Friar (3.5e Class)

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While Clerics crusade, and Evangelists spread the message, a Friar has a more humble and serene calling. A friar, either because of his own ideals or the god he serves, will always work to advance those ideals. And evil Friar is a deadly foe, capitalizing on the weaknesses of all, and using his own wickedness to increase evil. Good friars are pious souls, doing good deeds where they can.

Unlike Clerics, Friars are more interested in peasants and people, and their quiet lives and training reflect that. They shun shining armor and heavy weapons for simple robes, and have a wider mystical aptitude coming from their more ascetic connections. They do not prepare spells, but merely gain powers of domains, seeking access to the paths of enlightenment--or the depths of darkness.

At combat, they are only somewhat strong, unlike the robust cleric or fighter, or even the skilled and deadly rogue. Their true strength comes from both their intense followers, and their own lofty spiritualism.

Friar's are an odd mix of various professions that tend to serve the souls they administer to with great strength. For within the spiritual realms there are those that wish to actually transcend.

Adventure: Friars tend to adventure because of a cause, whether a direct mandate from their god or a request people who support them. Some friars have more personal motivations, particularly neutral and evil Friars, who tend to work very hard to achieve benefits. They are substantially more of homebodies than clerics, and feel more at home in cities surrounded by people.

Characteristics: Friars tend to be fairly versatile, being fast and creative in combat situations. between their laying on hands ability and flexible domain choices, they have good magic and support capabilities. Their equipment restrictions and light armor allow them to be improvisers and closer to devout rogues than clerics in many ways.

Alignment: A friar may choose his alignment. He cannot be more than two steps away from his patron deity, or his original alignment. He may not be the opposite alignment of his deity. For example, a Friar of a lawful good deity may be neither evil nor chaotic.

Religion: Friars are even more varied than clerics in their beliefs, with varied ideals and principles.

Background: Friars tend to be raised in temples and monasteries. Friars were usually originally peasants, many of them were people who desired to be clerics, but could not due to inability.

Races: Any.

Other Classes: Friars get along with other classes fairly well. Friars get along with Clerics of similar convictions incredibly well, and friars also tend to get along with even the less scrupulous members of a party, understanding the necessity of cooperation.

Role: The Friars is like a rogue or a bard, in that their main role is to help and support. They have a diverse range of skills, and although they are only moderate combatants, their skills with people and improvisational talents lend skill to a party. The ability to acquire several domains and their corresponding powers further lends to the diversity.

Game Rule Information[edit]

Friars have the following game statistics:

Abilities: Charisma and Wisdom are keys for the Friar, as he is designed to work with the people and spirituality. They tend to be non-combative until they obtain Planar Shape, which allows them more combative ability.

Alignment: A friar may not be of opposite alignment to the god he serves. If he does not have a god, then he may choose his own alignment.

Starting Age: Simple. A friar is not trained for he lengthy times like a cleric.

Starting Gold: As a monk of same race. If they begin with the domains of "avarice" or "greed," then they may instead have the starting gold of a rogue. Most Friars are not called to wealth, but some do indeed watch and handle the coffers.

Table: The Friar
Hit Die: d10

Level Base
Attack Bonus
1st +0 +0 +2 +2 Domains (2), Wise Fighting
2nd +1 +0 + 3 +3 Lay on Hands, Spritual Strength
3rd +2 +1 +3 +3 Voice of The People, Improvised Weapon
4th +3 +1 +4 +4 Ties to The Community
5th +3 +1 +4 +4 Merciful Rebuke
6th +4 +2 +5 +5 Planar Shape 1/day
7th +5 +2 +5 +5 Domain (3)
8th +6/+1 +2 +6 +6 Planar Shape 2/day
9th +6/+1 +3 +6 +6 Domain (4)
10th +7/+2 +3 +7 +7 Planar Shape (Large), Improvised weapon 2
11th +8/+3 +3 +7 +7 Planar Shape (Tiny), Greater Ties
12th +9/+4 +4 +8 +8 Planar Shape 3/day
13th +9/+4 +4 +8 +8 Improvised weapon 3
14th +10/+5 +4 +9 +9 Planar Shape
15th +11/+6/+1 +5 +9 +9
16th +12/+7/+2 +5 +10 +10 Planar Shape 4/day
17th +12/+7/+2 +5 +10 +10 Improvised weapon 4
18th +13/+8/+3 +6 +11 +11
19th +14/+9/+4 +6 +11 +11 Improvised weapon 5
20th +15/+10/+5 +6 +12 +12

Class Skills (4+Int modifier per level; ×4 at 1st level)
Balance, Bluff, Climb, Concentration, Decipher Script, Diplomacy, Dsguise, Escape artist, Gather information, Heal, Hide, Intimidate, Knowledge (any), Listen, Move Silently, Perform, Profession, Serach, Sense Motive, Sleight of Hand, Spellcraft, Spot, Survival, Swim, Tumble, Use Magic Device, and Use Rope.

Class Features[edit]

All of the following are class features of the friar:

Proficiency: A friar is proficient with scythes, sickles, quarterstaffs, staffs, slings, whips, staffs, sword-canes, saps, clubs, daggers, rapiers, bows, longbows, crossbows, and light armor. He has no proficiencies for shields. He is proficient with all natural weapons in outsider form.

Spells: A friar does not receive daily spells like a normal spellcaster but may choose domains. He receives two domains at level one, and a third domain at level seven, and a fourth at level twelve. Every level gained allow him a new spell from each domain. He may not take domains of opposite alignment to himself or his god. He may also not take domains opposed to the nature of his god. (a cleric of the sun god Pelor may not take a moon or darkness domain. Evil Friars cannot take healing, good friars cannot take Vile Darkness, etc.)

Wise Fighting (Ex): A friar may add his Wisdom bonus as an attack bonus instead of his Strength or Dexterity to hit. Damage bonuses still apply as normal.

Lay On Hands (Su): At 2nd level, a friar with 12 Charisma or greater may heal or inflict wounds by touch, based on their alignment. If evil they harm, if good they heal. If they are neutral on the good/evil axis, then they may choose either to use positive or negative energy. This decision cannot be changed without a greater wish or miracle spell. The may heal/harm ten points of damage per level of friar per day total.

Spiritual Strength (Ex): Once per day per level of friar, a friar may add his Wisdom modifier to any Strength-based check.

Voice of The People (Sp): At will, the friar may commune with the general minds of the populace in whatever city he is in. This will function as an Augury spell for any action done in the city. It takes 1d3 turns to prepare, and the answer is receive upon completion.

Improvised weapons (Ex): At each level where it's marked, a Friar may take an improvised weapon from the following list. It will do damage as the weapon described, but may also be used to deal non-lethal damage. A friar gains automatic proficiency with any improvised weapon learned, but does not gain an automatic proficiency with the weapon itself, only the improvised form. Friars learn how to make the world their weapon in case the need should ever arise to defend the temple. Listed weapons are as follows:

  • A Mop can function as a staff of similar size.
  • A Rake can be used as a scythe.
  • A hoe can be used as a spear, but it will do blunt/slashing damage instead of piercing. A firar will become proficient and able to wield it in both manners.
  • A rope can be used as a whip.
  • A plate or serving ray can be used as a shield.
  • A feeding trough may be used as a tower shield.
  • A fork may be used as a throwing dagger.
  • Any kitchen knife (except cleavers) may be used as a normal dagger.
  • Cleavers may function as short swords. Cleavers may only do slashing damage.
  • A fiddle, harp or other stringed instrument may be used as a bow. Large instruments (such as standing harps and lutes for creatures a size class larger) may be used as longbows.

Merciful Rebuke: A friar may choose at will to fight mercifully as a free action. This allows a friar to do non-lethal damage to his opponent as opposed to lethal damage.

Ties to the Community: A friar may eventually become a respected and loved member of the community as people acknowledge his good deeds. He gains a +2 on any charisma based skill in his home-town, as well as a +2 situational bonus for Knowledge (local) and gather Information checks in his native area. At level eleven, this skill increases to +3, and also effects Knowledge nobility, as well as dealing with rulers from other native kingdoms. With other neighboring areas, the percentage that this bonus will still be applied is 100%-4%/mile of distance from hometown.

Planar Shape: A friar may take the form of an outsider of the exact same alignment as its own. It may not exceed its own hit dice, and it may not be of a different alignment then its own. All equipment morphs into the friars new body. A friar behaves exactly as the outsider would, but will retain all weapon proficiencies (including improvised) if the form he chooses has the appropriate manual dexterity (If he turns into a creature of different size, he automatically loses all proficiencies, as well as one without hands similar to the Friar's own). He will also gain the proficiencies of the creature in question.

The Epic Friar[edit]

Table: The Epic Friar
Hit Die:d10

Level Special
21st Smite/Messianic Strike, final domain.
22nd Improvised weapon trick
23rd Aid the masses
25th Improvised weapon trick 2
26th People's hope
27th Hero's luck
28th Improvised weapon trick 3
30th Improvised weapon trick 4

Skill Points Per Level
6 + Int modifier per level.

Class Features[edit]

All the following are class features of the Epic Friar:

Spells: An epic friar takes his fifth and final domain at level 21. He also gains spells spells in his fourth domain at one per level, as he did before hand.

Smite: a friar may declare an attack against a creature of opposite alignment to himself as a smite attack, in which case he adds his total number of hit dice as damage to a roll, if successful. The added damage is considered to be of the friar's opposing alignment for the sake of damage reduction. If a friar is pure neutral, he cannot smite and instead learns Messianic Strike.

Messianic Strike: A friar may attack any opponent and declare the Messianic Strike, adding the number of hit dice of the most-injured member of his party in damage. The added damage is considered magic for the sake of damage reduction.

Improvised weapon trick: A friar may learn the following tricks (applied as bonus feats) with his previous improvised weapons even if he does not normally meet the requirements for the feats. These techniques otherwise act as normal feats or abilities.

  • Improved Shield bash with Tables (as a wooden tower shield) or trays (as a shield/buckler of equivalent size)
  • Improved grapple with a rope.
  • Improved disarm with a rope.
  • Cleave.
  • Weapon finesse with any weapon that is not two-handed.

They may also learn new improvised weapons:

  • Boat-oar as a great sword
  • Tree branch as portable battering ram
  • Dry reeds bundled with twine as a staff, thorned reeds usable as a spear
  • Bottle of alcohol and knife as alchemist's fire
  • Ball of yarn or twine as tanglefoot bag
  • Silverware and other cutlery for a size class two sizes larger than oneself may be wielded as tridents, greatswords and greatclubs for one's own size, provided the character has a strength to weild such things (minimum of 15 for any metal, wood has no strength penalty).
  • A chain dragged through broken glass may be used as a spiked chain.

Aid the masses: Any spell with the ability to work on a group of individuals as a target (mass healing, etc.) when cast, the friar is consider to be casting one level higher than he would normally for that spell. This spell does not work on spells that help large groups, but do not target them (feast of heroes) It may also work on offensive spells that target large groups, such as greater command or mass inflict.

People's hope: At will once per day, the friar may double his charisma modifier to a perform, diplomacy, or other charisma-based check.

Hero's luck: three times per day, you may add your charisma modifier to a saving throw. you must decide this before you roll.

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