damage dice are not multiplied). At 16th level and every ten levels thereafter, the damage multiplier is increased by 1 (3x at 16th, 4x at 26th, etc.). This ability does not apply the death from massive damage rule.

Epic Clergy Vigilant

Table: The Epic Clergy Vigilant

Hit Die: d8

Level Special
21st -
22nd -
23rd Bonus Feat
24th Blast Foes 7d6
25th -
26th Bonus Feat, Decisive Strike (x4 Multiplier)
27th -
28th Blast Foes 8d6
29th Bonus Feat
30th -

4 + Int modifier skill points per level.

Blast Foes: The damage of this ability increases by 1d6 at 24th level and every 4 levels thereafter. The clergy vigilant’s caster level for this ability is equal his class level, as normal.

At 4th level and onwards, a clergy vigilant may expend a prepared spell slot to increase the damage of this ability. Only a single spell slot can be expended per use of this ability. Add 2d6 to the damage dealt for each level of the expended spell.

Channeled Healing: The clergy vigilant gains an "effective" 0 level slot at every odd numbered level as normal.

Domain Access: The clergy vigilant does not gain additional domains after 20th level.

Vigilance: The clergy vigilant adds twice his wisdom modifier (instead of just once as normal or in place of his intelligence modifier in the case of search checks) to listen, search, sense motive, and spot checks as normal.

Spells: The clergy vigilant’s caster level is equal to one-half his class level, as normal. The clergy vigilant’s number of spells per day does not increase after 20th level.

Decisive Strike: The multiplier for decisive strike improves by 1 at 26th level and every 10 levels thereafter (x4 at 26th level, x5 and 36th level, x6 at 46th level, etc...)

Bonus Feats: The epic clergy vigilant gains a bonus feat every 3 levels after 20th.

Other Information

Adventures: Clergy vigilants may adventure to follow the commands of their order if they belong to one. Clergy vigilants without an order adventure to spread their ideal or they may use their ideal for a cause of their own.

Characteristics: Clergy vigilants are the watchful eyes and honed weapons of their order, ideal, or cause. Their personality is usually somewhat affected by their chosen ideal, but this also allows for any number possible personalities depending on what ideal is chosen and how it is implemented. It is entirely possible for a clergy vigilant who is not part of an order to simply use an ideal as a means to an end, though these types are more likely than not to have a neutral alignment component.

Alignment: A clergy vigilant can be of any alignment as a cleric could be. However, they face the same restriction a cleric does with regards to the alignment based domains.

Religion: Clergy vigilants can either be part of an order, or they can work independently. However, even Clergy vigilants who use their ideal for their own cause at least have some respect for that ideal.

Background: A clergy vigilant is almost always trained by a cleric, or in rare cases a druid. They are known as clergy vigilants because they are easily found in the service of a clergy given that the ones who operate independently are generally harder to locate.

Races: Just as with clerics, it is easily possible for a member of any race to be a clergy vigilant. Certain orders may have a higher concentration of one race such as elves with a diety of elves.


Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceModerate +
AuthorGd1w +
Base Attack Bonus ProgressionGood +
Fortitude Save ProgressionGood +
Identifier3.5e Class +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillConcentration +, Diplomacy +, Heal +, Knowledge +, Listen +, Ride +, Search +, Sense Motive +, Spellcraft + and Spot +
Skill Points4 +
SummaryCleric trading full casting for better combat ability and some utility. +
TitleClergy Vigilant +
Will Save ProgressionGood +