Archer of Divine Undeath (3.5e Class)

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Archer of Divine Undeath[edit]

Not all rangers seek animals for companionship in their hunt, others seek the divine gods of undeath to empower them to new heights.
The Divine Death Archer is a priest with a bow who uses the necromantic arts to aid them in their journey. Unlike other neromancers, the Archer of Divine Undeath isn't seen as evil when casting necromancer spells, instead they are seen as divine miracles of the gods.

Making a Archer of Divine Undeath[edit]

Alignment: Any except Evil.

Starting Gold: 1D6 ×10 gp .


Table: The Archer of Divine Undeath

Hit Die: 1d10 +CON

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +2 +0 Divine Arrow, Divine Necromancy, Necrotic Empathy, Spellcasting, Track 3 2
2nd +3 +3 +0 + Channel Divinity(1/rest), Combat Style, Minor Undead Companion 3 3
3rd +3 +3 +3 +1 Command Undead, Endurance 3 4 2
4th +4 +4 +4 +1 Channel Divinity(2/rest), Undead Animal Companion 4 4 3
5th +4 +3 +4 +1 Divine Arrow, Divine Necromancy 4 4 3 2
6th +6/+1 +5 +5 +2 Channel Divinity(3/rest), Improved Combat Style, 4 4 3 3
7th +7/+2 +5 +5 +2 Woodland Stride, Stealthy 4 4 3 3 1
8th +8/+3 +6 +6 +2 Channel Divinity(4/rest), Swift Tracker 4 4 3 3 2
9th +9/+4 +6 +6 +3 Evasion 4 4 3 3 3 1
10th +10/+5 +7 +7 +3 Channel Divinity(5/rest), Divine Arrow, Divine Intervention 5 4 3 3 3 2
11th +11/+6/+1 +7 +7 +3 Combat Style Mastery, 5 4 3 3 3 2 1
12th +12/+7/+2 +8 +8 +4 Channel Divinity(6/rest), Improved Divine Necromancy 5 4 3 3 3 2 1
13th +13/+8/+3 +8 +8 +4 Camouflage 5 4 3 3 3 2 1 1
14th +14/+9/+4 +9 +9 +4 Channel Divinity(7/rest) 5 4 3 3 3 2 1 1
15th +15/+10/+5 +9 +9 +5 Blessed Divine Arrow 5 4 3 3 3 2 1 1 1
16th +16/+11/+6/+1 +10 +10 +5 Channel Divinity(8/rest) 5 4 3 3 3 2 1 1 1
17th +17/+12/+7/+2 +10 +10 +5 Hide In Plain Sight 5 4 3 3 3 2 1 1 1 1
18th +18/+13/+8/+3 +11 +11 +6 Channel Divinity(9/rest) 5 4 3 3 3 2 1 1 1 1
19th +19/+14/+9/+4 +11 +11 +6 Deathless Mastery 5 3 3 3 2 2 2 1 1
20th +20/+15/+10/+5 +12 +12 +6 Channel Divinity(10/rest), Divine Intervention improvement, Divine Army 5 4 3 3 3 2 2 2 1 1

Class Skills (6 + Int modifier per level, ×4 at 1st level))
Acrobatics (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (Arcana) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Perception (Wis), Profession (Wis), Ride (Dex), Search (Int), Sleight of Hand (Dex), Spot (Wis), Sense Motive (Wis), Survival (Wis), Swim (Str), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Archer of Divine Undeath.

Weapon and Armor Proficiency: A Archer of Divine Undeath is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Spells: Beginning at 1st level, a Archer of Divine Undeath gains the ability to cast a small number of divine spells, which are drawn from the Ranger or Cleric spell list. A Archer of Divine Undeath must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a Archer of Divine Undeath must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Charisma modifier.

Like other spellcasters, a Divine Death Archer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Archer of Divine Undeath. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Archer of Divine Undeath indicates that the Archer of Divine Undeath gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

A Archer of Divine Undeath prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger or Cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.


Divine Arrow A Archer of Divine Undeath empowers an arrow to bring an opponent back as an undead minion of the Archer of Divine Undeath if the arrow kills them or if it hits them within 1 round of death. The affected arrow gets a +1d4 to its damage. An Archer of Divine Undeath is only able to enchant one Divine Arrow per Spell level every day, with an additional one per CHA modifier. At level 5 when a Archer of Divine Undeath hits with an arrow empowered by Divine Arrow, it deals an additional +1d6 to its damage. At level 10 When a arrow hits the arrow deals an additional +1d10 to its damage. As long as the Arrow is in the opponent when they die, they come back as an undead minion. At level 15 the arrow deals an additional +1d12 damage. When the arrow hit it has a 50% chance to break off leaving the arrow head embedded into the target.


Divine Necromancy An Archer of Divine Undeath is a servant of a god of Undeath, thus any spells they cast with the Necromancy school type are treated as Lawful Good spells. Spells they cast of this school that would deal damage instead deals Radiant Damage instead of any other type.

When you create undead creatures they always take the form of glowing Skeletons giving off Radiant Light. They light up an area 1-foot around them.

At level 5 the amount of Undead you can control is doubled to 4HD/Spell Level.

At level 11 the amount of undead is doubled again, becoming 8HD/Spell Level.


Necrotic Empathy A Archer of Divine Undeath can improve the attitude of an undead. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his caster level and his Charisma bonus to determine the Necrotic Empathy check result. The typical undead has a starting attitude of indifferent, while intelligent undead are usually unfriendly.

To use Necrotic Empathy, the Archer of Divine Undeath and the Undead must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an undead in this way takes 1 minute, but, as with influencing people, it might take more or less time.


Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Heal and Minor Smite. If you use Heal it heals one target of your choice 1d6* every 2 levels. Undead are not harmed by this. If you use Smite it deals 1d6 + CHA modifier spell level.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or Long Rest to use your Channel Divinity again.


Combat Style At 2nd level, a Archer of Divine Undeath must select archery. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the Archer of Divine Undeath selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.


Minor Undead Companion A Archer of Divine Undeath may begin play with a companion selected from the following list: skeleton bird, skeletal snake, skeleton rat. This undead is a loyal, intelligent companion that accompanies the necromancer on his adventures until destroyed or released. Aside from this, a 1st-level Archer of Divine Undeath's companion is completely typical for its kind except as that it is a skeleton.

If the player chooses not to start with an Undead Companion or if his previous companion dies or is released, he can gain a new one by use of Black Arrow or Animate Dead. This undead is permanent (unless destroyed or released) regardless of the normal duration of the means by which it was raised. Alternatively, he can gain a new one by performing a ceremony with an appropriate dead body and 24 uninterrupted hours of meditation.


Command Undead A Archer of Divine Undeath can command undead creatures by channeling divine energy through his body. When a necromancer controls undead he can control 2 HD/spell level. No check is required.


Endurance A Archer of Divine Undeath gains Endurance as a bonus feat at 3rd level


Undead Animal Companion At 4th level, a Archer of Divine Undeath gains an Undead animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, medium shark, and squid. This animal is a loyal companion that accompanies the Archer of Divine Undeath on his adventures. These animals are considered undead and gain all benefits of the undead; aside from that, they retain the normal characteristics of their respective kind.


Improved Combat Style at 6th level, a Archer of Divine Undeath’s aptitude in his chosen combat style (archery) improves. He is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the Archer of Divine Undeath’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.


Stealthy At 7th level, a Archer of Divine Undeath gains the Stealthy feat.

Woodland Stride Starting at 7th level, a Archer of Divine Undeath may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.


Swift Tracker Beginning at 8th level, a Archer of Divine Undeath can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.


Evasion At 9th level, a Archer of Divine Undeath can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Dark Ranger is wearing light armor or no armor. A helpless Archer of Divine Undeath does not gain the benefit of evasion.


Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.

Imploring your deity's aid requires you to use your action. Describe the assistance you seek, and roll a d20. If you roll a number equal to or lower than your Spell level, your deity intervenes. If your deity intervenes, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.

At 20th level, your call for intervention succeeds automatically, no roll required.


Combat Style Mastery At 11th level, a Archer of Divine Undeath’s aptitude in his chosen combat style (archery) improves again. He is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the Archer of Divine Undeath's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.


Camouflage A Archer of Divine Undeath of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.


Blessed Divine Arrow Starting at Level 15, when a Archer of Divine Undeath uses the Divine Arrow feat they heal ether themselves or one target a number of HP equal to half the damage they dealt.


Hide in Plain Sight While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.


Deathless Mastery Starting at level 19 when a Archer of Divine Undeath cast a heal spell they may heal one additional creature per their charisma Modifier.


Divine Army At level 20 a Archer of Divine Undeath gains more power over the dead. When you cast a spell that animated the dead you may raise a number of corpses equal to your spell level. The amount of Undead you can control at this point is doubled from the Divine Necromancy skill.



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