Cleric, Wanderer Variant (3.5e Helvruin Class)

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Cleric, Wanderer Variant (3.5e Helvruin Class)
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Wanderer Cleric[edit]

Wanderer are a cleric variant used in the Helvruin campaign setting.

Making a Wanderer[edit]

Wanderers are travelers who search the world for enlightenment, fortune or other purposes. They are often seen in the company of traveling monks, paladins or rogues.

Abilities: As with all clerics, Wisdom is the most important ability. Strength, Constitution and Dexterity are all important too.

Races: Humans are the most likely to become Wanderers.

Alignment: Like Cleric.

Starting Gold: 5d4×10 gp (125).

Starting Age: Complex

Table: The Cleric

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day1
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Wanderer's Quest 3 2
2nd +1 +3 +0 +3 4 3
3rd +2 +3 +1 +3 4 4 2
4th +3 +4 +1 +4 5 4 3
5th +3 +4 +1 +4 5 4 3 2
6th +4 +5 +2 +5 5 4 4 3
7th +5 +5 +2 +5 6 5 4 3 2
8th +6/+1 +6 +2 +6 6 5 4 4 3
9th +6/+1 +6 +3 +6 6 5 5 4 3 2
10th +7/+2 +7 +3 +7 6 5 5 4 4 3
11th +8/+3 +7 +3 +7 6 6 5 5 4 3 2
12th +9/+4 +8 +4 +8 6 6 5 5 4 4 3
13th +9/+4 +8 +4 +8 6 6 6 5 5 4 3 2
14th +10/+5 +9 +4 +9 6 6 6 5 5 4 3 4
15th +11/+6/+1 +9 +5 +9 6 6 6 6 5 5 4 3 2
16th +12/+7/+2 +10 +5 +10 6 6 6 6 5 5 4 4 3
17th +12/+7/+2 +10 +5 +10 6 6 6 6 6 5 5 4 3 2
18th +13/+8/+3 +11 +6 +11 6 6 6 6 6 5 5 4 4 3
19th +14/+9/+4 +11 +6 +11 6 6 6 6 6 6 5 5 4 4
20th +15/+10/+5 +12 +6 +12 6 6 6 6 6 6 5 5 5 5

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]

Weapon and Armor Proficiency: Wanderer Clerics are proficient with all simple weapons and martial weapons, with light and medium armor (light and medium, and with shields (except tower shields).

Spells: A cleric casts divine spells, which are drawn from the list provided below, as well as all cure and inflict spells of the level that they can cast.

To cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score.

Clerics pray for their spells. All Wanderer Cleric spells include a vocal component, as they only need to say a quick prayer to their god in order to activate a spell. All material components are replaced by a divine focus component. Other components, XP or Somatic, as the spell requests.

0— Orisons are taken from the cleric spell list.

1st—Bane, Bless, Cause Fear, Remove Fear, Shield, Arcane Lock, Mount, Mage Armor, True Strike, Shocking Grasp, Magic Weapon, Feather Fall, Expeditious Retreat

2nd—Bear's Endurance, Bull's Strength, Owl's Wisdom, Eagle's Splendor, Cat's Grace, Fox's Cunning, Invisibility, Alter Self, Death Knell

3rd—Lightning Bolt, Deeper Darkness, Daylight, Keen Edge, Haste, Fly, Magic Weapon, Greater, Magic Vestment, Searing Light, Water Walk, Water Breathing

4th—Black Tentacles, Solid Fog, Stoneskin, Air Walk, Death Ward, Divine Power, Freedom of Movement, Enervation, Bestow Curse, Wall of Fire, Fire Shield, Dimension Door, Restoration, Dismissal, Remove Curse

5th—Atonement, Teleport, Dominate Person, Hold Monster, Permanency, Slay Living, Symbol of Pain, Spell Resistance, Righteous Might, Transmute Mud to Rock, Transmute Rock to Mud

6th—Bear's Endurance, Mass, Bull's Strength, Mass, Cat's Grace, Mass, Fox's Cunning, Mass, Owl's Wisdom, Mass, Heroes' Feast, Wind Walk, Shadow Walk, Disintegrate, Flesh to Stone, Stone to Flesh, True Seeing, Chain Lightning

7th—Holy Word, Restoration, Greater, Teleport, Greater, Teleport Object, Finger of Death, Invisibility, Mass, Reverse Gravity, Limited Wish, Mage's Magnificent Mansion, Psychic Turmoil, Greater

8th—Incendiary Cloud, Sunburst, Iron Body, Protection from Spells, Symbol of Death, Antimagic Field, Polar Ray, Earthquake

9th—Hold Monster, Mass, Time Stop, True Resurrection, Etherealness, Wish, Power Word Kill, Meteor Swarm, Energy Drain

Wanderer's Quest: A wanderer chooses a lifelong quest to follow. This may vary over time, but he must use this path to help him continue to develop in life. If he is following this path, he gains the effects of the endurance feat.

Other Cleric Class Levels: If a Wanderer has levels in a different cleric class, he may trade them in for levels in Wanderer. He cannot use any Wanderer spells or abilities if he does not trade in these levels.

Ex-Wanderers[edit]

If a Wanderer violates his god's precepts, or if he takes levels any other cleric classes, druid or shaman classes, he loses all Wanderer abilities and spells. He can, however, trade in his Wanderer levels for levels in the other strong divine spellcasting class.

Epic Wanderer[edit]

Table: The Epic Cleric

Hit Die: d8

Level Special
21st
22nd
23rd Bonus feat
24th
25th
26th Bonus feat
27th
28th
29th Bonus feat
30th

2 + Int modifier skill points per level.

Spells: The cleric’s caster level is equal to his or her class level. The cleric’s number of spells per day does not increase after 20th level

Bonus Feats: The epic cleric gains a bonus feat (selected from the list of epic cleric bonus feats) every three levels after 20th.

Epic Cleric Bonus Feat List: Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Bonus Domain, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Alignment-Based Casting, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Negative Energy Burst, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spell Stowaway, Spell Opportunity, Spontaneous Domain Access, Spontaneous Spell, Tenacious Magic, Undead Mastery, Zone of Animation.

Human Wanderer Starting Package[edit]

Weapons: Warhammer.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con "—"
Knowledge(Religion) 4 Int "—"
Heal 4 Wis "—"

Feat: Power Attack.

Bonus Feats: Combat Casting.

Gear: Breastplate, Heavy Wooden Shield, Backpack, Bedroll, Winter Blanket, Rations x5.

Gold: 125.

Campaign Information[edit]

Playing a Wanderer[edit]

Religion: Wanderers typically choose to worship gods of travelers or chaos.

Other Classes: Monks, clerics, paladins and other wandering classes are the typical companions of a Wanderer cleric. Some classes see them as traveling vagabonds.

Combat: Spellcaster/Healer.

Advancement: Most Wanderers do not multiclass, they typically wander for the rest of their lives.

Wanderers in the World[edit]

Daily Life: They usually live like nomads.

Organizations: They don't have any offical form of organizations.

NPC Reactions: Many see them as True Adventurers.

Wanderer Lore[edit]

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

<-the appropriate skills->
DC Result
5 Traveling divine spellcasters with different powers and focuses.
10 Wanderers are divine spellcaster that travel in the world.
15 Wanderers are travelers who search the world for enlightenment, fortune or other purposes
20 A wanderer chooses a lifelong quest to follow. This may vary over time, but he must use this path to help him continue to develop in life

Wanderers in the Game[edit]

Like clerics


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