Divine Mage (3.5e Class)
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 Divine Mage
Divine Magi are disciples of the lost gods of magic. They choose clerical domains as their spell lists but cast the spells as arcane and divine spells. Divine Magi are highly specialized depending on the domains that they select. Divine Magi are almost exclusively true neutral. The main focus of any Divine Mage is use as much magic as possible each and every day.
 Making a Divine Mage
A Divine Mage works well in almost any party. They can take on many roles depending on what domains they select.
Abilities: Charisma determines how powerful a spell a Divine Mage can cast, how many spells per day and how hard those spells are to resist. A Divine Mage benefits from high Dexterity and Constitution scores.
Races: Most Divine Magi are primarily elves but any race can be "chosen" to follow the lost gods of magic.
Alignment: Divine Magi always begin as neutral but can change over time depending on what domains they choose.
Starting Gold: 4d4x10gp(100).
Starting Age: Simple
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+0||+2||Domains (2), Magical Sensitivity, Combat Aura 1/Day||3||1||—||—||—||—||—||—||—||—|
|5th||+2||+1||+1||+4||Combat Aura 2/Day||4||3||2||1||—||—||—||—||—||—|
|9th||+4||+3||+3||+6||Combat Aura 3/Day||4||4||4||3||2||1||—||—||—||—|
|13th||+6/+1||+4||+4||+8||Combat Aura 4/Day||4||4||4||4||4||3||2||1||—||—|
|17th||+8/+3||+5||+5||+10||Combat Aura 5/Day, Change Domain||4||4||4||4||4||4||4||3||2||1|
|20th||+10/+5||+6||+6||+12||Change Domain, Domain (6)||4||4||4||4||4||4||4||4||4||4|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
 Class Features
All of the following are class features of the Divine Mage.
Weapon and Armor Proficiency: A Divine Mage is proficient with scythes, sickles, quarterstaffs, staffs, slings, whips, saps, clubs, daggers, scimitars, shortbows, longsbows, and crossbows. They are proficient with light and medium armor but not with shields. Because the somatic components required for Divine Mage’s spells are relatively simple, a Divine Mage can use any of his spells while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a Divine Mage wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure. A multiclass still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Spells: A Divine Mage does not need to prepare his spells. He automatically know all of the spells from his chosen domains. The Divine Mage casts these spells as either divine spells and/or arcane spells. In order to be able to cast a spell the Divine Mage must have a Charisma score equal to at least 10 + the spell level. The difficulty class for a saving throw is 10 + the spell level + the Divine Mage's Charisma modifier. Like other spells casters, the Divine Mage can cast only a certain number of spells of each spell level per day. The base daily allotment is given in the table above. In addition, he receives bonus spells per day if he has a high Charisma score.
Magic Sensitivity: The Divine Mage is able to use the spell like abilities of read magic and detect magic at will.
Combat Aura: While in combat, for every spell cast in consecutive rounds the Divine Mage's AC increases by 1 to a maximum of 5. This represents the magical energies swirling around the Divine Mage that make him harder to hit. At the end of combat the energies fade away and the bonus to AC returns to normal.
Deceive Item: At 6th level the Divine Mage can more easily commandeer magic items made for the use of other characters. When making a use magic device check, the Divine Mage can take ten even if distracted or threatened.
Double Power: At 11th level, if the Divine Mage uses his last allotted spell for the day, his magical abilities are flowing so strongly that the results from his last spell are doubled if possible.
Change Domain: At levels 14, 17 and 20 the Divine Mage has the option of changing one domain. All spells that the Divine Mage did know of the old domain are replaced by the spells of the new domain.
 Ex-Divine Magi
If a Divine Mage turns against the lost gods of magic and stops using magic then he loses all abilities, feats and spells that are tied to magic.
 Elf Divine Mage Starting Package
Weapons: Quarterstaff, Scimitar, Shortbow, Dagger.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
|Use Magic Device||4||CHA|
Feat: Spell Penetration, Domain (Healing), Domain (Fire).
Gear: Pack, rations, waterskin, belt pouch, sack.
 Campaign Information
 Playing a Divine Mage
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Religion: The legendary lost gods of magic speak to the Divine Mage. The Divine Mage worships his lost gods by using as much magic as possible. He is under the belief that if magic is used more and more in the name of the lost gods then they can perhaps return to rule again.
Other Classes: As long as other characters do not ridicule magic then the Divine Mage gets along with everyone regardless of alignment or class.
Combat: This would depend on what choices are made in selecting domains.
Advancement: They have many options depending on what domains they choose.