Divine Swordsman (3.5e Prestige Class)

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Divine Swordsman {{DnD prestige Class

|desc=Divine Swordsmen (and women) utilize the power of their Gods to smite their enemies and protect their allies.

Divine Swordsman[edit]

Divine Swordsman (and women) utilize the power of their Gods to smite their enemies and protect their allies. Divine Swordsman specialize in killing enemies in one sword stroke. It is not uncommon to see a Divine Swordsman swath a path through a battlefield. Divine Swordsman are well respected among other swords-master due to the fact that they can take a beating and are the best in their field of aggressive swordplay in addition of having the speed to keep up with more dexterous swords-masters

Making a Divine Swordsman[edit]

While they lack reflexes, they possess a number of supporting abilities that act primarily to help them stay in an unfair fight longer than any mortal should.

Races: Typically, only the more devoted and iron willed races are attracted to the study of Divine Swordsmanship, but all races have those few who have the drive to rise above their established norms.


Alignment: Any . Starting Gold: As Paladin. Special BaB +4, Divine Class, must have killed a monster with at least 3 CR higher than you, must use 2H bladed weapons

Starting Age: As fighter.

Class Skills (4 + Wis modifier per level, ×4 at 1st level)
Balance (Dex),Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Table: Divine Swordsman
Hit Die: d10
Level Base
Attack Bonus
1st +1 +2 +0 +2 Fast Healing 2,Faith's Armor, Swordsman's Step]]
2nd +2 +3 +0 +3 Bonus Feat, Powerful Strike
3rd +3 +3 +0 +3 Fast Healing 3, Improved Faith's Armor, Smiting Blade
4th +4 +4 +0 +4 Improved Powerful Strike
5th +5 +5 +0 +5 Fast Healing 5, Improved Faith's Armor

Class Features[edit]

Weapon and Armor Proficiency:The Divine Swordsman is proficient in light and medium armor and only their one chosen 2H weapon.

Fast Healing (Sp): A creature with the fast healing special quality regains hit points at an exceptionally fast rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. At the beginning of each of the creature’s turns, it heals a certain number of hit points (defined in its description). A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing does not increase the number of hit points regained when a creature poly morphs. At First Level a Divine Swordsman gets Fast Healing 2 this improves to Fast healing 3 at 3rd, Fast Healing 5 at 5th. This Fast Healing does stack with any other mundane or magical ability that grants Fast Healing.

Faith's Armor (Sp): A Divine Swordsman's Faith provides him/her with Divine protection in the form of DR. At level 1 the Divine Swordsman receives DR: 2. At level 3 the DR is increased to DR:4 and at level 5 it increases to DR:6.

Powerful Strike (Sp): Starting at 2nd level a Divine Swordsman gains the first Powerful Strike ability which gives their chosen weapon a increases to their critical threat range by 1 (19-20 to 18-20) and increases their weapons damage die by one step ( 1d8 to 1d10). This ability is improved at level 4 to another increase in critical threat range by 1 and critical multiplier by 1 (x3 to x4). (Chosen at 1st level, and can only change with 2 days of praying with the new weapon at a Temple)

Swordsman's Step (Ex): Starting at 1st Level a Divine Swordsman has the unique power of having God like speed on the battlefield. The Divine Swordsman's speed increases their free 5 ft step to 25 ft. At 5th level their step is increased to 40 ft the Divine Swordsman cannot be wearing heavy Armor or be encumbered with a medium to heavy load.

Smiting Blade (Sp): Starting at 3rd level a Divine Swordsman has learned to hone his faith into his blade and throw it as a projectile. The projectile emits from the Divine Swordsman's blade when he swings it in a frontal arcing attack. The Divine attack is a 2 square wide crescent moon projectile thrown at a distant enemy or a group of enemies. This attack has a range of 100 ft per Divine Swordsman level. This range attack goes off of Wis modifier instead of Dex due to the fact that it is a manifestation of the Swordsman's faith guided by his deity. The damage for this attack is a normal attack role for the character but all of it is Divine damage. When multiple creatures are hit the blade cuts through them subtracting their health from the damage pool the blade disappears when the damage pool reaches 0. After a Divine Swordsman uses this ability he suffers a -10 to his AC due to the huge mental and physical strain on the body. A Divine Swordsman can use this ability 1+ Wisdom modifier times per day. If a Divine Swordsman uses this ability 3 times in a row without a 1 round break they must succeed at a DC: 25 Fort save or be rendered unconscious, exhausted, and shaken .

Campaign Information[edit]

Playing a Divine Swordsman[edit]

Religion: Divine Swordsman serve the gods differently than most, due to their superior ability to kill things

Other Classes: The Divine Swordsman gets along well with most classes, due to his/her flexible nature. Those who distrust magic, however, such as barbarians, might take a while to warm up to a Runic Swordsman.

Combat: A Divine Swordsman's primary role is the strategic placement of runes on the battlefield to maximize benefit to the party. If caught alone, he/she can still be somewhat effective, but the ability to place multiple runes may be severely hindered.

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