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Planar Cleric (3.5e Racial Substitution Levels)

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Author: Surgo (talk)
Date Created: 7/28/2012
Status: Complete
Editing: Clarity edits only please
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Planar Cleric Substitution LevelsEdit

Race: Aasimar, Genasi, or Tiefling

Clerics outside of the Prime Material Plane will often have far fewer interactions with the undead than their Prime counterparts. Thus, they have developed means of dealing with the planes' own unique threats instead.

Table: The Planar Cleric

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1 +0 +2 +0 +2 Turn or Rebuke Outsiders

Turn or Rebuke Outsiders (Su): Any planar cleric, regardless of alignment, has the power to affect Outsiders by channeling the power of his faith through his holy (or unholy) symbol.

This works similarly to the cleric's ability to Turn or Rebuke Undead, except that it affects outsiders. A good cleric can turn or destroy evil outsiders, and can rebuke or command good outsiders. An evil cleric instead turns or destroys good outsiders, and rebukes or commands evil outsiders. A cleric neutral on the good-evil axis must choose whether his turning ability functions as that of a good cleric or evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.

Similarly, a lawful cleric can turn or destroy chaotic outsiders, and rebuke or command lawful outsiders. A chaotic cleric can turn or destroy lawful outsiders, and rebuke or command chaotic outsiders. A cleric neutral on the law-chaos axis must choose whether his turning ability functions as that of a lawful cleric or chaotic cleric. Once this choice is made, it cannot be reversed.

A planar cleric may attempt to turn outsiders a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (The Planes) gets a +2 bonus on turning checks against outsiders.

Outsiders have turn resistance equal to 0.5 ½ their spell resistance, rounded down. If you use this racial substitution level, it is strongly recommended that you play with the CR-Based Turning variant rule. If you do so, outsiders have turn resistance equal to ¼ their spell resistance.



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