Divine Healer (3.5e Prestige Class)

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Author: The-Marksman (talk)
Date Created: December 2017
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Becoming a Divine Healer[edit]

Being a wielder of divine magic always comes with the ability to heal the wounds of others, however, there are those who choose to specialize in healing and protecting others. These special few who have a passion for being able to help and heal those around them do not go unnoticed by their deities. These devoted ones are given a rare and special gift. Their souls are magically tethered to the positive energy plane which gives them greater ability to wield and use positive energy than their Cleric brethren. With this enhanced ability the Divine Healer is able to help, heal and minister to more people than he ever could before.

Divine Healers feel that they are blessed and use this sacred power bestowed upon them by their deities to help any innocent good hearted people they are able to as well as any poor unfortunate souls they come across. Doing this strengthens the Divine Healers connection to the positive energy plane through practiced use, gives the Divine Healer fulfillment, and brings them closer to their deity for all of the acts of good they do in their deities name.

Entry Requirements
Alignment: Must be either Lawful Good or Neutral Good
Skills: Heal 8 Ranks, Perform (Sing) 4 ranks
Feats: Augment Healing (Complete Divine)
Special: Must have access to cast spells from the Healing domain.
Table: Divine Healer
Level Base
Attack
Fort Save Ref Save Will Save Special Spells per Day
1st +0 +2 +0 +2 Divine Link, Hymn, Empowered Healing +1 level of existing divine spellcasting class
2nd +1 +3 +0 +3 Divine Hands, Divine Aura, Condition +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Divine Freedom, Battle Prayer +1 level of existing divine spellcasting class
4th +3 +4 +1 +4 Divine Revival, Positive Burst +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Divine Extension, Maximized Healing +1 level of existing divine spellcasting class
6th +4 +5 +2 +5 Divine Regeneration, Divine Body +1 level of existing divine spellcasting class
7th +5 +5 +2 +5 Mass Resurrection, Overflow +1 level of existing divine spellcasting class
8th +6 +6 +2 +6 Divine Infusion, Reraise +1 level of existing divine spellcasting class
9th +6 +6 +3 +6 Divine Intervention, Divine Burst +1 level of existing divine spellcasting class
10th +7 +7 +3 +7 Supreme Healing, Divine Ascension +1 level of existing divine spellcasting class

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Speak Language (n/a), Sense Motive (Wis), Spellcraft (Int), Spot (Wis)

Class Features[edit]

All of the following are class features of the Divine Healer.

Weapon and Armor Proficiency: Divine Healers are proficient with all simple weapons and martial weapons. Divine Healers are proficient with light armor, medium armor, heavy armor, and with shields but not Tower Shields.

Divine Link (Su): The devotion of a Divine Healer gives him a measure of favor with his deity. At first level the deity of the Divine Healer links the Divine Healer's very soul to the Positive Energy plane. This connection grows slowly and increases over time, which has several effects on the Divine Healer. This always causes the Divine Healer's irises to turn a bright, almost glowing gold color. (These "glowing" eyes do not shed any light what-so-ever, even in complete darkness). This link may sometimes even result in the hair and eyebrows of the Divine Healer going a rich gold or bright silver color (players discretion).

Firstly, the Divine Healer always gains the maximum amount of hit points for every level he ever gets moving forward (including his first Divine Healer level). Secondly the residual energy being channeled into him at all times grants the Divine Healer fast healing equal to his class level, for fast healing 1 at first level and maxing out at fast healing 10 upon reaching his 10th Divine Healer level. Finally, he no longer needs to sleep, although he must still eat and must pray or meditate for 2 hrs a day to regain spells (including for use of his free cure spells later).

Additionally, because of the ease at which a Divine Healer accesses positive energy it allows him to make greater use of healing spells. A Divine Healer's conjuration (healing) spells are no longer capped by level, (for example a cure light wounds spell would heal 1d8 + 1 / caster level, even if caster level exceeds 5). The range of any conjuration (Healing) spells cast by the Divine Healer has its range changed from touch to close (25 ft + 5 ft / caster level). These spells do not become rays they simply effect the target from the indicated range, meaning the Divine Healer needs only line of sight (not line of effect) to such targets. He still cannot effect targets in different rooms, but could effect a target in a crowded battle field from the maximum distance away so long as he had line of sight to the intended target. All Divine Healer levels stack with Cleric levels for all determinations about Turning Undead.

Hymn (Su): A Divine Healer can use religious hymns to channel the divine energy of his diety to bolster his allies. A Divine Healer can either sing chants or religious songs to produce magical effects on those around him (usually including himself, if desired). This ability can be activated by singing chants, divine hymns, or singing religious melodies as a standard action. A Divine Hymn requires concentration, which means the Divine Healer must take a standard action each round to maintain the effect. Because using a Divine Hymn requires concentration, a Divine Healer cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Divine Healer has a 20% chance to fail when attempting to use Divine Hymn. If he fails, the attempt still uses his action this round.

To be affected, an ally must be able to hear the Divine Healer sing. The effect lasts for as long as the ally hears the Divine Healer sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on all saving throws and on attack and weapon damage rolls. This bonus increases by an additional +1 at every 2 levels there after (+2 at 3rd, +3 at 5th, +4 at 7th and capping out at +5 at 9th). Hymn is a mind-affecting ability.

While similar to Bardic Music, this effect cannot be produced by humming, whistling, playing an instrument and the such and nor can any class that gives Bardic Music be combined or stacked in any way with Hymn. A character benefiting from Hymn cannot benefit from Inspire Courage. Hymn does however count as Bardic Music for the purposes of qualifying for and using feats, but not for other prestige classes.

Empowered Healing (Su): At 1st level, a Divine Healer may empower any conjuration (healing) spell as a free action, with no change in its spell level.

Divine Hands (Su): Beginning at 2nd level, a Divine Healer with a Charisma score of 12 or higher can heal wounds (his own or those of others) by touch (as with Lay on Hands). Each day he can heal a total number of hit points of damage equal to twice his character level × either his Wisdom or Charisma bonus whichever his higher. A Divine Healer may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using Divine Hands is a standard action. In addition, starting at 6th level, any time a Divine Healer spends at least 10 points on his Divine Hands ability, it also acts as a casting of both Remove Disease and Neutralize Poison each time at least 10 points is spent.

Alternatively, a Divine Healer can use any or all of this healing power to deal damage to undead creatures. Using Divine Hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The Divine Healer decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

Divine Aura (Sp): Starting at 2nd level the positive energy coming off a Divine Healer is so intense that he gains a 30 ft aura that acts like a casting of the Consecrate centered on him at all times. Anytime he casts a Conjuration (Healing) spell (regardless of target) any friendly creature in the consecrated area gains 2 hit points as though they had a conjuration (healing) spell cast on them. This burst does not deal damage to undead in the area. In addition, the Divine Healer now adds his Charisma bonus as a divine bonus to his AC. This AC does not stack with his Battle Prayer AC bonus.

Condition (Sp): At 2nd level a Divine Healer has a 6th sense that always lets him know how his allies are doing. He is always considered to be aware of the location and condition (as with the "Condition" spell) of all allies within 100 feet, even if they are not within line of sight or even if they are invisible or ethereal. The Divine Healer can turn this ability on or off at any time as a free action. This ability allows him to heal and bolster allies from a distance.

Divine Freedom (Ex): After a Divine Healer reaches 3rd level manipulating the positive energy within him comes so naturally to the Divine Healer that he no longer needs to prepare any and all conjuration (healing) spells in advanced, he can cast them as spontaneous spells. In addition, casting any of the spells that are from the healing domain spell list do not count against his daily allotment of spells per day but he must have at least 1 daily spell of the intended level available to use this feature. Therefore a Cleric 4 / Divine Healer 3 would be able to cast the Cure Critical Wounds spell without preparing it in advance, and casting it would not count against his daily allotment of 4th level spells per day so long as he had at least 1 4th level spell remaining for the day. He could also cast Restoration without preparing it in advance since it is a conjuration (healing) spell, but it would count against his spells per day since it isn't on the Healing domain spell list.

When he later gains 5th level spells he would be able to cast the Mass Cure Light Wounds spell without preparing it in advanced, and casting Mass Cure Light Wounds would not count against his daily allotment of 5th level spells so long as he had at least 1 5th level spell slot remaining for the day. He must still however spend an action and any material components (if any) as normal to cast such spells and is still subject to any spell failure, anti magic effects, attacks of opportunity, concentration checks, etc just as he was before. Either or both of the uses of this ability can be used in conjunction with his Empower, Maximize and Supreme Healing abilities if he so chooses. So a 10th level Divine Healer could cast a maximized empowered cure light wounds for free so long as he had at least 1 1st level spell slot remaining for the day.

Battle Prayer (Su): A number of times per day equal to his Charisma modifier (minimum of once per day), a Divine Healer can use this ability to speak a prayer to his deity asking for help in the coming battle. This can be the same prayer each time or it can be different. Doing this causes the Divine Healer and all allies to gain 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Consitution modifier, if positive, to these bonus hit dice) and a divine bonus to AC equal to Divine Healer's Cha bonus. This effect lasts for a number of rounds equal to the Divine Healer's caster level.

The bonus hit dice count as regular hit dice for determining the effect of spells that are hit dice dependant. The effects of Battle Prayer cannot stack with the additional hit dice part of a Bard's Inspire Greatness.

"The humble servant calls upon the name of <deity>. Gather the heroes here and grant us thy divine protection in the coming battle. Give us resolve of iron and the courage of 1,000 armies!"

"Healing light hear my prayer, send thy light through to me feed this righteous cause and grant us thy favor in this battle."

"Gracious <deity> who protects all within the light. Shower us with thy blessings in the battle to come, so we may strike down our enemies in thy name. Amen."

"Great goddess of the <domain>, I call upon you to shine your rays of favor on this thy humble servant, help us smite down those who spread evil."

"Heavenly All-Father, I thank you for the power your glorious light brings me today. May my hands be an extension of your own. Bless my companions and use them for your purpose in this battle."

Divine Revival (Su): Because of the Divine Healer's link to the positive energy plane they are able to utilize its energy to bring the dead back to life far easier than other casters. After 4th level a Divine Healer no longer spends any experience points and consumes only half the gold cost when casting spells which raise the dead back to life. In addition those raised do not suffer from any penalties such as level or Constitution loss, nor does the Divine Healer suffer such losses if he is revived from the dead.

Positive Burst (Su): As a full round action, a Divine Healer of 4th level or higher can expend 1 use of his turn undead ability to channel energy directly from the positive energy plane to create a burst of positive energy that extends out 30 feet in all directions. This positive burst grants all allies within range fast healing equal to the Divine Healer's class level (fast healing 4 when this ability is gained at 4th level, and capping out at fast healing 10 at 10th level). This effect lasts for a number of rounds equal to the Divine Healer's Charisma modifier. In addition, this burst of positive energy also deals 1d8 damage per 2 class levels of the Divine Healer to all undead in the 30 foot area, no save. This includes incorporeal undead as well.

Divine Extension (Ex): Any time a Divine Healer of 5th level or higher casts a conjuration (Healing) spell he may cast such spells at a range of up to 50 ft + 10 ft per caster level (instead of 25 + 5) and may affect a total number of targets per casting up to his Wisdom modifier (minimum of 1 additional target). In addition, a Divine Healer can cast these spells on any target that he has awareness of through his "Condition" ability, meaning that he no longer needs line of sight to targets to cast spells on them so long as they are within range. He still cannot effect targets in different rooms, but can now effect a target in a crowded battle field from the maximum distance away even if he cannot see the intended target. In addition he may now cast spells that raise a target from the dead at close range (25 feet + 5 feet per caster level) instead of touch.

Maximized Healing (Su): At 5th level, a Divine Healer may maximize any conjuration (healing) spell as a free action, with no change in its spell level. He cannot use Empower Healing at the same time, he must choose to either Empower or Maximize. This is overwritten by Supereme Healing at 10th level.

Divine Regeneration (Su): At 6th level and beyond, the positive energy link to the Divine Healer's soul has suffused his body to the point where his fast healing improves to become regeneration. All damage dealt to the Divine Healer is treated as non-lethal damage, The Divine Healer's healing rate still progresses at the same continued rate and heals the non lethal damage as described in the Divine Healer's Divine Link ability description.

Only acid, unholy or negative energy attacks are not converted to non lethal damage and therefore treated as lethal damage to a Divine Healer. A Divine Healer can regrow lost portions of his body, and even reattach severed limbs or body parts. Severed parts die if they are not reattached.

Divine Body (Su): The positive energy infusing the Divine Healer's body allows him to mitigating certain biological needs. Starting at 6th level a Divine Healer no longer needs to eat or drink to maintain health, but still may do so for enjoyment. The positive energy is also constantly cleansing his body granting him immunity to all poisons and diseases both normal, and magical or supernatural.

Mass Resurrection (Ex): Anytime a Divine Healer casts any spells that raise a target from the dead, the casting time is reduced by half and the spell may effect an additional number of targets equal to the Divine Healer's Wisdom modifier (minimum of 1 additional target). This does not increase the spells level, or the material components required. Each target to be effected must be within close range and the Divine Healer must have line of sight to all targets at the time of casting for this to work.

Overflow (Su): When a Divine Healer casts any conjuration (Healing) spell and the amount healed exceeds the amount of hit points the original target has left to heal, any excess healing that is left over magically jumps to the most injured ally within 30 feet (this is the one missing the biggest percentage of hp not the biggest quantity). If no ally targets exist within 30 feet or if no allies are missing any hit points, then (and only then) the residual overflow healing is added as temporary hit points to the original target. These hit points stack with all other sources of temporary hit points or temporary hit dice including those received from Battle Prayer. If not already used, these temporary hit points expire at the end of each combat.

Divine Infusion (Su): When a Divine Healer reaches 8th level a Divine Healer has such favor with his patron deity that his deity wards the Divine Healer against the most heinous of attacks. From 5th level forward a Divine Healer has complete immunity to all death attacks, spells and effects, negative levels and energy drain attacks. Such attacks if they require striking the Divine Healer still do damage as normal on a successful hit (and could therefore kill him by reducing him to -10 health), but the Divine Healer is considered to always pass any saving throw against any attacks or effects that would cause instant death, a negative level or energy drain. Such spells or attacks include (but are not limited to) a vampires slam attack or natural weapon, an assassin's death attack, a shadow dragon's breath weapon, a ghost-faced killer's frightful attack, an arrow of slaying, slay living, symbol of death, power word kill, finger of death, disintegrate, implosion, etc.

This ability does not function against an attack or spell put in place by a deity with a higher divine rank than the Divine Healers deity (but will still protect from such attacks created by the follower of any deity). For example, if the Divine Healer were in a battle and the follower of a deity more powerful than his own launched an arrow of slaying the Divine Healer would automatically pass the save, but if in the next round the enemies deity himself came down and launched an arrow of slaying against the Divine Healer, then the Divine Healer would not gain the benefit of this ability against that attack, and would roll the save normally. The Divine Healer could still benefit from his Divine Intervention ability if he failed the save against the other deity's arrow of slaying.

Reraise (Sp): Starting at 8th level the Divine Healer gains the ability to cast the Reraise spell a number of times per day equal to his Charisma modifier.

Divine Intervention (Ex): By 9th level, the Divine Healer's deity is so deeply and personally vested in the success or failure of the Divine Healer, that once per day whenever any source of damage, spell, attack or effect would reduce a Divine Healer to under 1 hit point or kill him, the damage is completely negated and the Divine Healer is instead, instantly healed for an amount of hit points equal to his hit dice + his Charisma modifier.

Divine Burst (Su): After 9th level, whenever a Divine Healer expends a daily use of turn undead to use his Positive Burst ability, he gains a second optional use. Instead of fast healing 10 he may grant the allies within range Regeneration 10 rather than fast healing 10, and in addition all allies affected by any positive burst also gain the benefit of the Divine Healer's Divine Infusion ability for the duration. However, the regeneration and divine infusion option only lasts for a number of rounds equal to 1/2 the Divine Healer's caster level. He must choose which version (positive burst or divine burst) to use when he creates the effect and the effects cannot be switched during the duration.

Supreme Healing (Su): At 10th level, a Divine Healer may maximize and empower any conjuration (healing) spell as a free action, with no change in its spell level. This overwrites Empower Healing and Maximize Healing.

Divine Ascension (Su): At 10th level, the process of suffusing the Divine Healer's soul with positive energy is complete. A 10th level Divine Healer becomes a Celestial creature, via the application the the Celestial template (found on page 31 of the monster manual). The Divine Healers creature type is changed to Outsider (Native), he gains Darkvision +60 feet, damage reduction 10 / Magic, spell resistance 5 + hit dice, resistance 10 against Acid, Cold and Electricity damage, and once per day can use Smite Evil as per the Paladin class ability. This ability does not alter his effective character level in any way.

Campaign Information[edit]

Playing a Divine Healer[edit]

Religion: Seeing as most Divine Healers start their careers as Clerics, Divine Healers are highly religious, especially because they have such an abnormally close, personal connection to their deity. Divine Healers have no specific religion of their own, however the one thing they all have in common is that their deities have the healing domain, meaning that healing and helping others is always of primary importance to them.

Other Classes: Divine Healers are mostly a specific off shoot of Clerics and therefore have similar relations to other classes that Clerics have. They are particularly close to Paladins, other Clerics and any other very pious characters, and get along the least with treacherous or seedy classes.

Role: Divine Healer's roll in combat is to be support. In early combat they start by saying a battle prayer and then singing a hymn to raise allies morale and give the party an advantage. At high levels they utilize free, empowered and maximized long distance castings of healing spells to keep allies hit points high, and moving around the battle field using Divine Hands to remove poisons or diseases from allies. Then they maximize the fact that they don't need to prepare healing spells to better enable them to prepare tactical spells to help the party with other specific situations that may arise. When the need arises they even can mix into melee having good armor and respectable combat ability.

Adaptation: If your campaign is already allowing for maximum hit points each level, give the Divine Healer an additional +2 hit points every level starting now instead.

Divine Healers in the World[edit]

So this is the legendary power of the sun god..
—Amrash Rammo, Human Knight
after receiving a battle prayer and
listening to a hymn before battle

Adventures: Divine Healers adventure to heal the sick and wounded, to preach to the down trodden and raise spirits of all those they encounter. They adventure to further the cause of their deity and their church and go wherever their deity would have them. They believe in fighting for a higher cause, something larger than themselves and they find comfort in being a part of that workings.

Organizations: Divine Healers have not organization in and of themselves, all Divine Healers belong to the organization of the church of their deity.

NPC Reactions: Divine Healers are very well received wherever they go. Their dim golden glowing eyes are legendary and signify to all their unique and personal relationship with their deity to all. Most all treat the Divine Healer with some amount of respect and many even treat them with reverence.

Divine Healer Lore[edit]

Characters with a lore skill or ranks in Knowledge (Religion) can research Divine Healers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Religion)
DC Result
10 Divine Healers are Clerics of healing and war gods with golden eyes who are better at healing people than traditional Clerics and can even heal people by touch like a Paladin. They have a very close connection to their deity and sing their hymns on the battle field to inspire their allies.
15 They are natural healers because their soul is linked to the positive energy plane which allows then to naturally heal fast or even regenerate, be immune to poisons and diseases and even make it so they don't need to sleep or eat. They even seem unphased by death magics.
20 They can cast healing spells and raise the dead at long distances unlike normal healers and can effect multiple targets at once with both types of spells. They can even place magic on someone to immediately raise them from the dead as soon as they die without any other action or intervention needed.
30 Because they are close to their deity, a Divine Healer's deity will act to save his life if a Divine Healer falls in battle. The mystical connection a Divine Healer has to the positive energy plane allows him to cast healing spells at will and transforms his body into that of a celestial.

Divine Healers in the Game[edit]

Sample Encounter:


Bhob Irymi

CR 8

Male Human Cleric 4 / Divine Healer 4
LG Medium Humanoid (Human)
Init/Senses 1/Listen +, Spot +
Aura Consecration
Languages Common, Celestial, Sylvan
AC 16, touch 11, flat-footed 15
(+ armor (Bracers of Armor), +1 dex, +5 cha)
hp 36 (8d8 HD); +0 from (Con)
Fort/Ref/Will +6/+2/+4
Speed 30 ft. (6 squares)
Melee masterwork Heavy Mace +7 (1d6+2/18-20 ×2)
Ranged masterwork heavy crossbow +7 (1d4/19-20 ×2) 30 ft. range
Space/Reach 5 ft./5 ft.
Base Atk/Grp /
Atk Options Turn Undead 8/day {+5 Cha} (, +2 Knowledge (Religion {Damage 2d6 + 13),
Combat Gear MWHeavy Mace, MW Heavy Crossbow,Half Plate, Heavy Shield
Cleric Spells Prepared (CL 17th):
Spell-Like Abilities (CL 1st The save DC is Charisma-based):
Always in effect—"Consecrate" and "Condition"
Abilities Str 10, Dex 12 (+1), Con 11, Int 14 (+2), Wis 18 (+4), Cha 20 (+5)
Feats Augment HealingCDiv, Domain Focus (Healing)CDiv, Exalted TurningBoED, Skill Focus (Diplomacy),
Skills Concentration (Con) +11 (11r), Diplomacmy (Cha) +16 (11r), Heal (Wis) +15 (11r), Knowledge (Religion) (Int) +13 (11r)
Possessions combat gear plus Bracers of Armor +7, Cloak of Charisma +6, Belt of Giant Strength +6, Cloak of Resistance +5, Headband of Intellect +6, Gloves of Dexterity +6, Ring of Protection +4, Amulet of Health +6, acid (flask) ×1, alchemist’s fire (flask) ×3, smokestick, tanglefoot bag, potion of cure light wounds ×3, 20 bolts, boots of striding and springing, 700 gp
Cleric Prayerbook spells prepared plus
Patron Deity Pelor
AC Bonus Bhob adds his Charisma modifier to AC.
Spontaneous Casting (Su): As an good cleric, he can convert spells into "cure" spells spontaneously.


This priest before you is a male Human about 5'10" tall and slightly heavy set. He has curly red hair and small tufts of red beard on his chin with clean shaven cheeks and upper lip. As you approach he looks up from his holy texts and smiles at you kindly.

Bhob is a very kind devout head priest of the church. Hes willing to go reasonably out of his way to help others especially if its a healing domain spell that he can cast for free, but will not comply with requests that are not within logical reason of how much he knows the person making the request. Bhob holds service on Sunday's and is generally too busy to see anyone until evening when hes winding down. He also holds religious studies on Wednesday afternoon to evening. Other than that he can be found puttering around the church from just after sunrise to sunset.

Augment Healing and the Healing Domain
The Augment Healing feat found in the Complete Divine requires 4 ranks in heal to take and grants the character an additional +2 points per spell level to the amount of damage healed by any conjuration (healing) spell the character casts.

In the Player's Handbook the only deity that grants access to the healing domain is Pelor. However in the Deitities and Demigods handbook this domain is also granted by Apollo in the Olympian pantheon, Imhotep in the Pharaonic pantheon, Balder in the Asgardian pantheon, Taiia and Elishar.

In Forgotten Realms setting this domain is also granted by Ilmater, Lurue and Torm. A list of custom deities on this site (some of which might grant access to the healing domain) can be found ->Here<-


Marksman's Homebrews
^The-Marksmanv
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Mystic Form, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Fusion Dance, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Monsters Adamantoise, Ash Viper, Behemoth, Bomb, Cactuar, Drake, Malboro V.2, Murder of Crows, Tangle Tree, Tonberry
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
Sandbox 1 / Box 2 / Box 3 / Box 4 / Box 5 / Box 6 / Box 7 / Box 8 / Box 9 / Organized table of published races with statistics / Talk page



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Article BalanceHigh +
AuthorThe-Marksman +
Challenge Rating8 +
Identifier3.5e Prestige Class +
NameBhob Irymi +
RaceHuman Cleric 4 / Divine Healer 4 +
RatingUndiscussed +
SizeMedium +
SummaryA devout Cleric of Pelor who is as kind as he is wise. +
TitleDivine Healer +
TypeHumanoid (Human) +