Angel Disciple, Variant (3.5e Prestige Class)

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Ardwyn Lothruin - art by Sinad Jaruartjanapat

Angel Disciple[edit]

I am the scion of Megatron; you have no power over me, devil.
—Ada Of, Human Angel Disciple

As those who possess the magical blood of dragons can turn their blood into a physical manifestation, so too can those whose blood flows with holy light call on this ingrained power. The Angel Disciple begins his transformation into a being of the Upper Planes, eventually joining his outsider brothers. They gain a connection to the divine.

Becoming an Angel Disciple[edit]

Angel Disciples gain the powers of angels, growing wings and gaining angelic abilities.

Entry Requirements
Alignment: Any good.
Skills: Knowledge Religion 5 ranks.
Special: Must have an innate divine connection.
Table: The Angel Disciple

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Caster level/Ability by level
Fort Ref Will
1st +0 +2 +0 +0 Divine Grace, Turn Undead, Wings (Poor) +1 level of existing divine spellcasting class
2nd +1 +3 +0 +0 Wrath, Exaltation, Fast Healing +1 level of existing divine spellcasting class
3rd +2 +3 +1 +1 Consecrate Weapon +1 +1 level of existing divine spellcasting class
4th +3 +4 +1 +1 Revelation, Wings (Average) +1 level of existing divine spellcasting class
5th +3 +4 +1 +1 Radiance +1 level of existing divine spellcasting class
6th +4 +5 +2 +2 Consecrate Weapon +2 +1 level of existing divine spellcasting class
7th +5 +5 +2 +2 Wings (Good) +1 level of existing divine spellcasting class
8th +6 +6 +2 +2 Divine Sight +1 level of existing divine spellcasting class
9th +6 +6 +3 +3 Consecrate Weapon +3 +1 level of existing divine spellcasting class
10th +7 +7 +3 +3 Angel Apotheosis, Wings (Perfect) +1 level of existing divine spellcasting class

Class Skills (6 + Int modifier per level)
Appraise (Int), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), All Knowledge (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Angel Disciple.

Weapon and Armor Proficiency: An Angel Disciple is proficient with all simple and martial weapons, and with light armor and shields (except tower shields)

Spells per Day/Spells Known: When a new Angel Disciple level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained with the exception of turning or rebuking undead, and for all level-dependent domain granted powers. If he had more than one divine spellcasting class before becoming an Angel Disciple, he must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Divine Grace (Su): An Angel Disciple gains a bonus equal to his Charisma bonus (if any) on all saving throws, as a paladin.

Turn Undead (Su): An Angel Disciple can turn undead as a good cleric of his Angel Disciple level would. If he is also a cleric (or paladin), he instead adds his Angel Disciple levels to his effective cleric levels to determine his turning capability and gains 1 additional turn undead attempt per Angel Disciple level.

Wings (Ex): When he enters the class, the Angel Disciple undergoes a sudden transformation, sprouting feathered wings. However their use is limited as they fly with clumsy maneuverability. If the Angel Disciple had a fly speed before entering the class, he gains the higher maneuverability and fly speed. Every 3 levels, the Angel Disciple's maneuverability and fly speed rises by a degree to perfect at 10th level.

Wings(Poor) - 30 feet or equal to the Angel Disciple's base land speed, whichever is higher.

Wings(Average) - 45 feet or equal to the Angel Disciple's base land speed, whichever is higher.

Wings(Good) - 60 feet or equal to the Angel Disciple's base land speed, whichever is higher.

Wings(Perfect) - 75 feet or equal to twice the Angel Disciple's base land speed, whichever is higher.

Wrath (Su): At 2nd level, the Angel Disciple's inner radiance gives him the power to strike foes with the wrath of the heavens. The Angel Disciple may harness his divine power as a swift action to gain a sacred bonus on all attack and damage rolls for the round equal to 1/2 his wisdom modifier.

Exaltion (Ex): The Angel Disciple is suffused with holy energy, taking a step closer to the divine. He gains a bonus feat and bonus domain that he meets the prerequisites for. He may spontaneously cast 1 domain spell of each level that he has access to once per day, not consuming a spell slot. The Angel Disciple gains this ability at 2nd level and again at 5th and 8th level.

Fast Healing (Su): At 2nd level, the Angel Disciple is filled with positive life energy, gaining fast healing 1.

Consecrate Weapon (Su): At 3rd level, the Angel Disciple gains the ability to consecrate a weapon he touches. The Angel Disciple must be proficient with the weapon and while he may revoke a weapon’s consecration whenever he chooses, he cannot have more than one weapon consecrated at a time. This limit is increased to a maximum of 2 consecrated weapons at 9th level. A consecrated weapon is suffused with the spirit of the Angel Disciple, becoming a glorious and exalted version of its former self. Its hardness and hit points are increased by 10 + the Angel Disciple's constitution modifier. He gains the Item Familiar feat with the first of his consecrated weapons, and the weapon's capabilities are improved as such. Should the Angel Disciple revoke this first consecration and apply it to a new weapon, this new weapon becomes his Item Familiar, maintaining all special abilities and investments it previously had. As a free action, he may summon a weapon to his hand, wherever it might be. A destroyed consecrated weapon reforms 24 hours after its initial destruction and may be summoned as usual. A creature attempting to handle the weapon without the Angel Disciple's consent takes 1d8 points of damage and one negative level for each round they attempt wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. When consecrated, the weapon’s enhancement bonus is increased by +1 and and its damage dice is increased to 1d6. Consecrated weapons deal force damage or their base damage type, whichever the Angel Disciple chooses. When consecrating a weapon, the Angel Disciple may imbue it with a special weapon ability having a +1 weapon bonus. The Angel Disciple is treated as having weapon focus and the power attack feat while wielding a consecrated melee weapon. If the consecrated weapon is a ranged weapon, he gains instead gains weapon focus and point blank shot while wielding it. If the Angel Disciple already one has or more of these feats, he may substitute duplicates he would gain with alternate feats that requires the duplicate feats as a prerequisites.

The Angel Disciple's ability to consecrate a weapon is improved at 6th level. The weapon’s enhancement bonus and the maximum weapon bonus of the imbued special weapon ability(ies) are increased by an additional +1 and its damage dice is increased to 2d6. The Angel Disciple may deliver effects requiring a melee touch attack with a consecrated melee weapon. If the consecrated weapon is a ranged weapon, he may now make power shots with it. This ability works the same as the power attack feat, only it may be used with ranged weapon attacks.

The Angel Disciple's ability to consecrate a weapon is improved at 9th level. The weapon’s enhancement bonus and the maximum weapon bonus of the imbued special weapon ability(ies) are increased by an additional +1 and its damage dice is increased to 3d6. When making an attack with a consecrated melee weapon, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally, even for the purposes of melee touch effects that would normally only target one creature. If the consecrated weapon is a ranged weapon, he may now attack with it in a threatened square and not provoke an attack of opportunity.

Revelation (Ex): At 4th level, the Angel Disciple chooses a number of skills equal to twice his intelligence modifier. He gains a +4 bonus on these skills. This bonus increases by 1 for each Angel Disciple level attained thereafter.

Radiance (Su): At 5th level, the Angel Disciple has learned to harness his divine power and manifest it in the form of a radiant halo that follows him over the top of his head. The caster level for this supernatural ability is equal to his HD. The Angel Disciple may manifest a halo once per day (twice per day at 10th level) as full-round action and it remains active for a number of rounds equal to his caster level. While active, the halo shines purifying light in a 50 foot radius emanation centered on the Angel Disciple. This radius increases by 10 feet for each Angel Disciple level gained thereafter. This light dispels darkness spells and effects of any level. While in the aura of a purifying halo, evil characters, fiends, and undead suffer 1d8 points of damage and take a -1 penalty to their armor class, attack rolls, saving throws, skill checks, and ability checks. For every three caster levels, creatures suffer an additional 2d8 points of damage and a further -1 penalty. A will save may be attempted to half the damage taken, DC 10 + 1/2 the halo's caster level + wisdom modifier. An affected creature attempting to cast a spell or use a spell-like ability must make a concentration check at the same DC +5 or the spell flickers out. Creatures take damage from a purifying halo if they are caught in the area when it is initially manifested and when they begin their turn inside of the emanation. The Angel Disciple may specify creatures to exclude from its effect while manifesting it. Anyone who enters the emanation immediately becomes subject to its effect, but creatures that leave are no longer affected.

Divine Sight (Ex): At 8th level, the Angel Disciple perceives the world through the lens of the divine. He gains the benefits of true seeing, as the spell.

Angel Apotheosis (Ex): At 10th level the Angel Disciple has finally bonded with his blood in such a way as to utterly transform him forever. The Angel Disciple gains the benefits of the half celestial template. The Angel Disciple becomes an outsider with the Good subtype and ceases to age, no longer takes penalties to his ability scores for aging. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue. If the Angel Disciple was already an outsider before gaining this ability, he instead gains the benefits of the ascended angel template. In such a case, the Angel Disciple no longer merely emulates an angel's abilities, instead becoming a full-fledged angel himself.

Table: The Epic Angel Disciple
Level Special
11th Bonus Feat
12th
13th Bonus Feat
14th
15th Bonus Feat
16th
17th Bonus Feat
18th
19th Bonus Feat
20th

Campaign Information[edit]

Playing a Angel Disciple[edit]

Combat: Naturally skillful and powerful in attack and defense, the levels spent growing as an angel only serve to augment whatever class they had been previously. Typically this is cleric or paladin, both which work nicely with it.

Advancement: Divine classes work well with this class, specifically martial oriented ones.

Resources: Angel Disciples are rare, few, and far between. An appearance of one often brings change, both good from their acts, and ill by those who with him harm.

Angel Disciples in the World[edit]

My wings are a reminder to me that I carry the burden of the world on my shoulders, yet I still have the power to overcome, and soar with this weight.
—Lemegeton, Human Angel Disciple

Angel Disciples often find themselves with divine purpose. Whatever charge they take up, they take it up with faith and fervor.

NPC Reactions: Angel Disciples, thanks to their wings, are often confused with actual angels. As such, they are treated as such, with awe, respect, fear, and wonder.

Angel Disciple Lore[edit]

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

Knowledge Religion
DC Result
10 Angel Disciples are those who have angelic heritage, and can use it to empower themselves.
15 An Angel Disciple has wings, eventually they are as agile as the wind itself.
20 An Angel Disciple shares many of the strengths and immunities of actual angels. This reveals all typical angel traits.
30 Those who reach this level of success can learn about a specific Angel Disciple, their whereabouts, and activities.

Angel Disciples in the Game[edit]

Angel Disciples may play the part of saint or healer, a blessed person the PCs may have to protect, or a friendly and wise mentor who has seen it all.

Adaptation: Many abilities can be swapped out for their evil equals, making a Fiendish Disciple.

Sample Encounter: Lemegeton, the wise head priest at the church, is being targeted by devils due to some recent and very dangerous truenames he acquired. Save Lemegeton and get the important data from him successfully.

EL whatever: 16



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