Divine Archer (Cleric Variant)

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Divine Archer (Variant Cleric)[edit]

A ranged (mostly bow) combat oriented Cleric. Divine Archers give up their proficiency in medium and heavy armors as well as shields, while retaining their light armor and crossbow and gaining short bow and longbow proficiencies.

Making a Divine Archer[edit]

The divine archer is the epitome of ranged combat focus, with a little bit of spell casting; their abilities are only fully realized when they are holding a trusty bow. A divine archer is an invaluable asset on large, open battlefields, but will find himself greatly outmatched when the local changes in favor of a claustrophobic hallway.

Abilities: Wisdom is the driving force behind a divine archer's ability. It empowers his shots and influences certain of their skills and abilities. Dexterity increases his defense, and empowers many of his skills. Charisma may be useful to those that want to learn how to nullify their opponents ability to deflect weapons.

Races: Any race that is likely to produce at least a small number of clerics will also contain a number of its divine archer alternative. divine archers are therefore most often human.

Alignment: Any Lawful or Good

Starting Gold: 1d4×10 gp.

Starting Age: Complex

Table: The Divine Archer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day1
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +2 +2 Bonus feat, Divine Archery, Domains and Spellcasting 3 1+1 - - - - - - - -
2nd +2 +3 +3 +3 Bonus feat, Evasion 4 2+1 - - - - - - - -
3rd +3 +3 +3 +3 Turn or Rebuke Undead 4 2+1 1+1 - - - - - - -
4th +4 +4 +4 +4 5 3+1 2+1 - - - - - - -
5th +5 +4 +4 +4 5 3+1 2+1 1+1 - - - - - -
6th +6/+1 +5 +5 +5 Bonus feat 5 3+1 3+1 2+1 - - - - - -
7th +7/+2 +5 +5 +5 6 4+1 3+1 2+1 1+1 - - - - -
8th +8/+3 +6 +6 +6 6 4+1 4+1 3+1 2+1 - - - - -
9th +9/+4 +6 +6 +6 Improved Evasion 6 4+1 4+1 3+1 2+1 1+1 - - - -
10th +10/+5 +7 +7 +7 Bonus feat 6 4+1 4+1 3+1 3+1 2+1 - - - -
11th +11/+6/+1 +7 +7 +7 6 5+1 4+1 4+1 3+1 2+1 1+1 - - -
12th +12/+7/+2 +8 +8 +8 6 5+1 4+1 4+1 3+1 3+1 2+1 - - -
13th +13/+8/+3 +8 +8 +8 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1 - -
14th +14/+9/+4 +9 +9 +9 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1 - -
15th +15/+10/+5 +9 +9 +9 Bonus feat 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 -
16th +16/+11/+6/+1 +10 +10 +10 Divine Mastery 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 -
17th +17/+12/+7/+2 +10 +10 +10 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18th +18/+13/+8/+3 +11 +11 +11 Power Shot 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19th +19/+14/+9/+4 +11 +11 +11 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20th +20/+15/+10/+5 +12 +12 +12 Bonus feat 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Hide (Dex), Knowledge (arcana, religion, the planes) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Wis), Spot (Int)

Class Features[edit]

All of the following are class features of the divine archer.

Weapon and Armor Proficiency: Divine archers are proficient with any type of bow. Further, they are proficient with crossbow (light or heavy), dagger, handaxe, javelin, quarterstaff

Divine archers are proficent with light armor and sheilds (except tower sheilds)

Divine Archery: The divine archer strikes with intuition, and understands perfectly the workings of the bow. He furthermore channels divine energy in his shots. At 1st level, he gains the benefits of the Divine Archery feat (Complete Warrior) as long as he wears light or no armor, allowing him to use his Wisdom modifier for attack rolls. Divine Archery does apply to crossbows

Bonus Feat: A divine archer gains a number of bonus feats as he improves. He gains one at 1st, 2nd, 6th, 10th, 15th and 20th. He may choose any of the following: Deflect Arrows, Far Shot, Improved Precise Shot, Manyshot, Mounted Archery, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run and Snatch Arrows. When choosing bonus feats, the divine archer may apply his Wisdom score to any prerequisite usually involving Dexterity. For instance, he may apply for the Manyshot feat if he has a Wisdom score of 17.

Domains and Spellcasting: The divine archer, since they are clerics who focused on archery in battle, gain access to the cleric spellbooks and domains. The Divine archers deity influences his alignment, what magic they can perform, their values, and how others see them. A divine archery chooses two domains from among those belonging to his deity. A divine archer can select an alightment domain (Choas, Evil Good or Law) only if their alignment matches that domain

Evasion: At 2nd level or higher if a divine archer 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 a divine archer is wearing light armor or no armor. A helpless divine archer does not gain the benefit of evasion.

Turn of Rebuke Undead: Any divine archer, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).

A good divine archer (or a neutral divine archer who worships a good deity) can turn or destroy undead creatures. An evil divine archer (or a neutral divine archer who worships an evil deity) instead rebukes or commands such creatures. A neutral divine archer of a neutral deity must choose whether his turning ability functions as that of a good divine archer or an evil divine archer. Once this choice is made, it cannot be reversed. This decision also determines whether the divine archer can cast spontaneous cure or inflict spells.

A divine archer may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A divine archer with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

Improved Evasion: At 9th level, a divine archer’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless character does not gain the benefit of improved evasion.

Divine Mastery: At 16th level, a divine archer's mastery over his weapons of choice increases. The critical multiplier of any shortbow or longbow in his hands increases by one and becomes ×4.

Power Shot: At 18th level, a divine archer gains the ability to, through superior manipulation of divine energies, empower his arrows by sacrificing accuracy. He may take a voluntary penalty to his attack roll less than or equal to his Wisdom modifier, and gains a bonus equal to that penalty to his damage rolls.

Ex-Divine Archers[edit]

A divine archer who becomes non-good or non-lawful, cannot gain new levels as a divine archer, but retains all divine archer abilities.

Like a member of any other class, a divine archer may be a multiclass character, but multiclass divine archers face a special restriction. A divine archer who gains a new class or (if already multiclass) raises another class by a level may never again raise her zen archer level, though she retains all her zen archer abilities.

A divine archer may however multiclass as a cleric and vice versa, without worrying about this restriction. A divine archer that takes a level in cleric may still advance his divine archer level, and the other way around.

A cleric may however multiclass as a divine archer and vice versa, without worrying about this restriction. A cleric that takes a level in divine archer may still advance his cleric level, and the other way around.

Epic Divine Archer[edit]

Table: The Epic Zen Archer[edit]

Hit Die: d8

Level Special
25th Bonus feat
30th Bonus feat
4 + Int modifier skill points per level.

Epic Divine Archer Bonus Feat List:

Armor Skin, Blinding Speed, Combat Archery. Distant Shot, Epic Dodge, Epic Prowess, Epic Reflexes, Epic Speed, Exceptional Deflection, Extended Life Span, Improved Combat Reflexes, Improved Manyshot, Infinite Deflection, Instant Reload, Reflect Arrows, Swarm of Arrows, Uncanny Accuracy

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