Harbinger (3.5e Class)
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- 1 Harbinger
- 1.1 Making a Harbinger
- 1.2 Campaign Information
When the gods send word of doom and discord, it is through their Harbingers. It is through these powerful orators that their laws are given to the mortal masses. But Harbingers aren't just great orators, they also command powerful spells of their deity's choice, and use them in their persuasion of those who turn away from their deity's omens.
Making a Harbinger
Strong Points: Spells- A Harbinger has access to the most potent and dangerous divine spells. Good Saves- A Harbinger's saves are decent, and thus a Harbinger can take on challenges that others might not be able to accomplish. Weak Points: Low Hitpoints- Harbingers don't have too many hit points, preferring to stay in the back of a group. Bad Attack Bonus- Harbingers don't get good attack bonuses, as they use spells more often than physical strikes.
Abilities: Wisdom and Charisma should be your two greatest attributes. Wisdom is used predominantly in spellcasting, as well as a few Harbinger Features, while Charisma is a must for the Harbinger's Word of Omen class feature.
Races: Humans are predominantly the majority race of Harbingers in the world, While elves and half-elves are a close second. Halflings and Gnomes rarely become Harbingers, because of the class' hard line beliefs, and Dwarves sparsely become harbingers due to their awkwardness among other races.
Alignment: A Harbinger must be his or her deity's exact Alignment.
Starting Gold: 1d4X4 Starting Age: Simple
|Saving Throws||Special||Spells per Day|
|1st||+0||+0||+0||+2||Astral Companion, Turn or Rebuke Undead, Word of Omen (Omen of Doom -1, Omen of Courage +1)||3||1+1||—||—||—||—||—||—||—||—|
|3rd||+1||+1||+1||+3||Omen of Courage +2||5||3+1||1+1||—||—||—||—||—||—||—|
|5th||+2||+1||+1||+4||Omen of Doom -2||6||5+1||3+1||1+1||—||—||—||—||—||—|
|6th||+3||+2||+2||+5||Omen of Courage +3||6||6+1||4+1||2+1||—||—||—||—||—||—|
|10th||+5||+3||+3||+7||Omen of Doom -3||6||6+||6+1||6+1||4+1||2+1||—||—||—||—|
|12th||+6/+1||+4||+4||+8||Omen of Courage +4||6||6+1||6+1||6+1||6+1||4+1||2+1||—||—||—|
|15th||+7/+2||+5||+5||+9||Omen of Doom -4||6||6+1||6+1||6+1||6+1||6+1||5+1||3+1||1+1||—|
|18th||+9/+4||+6||+6||+11||Omen of Courage +5||6||6+1||6+1||6+1||6+1||6+1||6+1||6+1||4+1||2+1|
|20th||+10/+5||+6||+6||+12||Omen of Doom -5||6||6+1||6+1||6+1||6+1||6+1||6+1||6+1||6+1||4+1|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Harbinger.
Weapon and Armor Proficiency: Harbingers are proficient with all simple weapons, and light armor, but not shields.
Spells: A Harbinger casts divine spells, which are drawn from the Harbinger spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Harbinger must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a Harbinger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Harbinger’s spell is 10 + the spell level + the Harbinger’s Wisdom modifier.
Like other spellcasters, a Harbinger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Harbinger. In addition, he receives bonus spells per day if he has a high Wisdom score. A Harbinger also gets one domain spell of each spell level he can cast, starting at 1st level. When a Harbinger prepares a spell in a domain spell slot, it must come from one of his two domains (see Deity, Domains, and Domain Spells, below).
Harbingers meditate or pray for their spells. Each Harbinger must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a Harbinger can prepare spells. A Harbinger may prepare and cast any spell on the Harbinger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Deity, Domains, and Domain Spells: A Harbinger’s deity influences his alignment, what magic he can perform, his values, and how others see him. A Harbinger chooses two domains from among those belonging to his deity. A Harbinger can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
Each domain gives the Harbinger access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The Harbinger gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a Harbinger prepares one or the other each day in his domain spell slot. If a domain spell is not on the Harbinger spell list, a Harbinger can prepare it only in his domain spell slot.
0—Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food/Drink, Read Magic, Resistance, Virtue
1st—Bane, Bless, Bless Water, Cause Fear, Comprehend Languages, Cure Light Wounds, Curse Water, Divine Favor, Doom, Endure Elements, Magic Stone, Magic Weapon, Obscuring Mist, Remove Fear, Sanctuary, Shield of Faith
2nd—Aid, Augury, Cat's Grace, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Desecrate, Eagle's Splendor, Owl's Wisdom, Make Whole, Remove Paralysis, Lesser Restoration, Shatter, Silence, Sound Burst, Spiritual Weapon, Zone of Truth
3rd— Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Magic Vestment, Obscure Object, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Water Breathing, Water Walk, Wind Wall
4th—Air Walk, Control Water, Cure Critical Wounds, Death Ward, Discern Lies, Divination, Divine Power, Freedom of Movement, Giant Vermin, Greater Magic Weapon, Neutral Poison, Lesser Planar Ally, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Tounges
5th— Atonement, Break Enchantment, Commune, Flame Strike, Hallow, Insect Plague, Mark of Justice, Righteous Might, Scrying, Slay Living, Spell Resistance, True Seeing, Unhallow, Wall of Stone
6th— Animate Object, Blade Barrier, Mass Cat's Grace, Greater Dispel Magic, Mass Eagle's Splendor, Find the Path, Forbiddance, Geas/Quest, Harm, Heal, Heroes' Feast, Mass Owl's Wisdom, Planar Ally, Wind Walk
7th— Blasphemy, Control Weather, Destruction, Dictum, Holy Word, Refuge, Regenerate, Repulsion, Greater Restoration, Resurrection, Greater Scrying, Word of Chaos
8th— Cloak of Chaos, Discern Location, Earthquake, Firestorm, Holy Aura, Greater Planar Ally, Shield of Law, Greater Spell Immunity, Unholy Aura
9th— Energy Drain, Implosion, Miracle, Storm of Vengeance, True Ressurection
Astral Companion (Su): At creation, a Harbinger is given an astral companion by his or her deity. The form differs between the alignments of deities, but the details of an astral companion's appearance are completely up to the character, besides height. For a Lawful, Neutral, or Chaotic Good character, the Companion's appearance is an Angel or Archon, a Lawful, Neutral or Chaotic Evil Companion is an Imp or Quasit. A Lawful Neutral companion is an Inevitable, and a Chaotic Neutral one is a Slaad. True Neutral character can choose any form they wish. The advancement of your Astral Companion is shown on Table: The Astral Companion.
If a harbinger falls out of the favor of their deity, they lose all of their spells and are rendered impotent in that respect. Dependent upon the deity, harbingers who fail to carry out their duties may be subject to termination by their deities. Ex-harbingers usually revert or turn to commoner life if they do not die as a result.
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|29th||<-any improvements to class features gained at this level, including any bonus feats->|
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