Celestial Caster (3.5e Prestige Class)
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A celestial caster is a warlock who took his demonic powers and willed them to aid him in his fight against evil. His eldritch abilities have a golden glow rather than black to show his detachment from his demonic roots now that he is a paragon of good.
Hit Die: d6.
To qualify to become a celestial caster, a character must fulfill all the following criteria.
- Alignment: Chaotic good.
- Special: Eldritch Blast 3d6
The Celestial Caster's class skills are the same as his previous class (or classes).
Skill Points at Each Level: 2 + Int modifier.
|1st||+0||+0||+0||+2||Aura of Good, Detect Evil, Lesser Invocations||1|
|2nd||+0||+0||+0||+3||Celestial Blast +1d6, Miraculous Health||1|
|3rd||+1||+1||+1||+3||Aura of Courage, Healing Energy||2|
|4th||+1||+1||+1||+4||Celestial Blast +2d6||2|
|5th||+2||+1||+1||+4||Heroic Endurance +1||3|
|6th||+2||+2||+2||+5||Celestial Blast +3d6, Greater Invocations||4|
|7th||+3||+2||+2||+5||Heroic Endurance +2||4|
|8th||+3||+2||+2||+6||Celestial Blast +4d6||5|
|9th||+4||+3||+3||+6||Heroic Endurance +3||5|
|10th||+4||+3||+3||+7||Celestial Blast +5d6, Energy Resistance 5||6|
Weapon and Armor Proficiency: Celestial Casters gain no proficiency with any weapon or armor.
Invocations Known: Celestial Casters learn new invocations at the rate shown on the table: Celestial Caster.
Aura of Good: The power of a celestial caster's aura of good (see the detect good spell) is equal to his celestial caster level.
Detect Evil: At will, a celestial caster can use detect evil, as the spell.
New Invocations: At 1st level, and again at 5th level, a celestial caster can learn invocations from the level shown on the table: Celestial Caster.
Celestial Blast: A celestial caster's eldritch blast increases at the same rate as a normal eldritch blast but now has +2 attack bonus against evil creatures. This effect does not count as eldritch essence as it is permanently alters the eldritch blast ability.
Miraculous Health: At 2nd level a celestial caster becomes immune to all natural and magical diseases along with all natural and magical poisons.
Healing Energy: Beginning at 3rd level, a celestial caster can heal damage equal to his celestial blast damage once per day as a full round action. This can be distributed in intervals of d6, such as if a celestial caster had 4d6 celestial blast he could heal one person 1d6 damage and himself 3d6.
Heroic Endurance: At 5th level and again at 7th and 9th, a celestial caster adds +1 to his natural armor class.
Energy Resistance: At 10th level a celestial caster gains energy resistance 5 to one specific energy type.