Powerful Cleric (3.5e Class)

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Author: Foxwarrior (talk)
Date Created: 3/28/11
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Balance Note: Most Fighter-level classes are pretty wimpy when it comes to personally affecting the course of a plot. This class is not. In Fighter-level campaigns where it isn't possible to find a variety of scrolls, wands, and high-level NPC Clerics to employ, the DM will definitely need to consider the suitability of the Powerful Cleric class in their campaign.

Powerful Cleric[edit]

Powerful Clerics are somewhat of a misnomer, as they are among the weakest of clerickind. Their main advantage is the ability to repeatedly cast flimsy magics, and occasionally do something that impresses the Fighters.

Making a Powerful Cleric[edit]

Powerful Clerics are flimsy in comparison to the fine upstanding sword-and-boarders of the land, but they occasionally pop out a mass cure light wounds or two to keep small armies alive.

Abilities: Like all Clerics, Powerful Clerics need Wisdom, and usually want some Charisma, Strength, Constitution, and/or Dexterity.

Races: Any race that can wiggle its fingers, speak mumbo jumbo, and have ideals may well have large groups of Powerful Clerics.

Alignment: Any.

Starting Gold: 4d4×10 gp (100 gp).

Starting Age: As cleric.

Table: The Powerful Cleric

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 2 At-Will Spells, 1 Encounter Spell, Domains
2nd +1 +0 +0 +3 First Domain Spell
3rd +1 +1 +1 +3 1 At-Will Spell
4th +2 +1 +1 +4 1 Encounter Spell
5th +2 +1 +1 +4 Second Domain Spell
6th +3 +2 +2 +5 1 At-Will Spell
7th +3 +2 +2 +5 1 Encounter Spell
8th +4 +2 +2 +6 Third Domain Spell
9th +4 +3 +3 +6 1 At-Will Spell
10th +5 +3 +3 +7 1 Encounter Spell
11th +5 +3 +3 +7 Fourth Domain Spell
12th +6/+1 +4 +4 +8 1 At-Will Spell
13th +6/+1 +4 +4 +8 1 Encounter Spell
14th +7/+2 +4 +4 +9 Fifth Domain Spell
15th +7/+2 +5 +5 +9 1 At-Will Spell
16th +8/+3 +5 +5 +10 1 Encounter Spell
17th +8/+3 +5 +5 +10 Sixth Domain Spell
18th +9/+4 +6 +6 +11 1 At-Will Spell
19th +9/+4 +6 +6 +11 1 Encounter Spell
20th +10/+5 +6 +6 +12 Seventh Domain Spell

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Profession (Wis), Spellcraft (Int).

Class Features[edit]

All of the following are class features of the Powerful Cleric.

Weapon and Armor Proficiency: The Powerful Cleric is proficient with simple weapons, light, medium, and heavy armor, and shields (except tower shields).

Aura (Ex): A Powerful Cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Powerful Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Divine: Spells the Powerful Cleric casts are divine, and therefore do not suffer from arcane spell failure. Since this is a divine spellcasting class, the Powerful Cleric can qualify for divine spellcasting prestige classes.

Save DCs: The save DCs of the Powerful Cleric's spells are equal to 10 + half Hit Dice + Wisdom modifier.

At-Will, Encounter, and Daily Spells: At-Will spells can be cast as frequently as the Powerful Cleric wants. Whenever a Powerful Cleric casts an Encounter spell, he can't cast it again for 5 minutes. Whenever a Powerful Cleric casts a Daily spell, he can't cast it again until he prays at a particular time of day, selected at 1st level.

Learning Spells: At the specified levels, the Powerful Cleric learns spell(s) from the specified lists. The Powerful Cleric can choose to learn a spell from a lower-level list of the same type (at-will, encounter) instead of from the new list.

Domains: A Powerful Cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A Powerful Cleric chooses two domains from among those belonging to his deity. A Powerful Cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

If a Powerful Cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives the Powerful Cleric a granted power. The cleric gets the granted powers of both the domains selected.

At level 2, the Powerful Cleric gains the 1st level spells of his two domains as Daily spells. Every 3rd level after 2nd, the Powerful Cleric gains the next level of domain spells as Daily spells. Casting one spell from any of these pairs uses up the other spell from that pair as well.

Level 1 At-Wills: At 1st level, the Powerful Cleric gains two At-Will spells chosen from the following list: create water, detect magic, detect poison, light, mending, purify food and drink, read magic, virtue.

Level 1 Encounter: At 1st level, the Powerful Cleric gains one Encounter spell chosen from the following list: bane, bless, bless water, command, cure light wounds, curse water, divine favor, doom, entropic shield, inflict light wounds, magic stone, magic weapon, remove fear, shield of faith.

Level 3 At-Will: At 3rd level, the Powerful Cleric gains one At-Will spell chosen from the following list: comprehend languages, deathwatch, detect chaos, detect law, detect good, detect evil, detect undead, endure elements.

Level 4 Encounter: At 4th level, the Powerful Cleric gains one Encounter spell chosen from the following list: protection from chaos, protection from law, protection from good, protection from evil, aid, align weapon, bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, owl's wisdom, consecrate, cure serious wounds, death knell, delay poison, desecrate, inflict serious wounds, remove paralysis, resist energy, lesser restoration, shatter, shield other, sound burst, spiritual weapon.

Level 6 At-Will: At 6th level, the Powerful Cleric gains one At-Will spell chosen from the following list: find traps, gentle repose, make whole, status, undetectable alignment, zone of truth.

Level 7 Encounter: At 7th level, the Powerful Cleric gains one Encounter spell chosen from the following list: summon monster i, darkness, bestow curse, contagion, mass cure light wounds, mass inflict light wounds, daylight, dispel magic, invisibility purge, magic circle against chaos, magic circle against law, magic circle against good, magic circle against evil, magic vestment, protection from energy, prayer, searing light, stone shape, water breathing, water walk.

Level 9 At-Will: At 9th level, the Powerful Cleric gains one At-Will spell chosen from the following list: cure minor wounds, continual flame, create food and water, helping hand, locate object, obscure object, remove blindness/deafness, remove curse, remove disease, lesser telepathic bond.

Level 10 Encounter: At 10th level, the Powerful Cleric gains one Encounter spell chosen from the following list: summon monster ii, mass cure critical wounds, mass inflict critical wounds, death ward, augury, freedom of movement, giant vermin, greater magic weapon, poison, restoration, spell immunity.

Level 12 At-Will: At 12th level, the Powerful Cleric gains one At-Will spell chosen from the following list: cure light wounds, inflict light wounds, dimensional anchor, neutralize poison, repel vermin, sending, tongues.

Level 13 Encounter: At 13th level, the Powerful Cleric gains one Encounter spell chosen from the following list: sanctuary, summon monster iii, speak with dead, quickened cure serious wounds, quickened inflict serious wounds, flame strike, hallow, unhallow, insect plague, mark of justice, righteous might, spell resistance.

Level 15 At-Will: At 15th level, the Powerful Cleric gains one At-Will spell chosen from the following list: cure moderate wounds, inflict moderate wounds, break enchantment, atonement, true seeing.

Level 16 Encounter: At 16th level, the Powerful Cleric gains one Encounter spell chosen from the following list: divination, summon monster iv, animate objects, antilife shell, mass bear's endurance, mass bull's strength, mass cat's grace, mass eagle's splendor, mass fox's cunning, mass owl's wisdom, blade barrier, greater dispel magic, forbiddance, harm, heal, heroes' feast, word of recall.

Level 18 At-Will: At 18th level, the Powerful Cleric gains one At-Will spell chosen from the following list: mass cure light wounds, mass inflict light wounds, find the path.

Level 19 Encounter: At 19th level, the Powerful Cleric gains one Encounter spell chosen from the following list: summon monster v, commune, silent still heal, silent still harm, raise dead, control weather, regenerate, repulsion, greater restoration.

Ex-Powerful Clerics[edit]

A Powerful Cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a Powerful Cleric of that god until he atones (see the atonement spell description).



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Foxwarrior's Homebrew (743 Articles)
Foxwarriorv
Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceModerate +
AuthorFoxwarrior +
Base Attack Bonus ProgressionPoor +
Class AbilityDivine Spellcasting + and Alternate Magic +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillConcentration +, Craft +, Diplomacy +, Heal +, Knowledge +, Profession + and Spellcraft +
Skill Points2 +
SummaryA cleric with at-will, encounter, and daily spells. +
TitlePowerful Cleric +
Will Save ProgressionGood +