Angelic Warrior Variant (3.5e Class)

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Angelic Warrior (Rebalance)[edit]

Holy warriors born and raised with a sole purpose, exterminating all evil. These pious soldiers will be the first to the fight and the last to leave so long as the enemy is evil. Utilizing their weapons of light, they fear no evil as they carve the pathways to hell and back, leaving nothing in their wake.

Making an Angelic Warrior[edit]

Pros: Angelic warriors are capable of dealing incredible damage to evil opponents and supporting large numbers of allies in Combat.

Cons: You can't hurt fellow good creatures nearly as well and you can't help evil allies.

Abilities: Charisma is the key ability for an angelic warrior's damage. Wisdom is useful for defense and is added to attack rolls also helps fuel abilities too. Strength is important for melee attack and damage and constitution is important for survivability. Angelic Warriors do not benefit for their smarts beyond skills.

Races: Any who are willing to devote themselves to a deity, Humans are the most common to follow this path.

Alignment: Any Good.

Starting Gold: 5d6x10

Starting Age: Any. Angelic Warrior's range from the young and zealous to the wise and pious

Table: The Angelic Warrior

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Weapon of Light, Holy Aura +1 (Condemning Holy Aura), Hand of Faith
2nd +2 +3 +3 +3 Smite
3rd +2 +3 +3 +3 Holy Protection +1
4th +3 +4 +4 +4 Angelic Wings
5th + 3 +4 +4 +4 Weapon of Light, Holy Aura +2 (Zealous Holy Aura)
6th +6/+1 +4 +5 +5 Holy Protection +2
7th +7/+2 +4 +5 +5 Heaven's Gate
8th +8/+3 +5 +6 +6 Improved Hand of Faith
9th +9/+4 +5 +6 +6 Holy Protection +3
10th +10/+5 +6 +7 +7 Weapon of Light, Holy Aura +3 (Preemptive Holy Aura)
11th +11/+6/+1 +6 +7 +7 Tongues
12th +12/+7/+2 +7 +8 +8 Holy Protection +4
13th +13/+8/+3 +7 +8 +8 Holy Body
14th +14/+9/+4 +8 +9 +9
15th +15/+10/+5 +8 +9 +9 Weapon of Light, Holy Aura +4 (Healing Holy Aura), Holy Protection +5
16th +16/+11/+6/+1 +9 +10 +10 Greater Hand of Faith
17th +17/+12/+7/+2 +9 +10 +10
18th +18/+13/+8/+3 +10 +11 +11 Holy Protection +6
19th +19/+14/+9/+4 +10 +11 +11
20th +20/+15/+10/+5 +11 +12 +12 Weapon of Light, Holy Aura +5 (Grand Holy Aura), Angelic Being

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis) Profession (Wis), Spot (Wis)

Class Features[edit]

Weapon and Armor Proficiency: Angelic Warriors are proficient only with their Weapons of Light (see below for additional information on Weapons of Light). A weapon's Strength or Dexterity requirement may be met by using the Angelic Warriors' Wisdom in its place.

Rites of passage: As part of the initiation ritual for becoming an Angelic Warrior, young warriors must go through trials in another realm, showing talent or dying. If they pass, they are gifted with the holy powers of the gods and angels.

Weapon of Light: These weapons are made of pure holy energy and stick with the Angelic Warrior for as long as they remain faithful. The Angelic Warrior may summon one weapon from the list at level 1 and at every 5th level. Some are so powerful that only high ranking Angelic Warriors have access to them.

These weapons are weapons or armor made of pure light that are treated as magic, Good, and Lawful weapons for damage reduction purposes. An Angelic Warrior may add their WIS mod (instead of STR or DEX) to attack rolls made with Weapons of Light. Light damage from a Weapon of Light is not to be applied to Good-aligned creatures.

The Weapons of Light are immaterial to all but the Angelic Warrior and his foes, so Angelic Warriors should use this to their advantage.

Weapons of Light may be chosen from the list below; however, an existing weapon can be chosen as a Weapon of Light. A Weapon of Light deals light damage calculated by adding an additional die equal to the weapon's damage die for every 2 levels of Angelic Warrior and has no additional affects.

Staff of Light: A quarterstaff that deals 1d6 points of light damage for every 2 levels of Angelic Warrior. An Angelic Warrior may use this to deliver touch attacks within 5ft reach.
Celestial Longbow: A longbow (100ft, x3) made of light that fires its own summoned arrows of light that are formed by the Angelic Warriors' own fighting spirit. These arrows deal 1d6 points of light damage for every 2 levels of Angelic Warrior. The Angelic warrior may add their CHAR mod to ranged damage dealt by this weapon.
Material Blades: A two-bladed sword (19-20/x2) that deals 1d6 points of light damage for every 2 levels of Angelic Warrior. An Angelic Warrior is treated as having Two-Weapon Fighting when wielding the weapon (this does not actually grant the feat) and only takes a -2 penalty on attack rolls with either blade.
Hammer of Light: A one-handed war hammer that deals 1d8 points of light damage for every 2 levels of Angelic Warrior. This weapon does an extra 1d10 Holy damage on a critical hit.
Celestial Sword: A longsword (19–20/×2) that deals 1d8 points of light damage for every 2 levels of Angelic Warrior.
Dominion Shield: A shield that grants a shield bonus equal to 5 + CHAR mod and deals 1d6 points of bludgeoning damage with a shield bash attack. This shield will not inhibit the Angelic Warriors' ability to use both hands.
Special: This weapon may be selected a second time, granting the Angelic Warrior a second shield. With both shields equipped, both of the angelic warrior's hands are occupied and he adds his CHAR mod again as a Shield bonus to his AC. For a number of times per day equal to his WIS mod, as an immediate action, he may move up to his move speed and surround an ally of equal or lesser size. Doing so will prevent all damage that ally will take and redirect it to you until you dismiss the effect (must spend a move action to dismiss). During this time, you are treated as helpless.
Heaven's Fury (requires level 10 and either Celestial Longbow or Staff of Light): A returning javelin that deals 1d6 points of light damage for every 2 levels of Angelic Warrior, taking the place of either the Celestial Longbow or Staff of Light. You may add the Angelic Warrior's CHAR mod to damage with this weapon.
If the Angelic Warrior selected the Staff of Light, Heaven's Fury is treated as a melee weapon, but for a number of times per day equal to 3 + his CHAR mod, the Angelic Warrior may throw the javelin and have it split into a number of pieces equal to his CHAR mod and roll an individual attack against a group of enemies (in adjacent squares within 5ft of each other) equal to his CHAR mod.
If the Angelic Warrior selected the Celestial Longbow, they may fire Heaven's Fury using the bow's range increment (30ft), but may not use it as a melee weapon.
Grand Armor (requires level 10): A full plate that grants 10 + WIS mod armor bonus to AC and with a max DEX bonus equal to your WIS mod. In addition, it grants Resist Energy of 10 points for acid, cold and electricity, and immunity to petrification. The armor also give the wearer spell resistance 10 + his levels of Angelic Warrior, and damage reduction of DR 10/evil. This armor is virtually weightless and does not impact the wearer's speed or impose armor check penalties.
Mjolnir (requires level 10 and Hammer of Light): A massive two-handed hammer that replaces the Hammer of Light. It deals 3d8 points of bludgeoning damage, and an additional 1d8 points of light damage for every 2 levels of Angelic Warrior and has thundering (critical hit deals 1d8 points of sonic damage and must make a DC 14 Fortitude save or be deafened permanently) and shocking burst (critical hit deals 1d10 electricity damage).
Excalibur (requires level 10, and Celestial Sword): A bastard sword that replaces the Celestial Sword. It deals 1d10 points of slashing damage for every 2 levels of Angelic Warrior. As a standard action, the weapon may deal CHAR mod * 2d6 points of light damage to any enemy target.
Final Excalibur (requires level 20, and Excalibur): Excalibur transforms to its final form, dealing 2d10 points of slashing damage per 2 levels of Angelic Warrior and has a critical of 15-20/x3. In addition, for a number of times a day equal to his WIS mod, the wielder may make a touch attack that bypasses damage reduction, regeneration, concealment, and incorporeality. This attack cannot critical.

Holy Aura (Su): Angelic Warriors give off an aura of holy light. This gives a +1 to attack rolls and saves to himself and all Good-aligned allies within 10ft of the Angelic Warrior. The bonus increases by 1 for every 5 levels of Angelic Warrior and are capped by his WIS mod. The range for Holy Aura is increased by 10ft for every 5 levels of Angelic Warrior, up to a maximum range equal to 10ft * his CHAR mod. This is a supernatural ability that may be dispelled as a standard action at will, should the Angelic Warrior choose.

Condemning Holy Aura: At level 1, the bonuses that your holy aura gives to allies are imposed as penalties to the same stats to all Evil-aligned enemies within the range of the aura.
Zealous Holy Aura: At level 5, the bonuses affect your Good-aligned allies' AC and damage rolls (and your enemies' AC and damage rolls).
Preemptive Holy Aura: At level 10, the bonuses now affect initiative (as a bonus to Good-aligned allies and a penalty to Evil-aligned enemies)
Healing Holy Aura: At level 15, the aura now gives fast healing for 5 hit points per round to all allies in range.
Grand Holy Aura: At level 20, the aura now gives fast healing for 10 hit points per round to all allies and damages all enemies with 5 points of holy damage per round.

Hand of Faith (Sp): The Angelic Warrior shoots a beam of holy energy from their hand. This is a close-ranged (25ft + 5 for every 2 levels of Angelic Warrior) line attack, dealing holy damage equal to the Warrior's level*1d6 + his CHAR mod + his WIS mod. This is a spell-like ability with a Will save for half damage (against DC 10 + 1/2 the Angelic Warrior's level + CHAR Mod). Alternatively, it can heal the same amount to a Good-aligned ally, or half the amount to a Neutral-aligned ally (and cannot heal an Evil-aligned ally). This ability can be used a number of times per day equal to 1/2 the Angelic Warrior's level + WIS mod

Improved Hand of Faith: At level 8, the Angelic Warrior may instead fire the Hand of Faith as a 25ft cone, healing allies and damaging enemies. Hand of Faith now heals the full amount for Good-aligned allies and half the amount for Neutral-aligned and Evil-aligned allies.
Greater Hand of Faith: At level 16, the Angelic Warrior may now use Hand of Faith as a 30ft burst centered on themselves, or a Good-aligned ally within 30ft of the Angelic Warrior. This ability costs 4 uses of Hand of Faith.

Smite (Su): Once a day per WIS mod, an Angelic Warrior may attempt to smite evil with one normal melee attack. They add their Charisma bonus (if any) to their attack roll and deal 5 extra points of holy damage for every level of Angelic Warrior. If the creature is undead, add an additional 5 points of bane damage for every level of Angelic Warrior. If the attack misses the target, the attempt is still considered used for the day. This ability is the same as the Smite Evil ability found in the paladin class

Holy Protection: Protected by their deity, Angelic Warriors gain a +1 natural armor bonus that increases by 1 for every 3rd level of Angelic Warrior.

Heaven's Gate: Creates a portal to their deity's home plane that sucks in nearby non-Good-aligned creatures (DC 15+ 1/2 Angelic Warrior level + Charisma mod). Neutral creatures receive a +10 bonus to on saves made against the Heaven's Gate.

Affected creatures must succeed on a Reflex save or be sucked into the gate. If a creature is sucked into the gate, then at the beginning of their next turn, they must make a Fortitude save or die. If a creature makes their Fortitude save, then they can attempt a Will save to escape the portal and appear in a random location (determined by the DM). Failure with the Will save results in being stuck in the plane for another day, in which case the creature must restart at the Fortitude save or die. This process repeats until death or escape. This affects all enemies in a 5ft * CHAR mod burst and may be used a number of times per day equal to your WIS mod.

The angelic warrior makes a sacred oath only to use this ability to purge the universe of evil or evil allies. Using this ability for transportation, summoning, or communication is strictly forbidden.

Tongues (Su): Angelic Warriors are granted the ability to speak to all creatures with a language. This ability is the same as the Tongues ability possessed by [[SRD:Angel|angels}}.

Holy Body (Ex): Angelic Warriors are so gifted by their deities that time becomes but a minor itch. Angelic Warriors become immune to the effects of aging, but still join their deities' halls when their time is up. This ability is the same as the Timeless Body power found in the monk and druid classes.

Angelic Wings: Angelic Warriors gain the ability to grow beautiful white feathered wings of holy light. These wings can be summoned as a free action and dismissed at will. Their flight speed is 10ft * CHA mod.

Angelic Being Angelic Warriors ascend into the ranks of their fellow celestial warriors. The Angelic Warrior's original type changes to a Celestial Outsider. In addition, he gains +4 Wisdom and Charisma and +2 Dex, Strength, Intelligence, and Constitution.

Ex Angelic warriors[edit]

If an Angelic Warrior ever changes their alignment, or stops worshiping their deity (or if their deity somehow dies) then they immediately lose all class abilities and all weapons of light they have, until they resume their original alignment or worshiping their deity and receive atonement (the spell). In the case of a deity's death or loss of power, the Angelic Warrior will retain their Weapons of Light but should they be destroyed they have no way of recovering them.

Should an angelic warrior ever take the vow of poverty they forgo all of their weapons of light as they are magical weapons not granted through their own power.

Should an angelic warrior die see the events under rites of passage.

Epic Angelic warrior[edit]

Table: The Epic Angelic warrior

Hit Die: d12

Level Special
21st Holy Protection +7
23rd Bonus Feat
24th Holy Protection +8
25th Epic Weapon of Light
26th Bonus Feat
27th Holy protection +9
29th Bonus Feat
30th Epic Weapon of Light, Holy Protection +10, Arbiter of Justice

4 + Int modifier skill points per level.

Epic Weapon of Light:

Eden's Javelin: (Requires Staff of Light and lvl 25) this weapon acts as a Returning Throwing Short Spear but deals 1d8 light damage equal to (Angelic warrior level) light damage. This weapon reappears in its owners hand at will and as a free action, so a Full Attack can be made while throwing with a critical (17-20)x4. Once a day per Wis mod you may guarantee a hit and Critical threat with this weapon. (must still roll for confirmation). As a standard action you may Attack a good ally with this weapon and Heal them equal to the damage you would have dealt to an evil creature, or hit a neutral creature and heal equal to as if you hit an neutral creature

Star Shooter: (Requires Celestial Longbow and lvl 25) This Bow is the ultimate ranged weapon, it has all the properties of the Celestial Longbow except as noted here. The damage dice are d8s, It can fire up to two extra arrows per round at full BAB, No penalties for Multishot, Range increment equals 1 Mile, and all arrows it have the slaying property keyed to the target of the shot (DC=10+Charisma Mod). On a Critical the Arrow Explodes instantly attacking every enemy creature within 90' This will continue to happen until A critical is not scored (number of targets limited to your Angelic Warrior level). Critical is a x4, however the shards from an exploding arrow have a critical of (17-20) x1

Bastion of Light: (Requires Dominion Shield) This Shield is a tower shield that Provides (15+Wisdom mod) Shield Bonus and a DR/- equal to your (lvl+ wis mod), with no max Dexterity modifier, no armor check penalties and no speed penalties of any kind. It is virtually weightless to the wielder and can be used to provide cover against any kind of attack including magic and touch attacks. Nothing may pass through the shield. The shield cannot be dispelled by anything short of Mordekainen's Disjunction or a god's fury.

Armor of Unyielding Sovereignty: (Requires Grand Armor and level 30) This armor grants an armor bonus to AC equal to 8+Wis Mod, Adds your Charisma mod to Saves and as a Deflection Bonus to AC. The Armor Provides DR/20 Epic and Evil, Regeneration 10, Immunity To Fire, Acid, Electricity, Cold, Petrification, Poison, and Disease, SR= (20 + Angelic Warrior Levels), and provides 100% Fortification. With no Armor Check penalties, no max Dex bonus, and no speed penalties, The armor wears nothing to the wearer, but weighs tons to anything else trying to move it. When one wears the armor they are filled with the feeling of invincibility and indeed they are to anything short of a god.

Arbiter of Justice: Alignment no longer affects the Angelic warrior's class abilities, The Angelic Warrior now determines who is worthy of blessing and who deserves condemnation

Bonus Feat The Angelic Warrior may take an extra feat whether it be Epic or not.

Human Angelic Warrior Starting Package[edit]

Weapons: Weapon of light, Celestial Sword and a sling with 20 stones

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Skill Ranks Ability Armor
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->


Feat: Power Attack

Bonus Feats: Improved Initiative

Gear: Leather Armor and standard adventurer's supplies

Gold: 1d4

Campaign Information[edit]

Playing an Angelic Warrior[edit]

Religion: Angelic warriors always worship their deity. Angelic Warriors are very protective and religious to their god they hunt down heresy with an unmatched vengeance. They also refuse to Yield to any other deities' demands believing that theirs is superior.

Other Classes: Angelic warriors react well with classes of good alignment. Clerics and Paladins especially well due to sharing the same belief. They tend to dislike wizards and sorcerers for their use of arcane magic. They will never work with a demonic servant (they have a kill on sight policy with them), and avoid working at all costs with people of the Evil alignment. In addition they shy away from classes such as the bard and rogue who tend to not follow the law and discipline that Angelic Warriors fight for.

Combat: Angelic warriors are capable of supporting their allies while decimating evil enemies to a smoldering pile of ash. Angelic Warriors develop odd looking battle styles that are as brutal as they are efficient.

Angelic warriors in the World[edit]

I find your existence annoying
—Ophanisius, Human Angelic warrior
—Sarythal pit lord as he is disintegrated by Ophanisius's Hand of Faith

Daily Life: Consists of praying, healing, and killing those evil things stupid enough to run across the Angelic warrior's path. they must always strive to defeat evil in all its forms.

Notables: Ophanisius, questionably the most powerful Angelic warrior, most notable for destroying an entire evil plane by himself. last seen invading the home plane of the demons and disappeared (Yet strangely the number of demons seen in the material plane has decreased).

Lugris, 2000 years ago he lead an army of Angelic warriors (20 is an army) in a crusade against the undead of the world.

Organizations: All Angelic warriors serve the same deity in an organized manner, their only city lies on the plane of their deity.

NPC Reactions: NPC's are wary and respectful of Angelic warriors for their great power and many fear them for their conviction to act out on swift justice.

Angelic warrior Lore[edit]

Characters with ranks in knowledge religion can research Angelic warriors 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
5 They carry weapons of light, and are part of a mysterious order
10 They are most effective at killing evil enemies and helping good allies.
15 They cannot harm good aligned creatures and can Destroy all evil creatures with a terrifying ability
20 The name of their deity and that they channel the deity's power with brutal authority
25 Where their home plane is
30 ...and how to get there

Angelic Warriors in the Game[edit]

angelic warriors and the world: angelic warriors are rare to put it mildly. because of the extensive training and the divine nature of the initiation few beings even have the opportunity to become an angelic warrior. of those that can very few do. expect an angelic warrior to have an very personal reason for pursuing such a rigorous lifestyle. expect to hear of childhood tragedies, lost loved ones, or a family tradition to serve as the motivation for angelic warriors.

Adaptation: You can change the deity of Angelic Warrior's to be any Lawful Good Deity of your choice.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

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