User:Zhenra-Khal/Celestial Cavalier (3.5e Prestige Class)

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Author: Zhenra-Khal (talk)
Date Created: 11/29/2016
Status: Complete. May add more features later.
Editing: Clarity edits only please
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A combination of Healer and Paladin that focuses on healing and defending their comrades. 10 8 Poor Good Poor Good Prepared Divine Spellcasting, Spontaneous Divine Spellcasting, Alternate Magic, Other


Celestial Cavalier[edit]

As long as I stand, you shall not fall!
—Dalia Trueblood, Elven Healer/Paladin/Celestial Cavalier, Walking the Path of Light

Paladins are holy warriors who have taken a special interest in healing and defending their allies.

Becoming a Celestial Cavalier[edit]

Most Celestial Cavaliers are Paladins who took up the mantle of the Healer in order to make the most of their healing talents. Subsequently, they learned how to combine the talents of both classes seamlessly.

Entry Requirements
Alignment: Any good.
Base Attack Bonus: +6.
Skills: Handle Animal 11 ranks, Heal 11 ranks, Ride 8 ranks.
Feats: Mounted Combat, Nimbus Of Light, Holy Radiance, Skill Focus (Heal).
Spellcasting: Ability to prepare 1st-level divine spells; Ability to spontaneously cast 2nd-level divine spells.
Special: Must possess the following class abilities: Lay on Hands, Turn Undead, Paladin's Mount, Healing Hands, Cleanse Paralysis.

Table: The Celestial Cavalier

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Healer Spellcasting, Paladin Spellcasting, Gestalt Training, Gestalt Companion, Relaxed Code of Conduct +1 existing prepared divine spellcasting class, +1 existing spontaneous divine spellcasting class
2nd +1 +3 +0 +3 Zealous Spell, Divine Metamagic, Empowered Healing +1 existing prepared divine spellcasting class, +1 existing spontaneous divine spellcasting class
3rd +1 +3 +1 +3 Extra Turning, Shield Warden +1 existing prepared divine spellcasting class, +1 existing spontaneous divine spellcasting class
4th +2 +4 +1 +4 Bonus Feat, Sanctus +1 existing prepared divine spellcasting class, +1 existing spontaneous divine spellcasting class
5th +2 +4 +1 +4 Aura Of Vigor +1 existing prepared divine spellcasting class, +1 existing spontaneous divine spellcasting class
6th +3 +5 +2 +5 Extra Turning, Maximized Healing +1 existing prepared divine spellcasting class, +1 existing spontaneous divine spellcasting class
7th +3 +5 +2 +5 Efficient Healing +1 existing prepared divine spellcasting class, +1 existing spontaneous divine spellcasting class
8th +4 +6 +2 +6 Bonus Feat, Improved Shield Warden +1 existing prepared divine spellcasting class, +1 existing spontaneous divine spellcasting class
9th +4 +6 +3 +6 Extra Turning +1 existing prepared divine spellcasting class, +1 existing spontaneous divine spellcasting class
10th +5 +7 +3 +7 Supreme Healing, Improved Aura of Vigor +1 existing prepared divine spellcasting class, +1 existing spontaneous divine spellcasting class

Class Skills (4 + Int modifier per level.)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nature) (Nobility and Royalty) (Religion) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis).


Table: The Epic Celestial Cavalier
Level Special
11th Bonus Feat
12th Extra Turning
13th
14th Bonus Feat
15th Extra Turning
16th
17th Bonus Feat
18th Extra Turning
19th
20th Bonus Feat

Class Features[edit]

All of the following are class features of the Celestial Cavalier.

Paladin Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a prepared divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one prepared spellcasting class before becoming a Celestial Cavalier, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Healer Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spontaneous divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spontaneous spellcasting class before becoming a Celestial Cavalier, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Gestalt Training: Your levels in Healer, Paladin and Celestial Cavalier stack for the purposes of determining Smite Evil uses per day, Turn Undead power, Lay on Hands healing, Aura of Good level, Special Mount stats, and all Healer class features (Cleanse X, Unicorn Companion, New X, and etc). This means the Celestial Cavalier most likely gains the Unicorn Companion immediately upon taking his first level in this class.

Relaxed Code of Conduct: The Celestial Cavalier can use any armor and shield he gained proficiency with via the Paladin class, as long as the combined mundane AC bonus (Not counting enchantments or the like) is no greater than his combined Charisma and Wisdom modifiers, due to knowing that he cannot heal his allies if he himself is mortally wounded. However, the Celestial Cavalier must abide by all other code of conduct requirements required by both the Paladin and Healer classes.

Gestalt Companion: The Celestial Cavalier relies heavily upon their mount to get the in and out of dangerous situations, such as riding in, snatching up a wounded ally, and getting them out. Thus, the Celestial Cavalier loses their normal Paladin's Mount, and their Unicorn Companion, in addition to its normal abilities, gain the abilities normally granted to their Paladin Mount.

Zealous Spell: As part of casting any spell with the Healing descriptor, you may attach a Smite Evil attempt to the spell, dealing the Smite's effects in addition to the spell. Alternatively, you may spent a use of Smite Evil to reduce metamagic costs; Each use spent in this way reduces the cost of using a metamagic feat by spell levels. A spell cast with no spell adjustment in this manner does not have an increased casting time.

Divine Metamagic: You gain Divine Metamagic as a bonus feat at 2nd level, whether you meet the prerequisites or not. If you already have this feat, you gain no benefit.

Empower Healing (Su): Beginning at 2nd level, all Healing spells you cast as a Paladin or Healer are Empowered with no adjustment in casting time or spell level. This does not affect your Healing spells from other classes. Furthermore, your Healing Hands now applies to spells cast as a Paladin as well.

Extra Turning: At each Celestial Cavalier level divisible by 3, you gain Extra Turning as a bonus feat.

Shield Warden (Ex): Beginning at 3rd level, when you fight defensively, adjacent allies gain a shield bonus to AC equal to whatever shield you're using, as if they were using the shield themselves; This does not apply in any round you lose your Dexterity bonus to armor class. At 8th level, this ability improves; adjacent allies gain the shield bonus as long as you are adjacent to them, whether you are fighting defensively or not.

Bonus Feat: At 4th and 8th level, and again at 11th level and every 3 levels thereafter, you gain a bonus feat. You must meet the prerequisites for any feat you choose in this manner. These feats must be Divine feats, Exalted feats, metamagic or item creation feats, or feats with Extra Turning as a prerequisite.

Sanctus (Su): Beginning at 8th level, the healing spells of a Celestial Cavalier grant extra protection to their targets. When the Celestial Cavalier casts a healing spell on an ally, that ally gains the effects of the Sanctuary spell (CL equal to Healer CL), except that the Will save DC for the spell is equal to the Celestial Cavalier's class level + The level of the healing spell + the Celestial Cavalier's Charisma modifier. It also grants the target a Sacred bonus to armor class equal 1 + the level of the healing spell for as long as the Sanctuary spell lasts.

Aura Of Vigor (Su): Beginning at 5th level, you exude an aura of health. All allies within 60 feet of you that have line of effect to you and are currently below 50% of their maximum health gain Fast Healing equal to your Charisma modifier as long as you are conscious and alive. This Fast Healing ends when they reach 50% of their maximum health, and resumes again without action from the Celestial Cavalier if they again drop below 50%. Beginning at 10th level, the Fast Healing affects allies below 75% of their normal health.

Maximize Healing (Su): Beginning at 6th level, all Healing spells you cast as a Paladin or Healer are Maximized with no adjustment in casting time or spell level. This does not affect your Healing spells from other classes. This supersedes Empower Healing until the Celestial Cavalier reaches 10th level (see below).

Efficient Healing (Su): Beginning at 7th level, any healing the Celestial Cavalier does via spell, Aura of Vigor or Lay of Hands that goes over the target's maximum HP it granted as stacking temporary HP that last for 1 hour per class level.

Supreme Healing (Su): Beginning at 10th level, all Healing spells you cast as a Paladin or Healer are Empowered and Maximized with no adjustment in casting time or spell level. This does not affect your Healing spells from other classes.


Ex-Celestial Cavaliers[edit]

If the Celestial Cavalier violates his Code of Conduct from either Healer or Paladin, he loses all class features from Healer, Paladin AND Celestial Cavalier except proficiencies, BAB, HD and saves until they atone. They may suffer other losses based on the severity of their violation, as Paladin.





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