Divine Disciple (3.5e Prestige Class)

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Divine Disciple
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Divine Disciple[edit]

Regardless of commentary otherwise, this class is an OGL-approved prestige class out of Players Guide to Faerun page 51.

"I am Qilué Veladorn, priestess of Eilistraee. We serve the Dark Maiden, goddess of song and moonlight, and in her name give aid to all who need it."
Qilué Veladorn, CG female drow Cleric 16 of Eilistraee / Divine Disciple 3, Daughter of the Drow by Elaine Cunningham

Among the disciples of any religion are a rare few individuals whose devotion to their deity goes far above and beyond the norm. A divine disciple is the living embodiment of her patron deity on Toril, and at the height of her power, she actually ascends to something more than mortal. At that point, whether she continues to serve her deity in Faerûn or departs the mortal coil to bask in the actual presence of her god, a divine disciple is the epitome of an intelligent creature’s personal relationship with its deity.[1]

Becoming a Divine Disciple[edit]

All divine disciples come from the ranks of divine spellcasters. Clerics and druids are the most common candidates, but especially pious paladins and rangers sometimes pursue this path. In the dark churches of evil gods, blackguards sometimes rise to become divine disciples.[1]

Other divine classes are possible as well, such as favored souls and spirit shamans. The fastest path, however, is that of the cleric: all the required skills are class skills, and they have the fastest rate of spell level progression.

Entry Requirements
Skills: Diplomacy 5 ranks, Knowledge (religion) 8 ranks.
Spellcasting: Able to cast 4th-level divine spells.
Patron: A divine disciple is required to have a patron deity.

Table: The Divine Disciple

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +2 +0 +2 Divine Emissary +1 level of existing divine spellcasting class
2nd +1 +3 +0 +3 Sacred Defense +1 +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Imbue With Spell Ability +1 level of existing divine spellcasting class
4th +3 +4 +1 +4 Sacred Defense +2 +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Transcendance +1 level of existing divine spellcasting class

Class Skills (2 + Int modifier per level)
The divine disciple’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions.

Class Features[edit]

All of the following are class features of the divine disciple.

Weapon and Armor Proficiency: Divine disciples gain no proficiency with any weapon, armor, or shield. Armor check penalties for heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.

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 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 divine spellcasting class before becoming a divine disciple, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Domain: At 1st level, the divine disciple may choose a domain from those that her deity grants access to. If she already has two domains as a cleric, she gains a third in addition to those. Regardless of her original divine spellcasting class, she gains the granted power of the new domain, adding her divine disciple level to her cleric level (if any) to determine level-based effects. If the divine disciple has cleric levels, she also gains a third spell choice with which to fill her domain spell slot at each level. Druids, paladins, and rangers gain no extra spell slots for domain spells, but they can prepare the domain’s spells in their normal spell slots.(pg 43 Forgotten Realms Campaign Setting)

Divine Emissary (Ex): At 1st level, a divine disciple can communicate telepathically with any outsider within 60 feet that has the same alignment as she does or serves her deity. The telepathy function of this class feature is a supernatural ability.

The character also gains a bonus equal to her divine disciple level on any Charisma-based skill or ability checks she makes when dealing with outsiders that share her alignment or patron.

Sacred Defense (Ex): At 2nd level, the divine disciple gains a +1 bonus on saving throws against divine spells, as well as the spell-like and supernatural abilities of outsiders. At 4th level, this bonus increases to +2.

Imbue With Spell Ability (Sp): A 3rd-level divine disciple can use imbue with spell ability (caster level equals divine disciple’s caster level). Since it is a spell-like ability, the divine disciple does not need to devote a 4th-level spell slot to its use, though the imbued spells themselves take up her lower-level spell slots, as usual. This ability is usable once per day.

Transcendance (Su): At 5th level, thanks to her frequent contact with outsiders and her deity’s direct intervention, the divine disciple sheds her mortal form and becomes an outsider with the native subtype. This apotheosis grants her immunity to any spell or effect that does not affect outsiders (for example, charm person cannot affect her) as well as darkvision out to 60 feet, if she does not already have it. Because of her native subtype, however, the divine disciple must still eat, breathe, and sleep, and she can be reincarnated, raised, or resurrected normally. She also gains any alignment subtypes that match alignment components she has in common with her deity. Thus, a chaotic neutral divine disciple of a chaotic evil deity gains the chaotic subtype, and a divine disciple of a neutral deity gains no additional subtypes.

Campaign Information[edit]

Playing a Divine Disciple[edit]

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Combat: Divine disciples occupy a similar role in battle to clerics and druids, providing divine spells and healing to their comrades.

Resources: Divine disciples can expect aid from most religious organizations that either worship or are allied to their patrion deity.

Divine Disciples in the World[edit]

This section is not complete, and needs to be finished. Edit this Page
<-Some quote from a character of this class->

<-Where characters of this class fit in a d20 world->

NPC Reactions: A divine disciple is, for all intents and purposes, a priest of their deity. He or she can expect similar reactions as an ordinary priest. Members of their church, however, treat them with reverence.

Divine Disciple Lore[edit]

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Characters with ranks in Knowledge (religion) can research divine disciples 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
11 <-not so common knowledge->.
16 <-rare information->.
21 <-very rare information->.
26 <-information so obscure that members of this class might not even know it->.

Divine Disciples in the Game[edit]

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Adaptation: Adapting the divine disciple to a campaign is easy. The divine disciple is really just a priest with improved powers.

Sample Encounter: Damian Krale is a large man. Physically, he is an impressive specimen, but that is not the extent of it. His deep, booming voice and force of personality make it difficult to ignore his commands or deny his wishes. His presence intimidates all who stand in his shadow, and the dark power granted to him by Shar radiates like a smothering blanket. His black hair has grown long, but he keeps his strong jaw clean-shaven to accentuate his sneering visage. He normally wears the black and purple robes of his faith, and displays his holy symbol on a thick silver chain around his neck. He wears three heavy silver rings accented by amethyst and onyx gems.

Krale has been tasked by the Lady of Loss to coordinate the efforts of the independent Sharran cells in the Western Heartland region. His most pressing concern is doing so in a way that allows each to maintain its independence while turning their efforts toward a common goal. Exactly what that goal is remains Krale’s secret, one he is unlikely to share with anyone else. A few of the cell leaders know of Krale’s plan, while the rest are being manipulated without their knowledge. Rumors of the plan have begun to leak out of the region, but with the construction of the fortress over the Well of Dragons, the defenders of righteousness have too much on their hands already to investigate thoroughly.

The earth genasi monk, Alon, has recently contacted Krale and pledged to aid him in his endeavor. While Alon claims to have been sent by Shar, the cleric is skeptical. Krale prefers to summon demons to aid him, and he is still not certain of how Alon came to know of his plan. Still, the monk has proven useful in defending him from unwanted distractions, so for now he is content to use the monk until he can determine what is really going on.

EL 17: The PCs may encounter Damian Krale while investigating the activities of Sharran cells in the Western Heartlands.

Damian Krale: Male human cleric 8/shadow adept 4/divine disciple of Shar 5; CR 17; Medium outsider (evil, native); HD 13d8+4d4+51; hp 131; Init +2; Spd 30 ft.; AC 22, touch 12, flat-footed 20; Base Atk +11; Grp +12; Atk +14 melee (1d8+3, Shadowstone); Full Atk +14/+9/+4 melee (1d8+3, Shadowstone); Space/Reach 5 ft./5 ft.; SA rebuke undead 7/day (+6, 2d6+13, 9th); SQ darkvision 60 ft., imbue with spell ability, low-light vision, sacred defense +2, shadow defense +1, shield of shadows; AL NE; SV Fort +14, Ref +6, Will +20; Str 13, Dex 14, Con 16, Int 15, Wis 23, Cha 19. Height 6 ft. 1 in.

Skills and Feats: Balance +3, Bluff +10, Concentration +14, Diplomacy +16, Gather Information +6, Heal +17, Hide +9, Intimidate +6, Jump +2, Knowledge (arcana) +11, Knowledge (geography) +5, Knowledge (Western Heartlands local) +12, Knowledge (the planes) +10, Knowledge (religion) +15, Spellcraft +14, Survival +9; Blind-Fight, Extend Spell, Improved Turning, Initiate of Shar, Insidious Magic, Pernicious Magic, Persistent Spell, Shadow Weave Magic, Silent Spell, Spire Walking, Tenacious Magic.

Languages: Abyssal, Chondathan, Draconic.

Shield of Shadows (Su): As a standard action, Damian can surround himself with a globe of purple-black force. This grants him the effect of a shield spell and provides him concealment. He can use the shield for up to 17 rounds per day.

Typical Cleric Spells Prepared (caster level 17th): 0—cure minor wounds (2), detect magic [K], detect poison [K], purify food and drink, read magic; 1st—comprehend languages [K], divine favor, faith healing (2), hide from undead, protection from good (D) [E], remove fear, sanctuary; 2nd—aura against flame, cure moderate wounds, darkness, death knell (DC 19), detect thoughts (D) [K] (DC 19), enthrall (DC 19), hold person (DC 19), silence (DC 18); 3rd—animate dead, blacklight (D) (DC 20), dispel magic (2), searing light (+14 ranged touch), skull watch, weapon of impact; 4th—air walk, divine power, doomtide (DC 20), freedom of movement, lesser planar ally, sending, unholy blight (D) [E] (DC 21); 5th—darkbolt (+14 ranged touch, DC 22), monstrous regeneration, soul scour (+13 melee touch, DC 22), spell resistance, summon undead V, true seeing (D) [K]; 6th—Azuth’s exalted triad, blade barrier (DC 21), heal, prying eyes, word of recall; 7th—blasphemy (D), ethereal jaunt, persistent shield of faith, repulsion (DC 23); 8th—fire storm (DC 23), greater planar ally, power word blind (D); 9th—foresight (D) [K], implosion (DC 24).

D: Domain spell. Domains: Darkness (Blind-Fight bonus feat), Evil (cast evil spells [E] at +1 caster level), Knowledge (cast divination spells [K] at +1 caster level, all Knowledge skills are class skills).

Possessions: Shadowstone, +3 chain shirt, ring of force shield, amulet of natural armor +1, periapt of wisdom +6, pearl of power (4th), cloak of elvenkind, scroll of restoration, scroll of heal, 3 potions of cure serious wounds, potion of fly, potion of neutralize poison, 20 onyx gems (100 gp each; for animate dead), 110 pp.[2]

References[edit]

  1. 1.0 1.1 Richard Baker, James Wyatt (March 2004). Player’s Guide to Faerûn, p. 51. Wizards of the CoastISBN 0-7869-3134-5.
  2. Jeff Crook, Wil Upchurch, Eric L. Boyd (May 2005). Champions of Ruin, p. 115-116. Wizards of the CoastISBN 0-7869-3692-4.



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