Dark Priest (3.5e Class)

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Dark Priest[edit]

A priest devoted to the powers of shadow and mental manipulation. By turning into his glowing dark shadow form, he sacrifices all healing spells for offensive magic.

Making a Dark Priest[edit]

Most of his magic can't be seen but is more susceptible to taking melee damage with lowered HP but magic buffable AC. Works well as an offensive strategist in distance and can come in handy in infiltration.

Abilities: Able to switch between a healing or damage focused form.

Races: All races.

Alignment: Cannot be any Good.

Starting Gold: 5d4 x 10

HP d6 [Hp reduced by 1/3 of maximum health in 'Shadow Form']


div>Table: The Priest/div> Hit Die: d4
Level Basebr/>Attack Bonus Saving Throws Special Spells per Day
Fort Ref Will 0 1sup>st/sup> 2sup>nd/sup> 3sup>rd/sup> 4sup>th/sup> 5sup>th/sup> 6sup>th/sup> 7sup>th/sup> 8sup>th/sup> 9sup>th/sup>
1st +0 +0 +0 +2 Praycast, Domain 3 1
2nd +1 +0 +0 +3 Divinity 2 4 2
3rd +1 +1 +1 +3 4 2 1
4th +2 +1 +1 +4 Turn or Rebuke Undead 4 3 2
5th +2 +1 +1 +4 4 3 2 1
6th +3 +2 +2 +5 Improved Domain 4 3 3 2
7th +3 +2 +2 +5 Divinity 4 4 4 3 2 1
8th +4 +2 +2 +6 4 4 3 3 2
9th +4 +3 +3 +6 Divine Self 4 4 4 3 2 1
10th +5 +3 +3 +7 4 4 4 3 3 2
11th +5 +3 +3 +7 Greater Domain 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Divinity 6 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 Divine Protection 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 Divinity 8 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Improved Praycast 4 4 4 4 4 4 4 4 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)br/> Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).

All of the following are class features of the Priest.

Weapon and Armor: A priest is not proficient with any armor or weapon. Priests cannot cast divine spells while wielding weapons in hand or while wearing armor. Typically, A priest wields robes instead.


Praycast: As a move action while holding the charge of a touch spell, the priest can deliver the touch attack spell he holds instantaneously to any target within 30 feet by thinking of that target's name and face. Praycasting cannot miss and does not require you to perceive the target.


Shadowform: A move that takes a turn to shift into: Allows the casting of shadow spells while sacrificing all original Cleric/Priest spells and all that come from their domains. Max HP is reduced to 2/3 of total in this form but gains a fixed +1 AC.


Divinity: At level 2, Whenever the Priest casts a spell on his ally other than himself, he may add a +2 divine bonus to any check or variable numeric roll he makes. This bonus increases to +4 at level 7, to +6 at level 12 and to +8 at level 17 [Cannot be used in Shadow Form].


Domain: The Priest may select any one Domain a cleric could choose, and add those spells to his spell list as soon as he is able to cast them. He also gains the power of that domain. Domain traits are limited in Shadow Form.


Shadow touch: From a distance of 20ft the priest can touch an enemy affectable by shadow and psychic magic with a spell 1d6 per level of the Dark Priest. The effect, if critted, has chance to stun a target for one turn or, in rarer occasions, cause strange mind effects. Can be used twice a day per level of the Dark Priest. Example: 6 times a day at level 3 (amount of times a day affected by Wis Modifier)


Spells: A cleric casts divine spells, which are drawn from the cleric 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 cleric must choose and prepare his spells in advance (see below). To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier. Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deity, Domains, and Domain Spells, below). Clerics meditate or pray for their spells. Each cleric 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 cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

In Shadow Form all Cleric spells are sacrificed for their Dark magic counterpart.

Every even level a Cleric can completely sacrifice a regular Cleric spell to gain a unique, permanent shadowy version of that spell without having to be limited to praying that day to receive it. The spells refresh per day. The amount of times that spell can be used per day depends on the level the Dark Priest sacrificed that spell. For example, a level 3 Dark Priest would be able to cast a spell he sacrificed upon leveling to level 3 three times per day, while the spell he sacrificed at level 2 will remain to be only used twice per day.


Mind Control At level 4 the priest can channel a spell to try and control the mind of another creature affectable by psychic and shadow abilities. The target will roll a will saving throw every turn of being affected and must pass with a roll higher than 10 + the Dark Priest's Wis modifier + half the Dark Priest's level (rounded down).


Mind Seed At level 4 the priest can channel words into a creature affectable by psychic and shadow abilities' mind from the distance of 40ft of unobscured space.


Shadow Fiend At level 7 the priest can summon an intelligent shadow fiend whose shape, stats and abilities depend on the Domain and Deity of the Dark Priest.


Divine Self: At level 9, Whenever the priest casts a spell on himself, he does not provoke attacks of opportunity.


Greater Domain: At level 11, The Priest's chosen domain gets improved once more, the domain's power is now doubled and he may add any mass or swift variants of the spells in his domain to his spell list as soon as he is able to cast them. (This includes any less or more powerful variants gained from Improved Domain.)


Divine Protection: At level 14, Whenever the priest is unable to choose or perform actions on his turn. He may instead spend his entire turn casting a spell on himself.


Improved Praycast: At level 20, Praycasting can be done as a swift action instead and its range increases to 60 ft.

Ex-Dark Priests[edit]

.

Dark Priest Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armorbr/>Checkbr/>Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Dark Priest[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Dark Priests in the World[edit]

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Dark Priest Lore[edit]

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

DC Result
5 .
10 .
15 .
20 .

Dark Priests in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .



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