Favored Soul In The Dungeon (3.5e Class)

From D&D Wiki

Jump to: navigation, search


Favored Soul[edit]

Similar to a cleric in their spellcasting and path of faith, the favored soul is different in the way it channels divine power: rather than obtaining it with prayers and education its spells are spontaneous, such those of a sorcerer, a blessed gift from the gods. Their origins are debated: their powers come from celestial or outsider bloodlines lost through the ages? Or maybe their incredible faith renders them capable of extraordinary feats? Whatever the answer, favored souls are pushed to action rather than study, as their vivid abilities surge through them, calling to adventure.

Making a Favored Soul[edit]

A favored soul's role falls between the paladin and the cleric: they have full spellcasting but lacks the spontaneous cure/inflict spell feature, one domain and the turn/rebuke undead ability. On the martial side they lack the high attack and hit points of a paladin. But their Channel divinity feature makes them unique, giving them a reusable power that significantly increases their martial prowess and magical attributes. They complement this with high saves, energy resistance and, eventually, damage reduction.

They fit well with divine classes, though clerics and druids may look at them with concern, disdain or contempt if they feel that their powers are underserved. They are good companions to paladins, rangers, barbarians and fighters, given that their respective view on life don't collide, as they may substitute a cleric.

Their role is healer, secondary or primary, or supporting caster and second-line combatants, though they may hold their ground, if needed.

Abilities: As a magical class they need high Charisma and Wisdom for their class features and spells. As warriors they need at least a good Strength score and good Constitution. Luckily Charisma is pivotal as much in spells as in the Channel divinity feature.

Races: Virtually any race can give favored souls to the world, as the gift of deities is not withheld from anyone. Savage people more often become favored souls than clerics.

Alignment: Any.

Starting Gold: 5d4 × 10 (125 gp).

Starting Age: Simple.

Table: The Favored Soul

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +2 +2 Deity's weapon Focus 5 3
2nd +1 +3 +3 +3 Channel divinity I 6 4
3rd +2 +3 +3 +3 6 5
4th +3 +4 +4 +4 Domain 6 5 3
5th +3 +4 +4 +4 Energy resistance (1st type) 6 6 4
6th +4 +5 +5 +5 Spiritual wings 6 6 5 3
7th +5 +5 +5 +5 Deity's weapon specialization 6 6 6 4
8th +6/+1 +6 +6 +6 Channel divinity II 6 6 6 5 3
9th +6/+1 +6 +6 +6 6 6 6 6 4
10th +7/+2 +7 +7 +7 Energy resistance (2nd type) 6 6 6 6 5 3
11th +8/+3 +7 +7 +7 Flight of praise 6 6 6 6 6 4
12th +9/+4 +8 +8 +8 Channel divinity III 6 6 6 6 6 5 3
13th +9/+4 +8 +8 +8 Spiritual weaponry 6 6 6 6 6 6 4
14th +10/+5 +9 +9 +9 6 6 6 6 6 6 5 3
15th +11/+6/+1 +9 +9 +9 Energy resistance (3rd type) 6 6 6 6 6 6 6 4
16th +12/+7/+2 +10 +10 +10 Channel divinity IV 6 6 6 6 6 6 6 5 3
17th +12/+7/+2 +10 +10 +10 6 6 6 6 6 6 6 6 4
18th +13/+8/+3 +11 +11 +11 6 6 6 6 6 6 6 6 5 3
19th +14/+9/+4 +11 +11 +11 Damage reduction 6 6 6 6 6 6 6 6 6 4
20th +15/+10/+5 +12 +12 +12 Divine self 6 6 6 6 6 6 6 6 6 6

Class Skills (2 + Int modifier per level, ×4 at 1st level)

Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge(arcana) (Int), Knowledge(religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int).

Class Features[edit]

Your main weapon is your Channel divinity feature, that is useful even at low levels. In addition you gain a fly speed and various resistance, as well as a bonus with your deity's weapon. The choice of your domain gives you some extra abilities. At 20th you ascend to a new status.

All of the following are class features of the favored soul.

Weapons and Armors proficiency: Favored souls are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields). A favored soul is also proficient with her deity's favored weapon. Although a favored soul is not proficient with heavy armor, wearing it does not interfere with her spellcasting.

Spells: A favored soul casts divine spells (the same type of spells available to clerics), which are drawn from the cleric spell list. It can cast any spell it knows without preparing it ahead of time the way a cleric must.

To cast a spell, a favored soul must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a favored soul's spell is 10 + the spell's level + the favored soul's Wisdom modifier.

Like other spellcasters, a favored soul can cast only a certain number of spells of each spell level per day. Its base daily spell allotment is given on the Table: The Favored Soul. In addition, it receives bonus spells for a high Charisma.

Unlike a cleric, a favored soul's selection of spells is limited. A favored soul begins play knowing four 0-level spells and three 1st-level spells of your choice. At each new favored soul level, it gains one or more new spells, as indicated on Table: Favored Soul Spells Known. (Unlike spells per day, its Charisma score does not affect the number of spells a favored soul knows; the numbers on Table: The Favored Soul are fixed.)

Upon reaching 2nd level, and at every even-numbered favored soul level after that (4th, 6th, 8th, and so on), a favored soul can choose to learn a new spell for each spell level in place of one it already knows of the same level. In effect, the favored soul "loses" the old spells in exchange for the new ones. The new spells' level must be the same as that of the spells being exchanged. A favored soul must choose whether or not to swap the spells at the same time that it gains new spells known for the level.

Unlike a cleric, a favored soul need not prepare its spells in advance. It can cast any spell it knows at any time, assuming it has not yet used up its spells per day for that spell level.

You may take feats that have being a cleric as a prerequisite, such as initiate feats. Your cleric level to this purpose is equal to your favored soul level.

Deity's weapon Focus: At 1st level, a favored soul gains the Weapon Focus feat with her deity's favored weapon. If the character already has that feat, it can choose a different one.

Channel divinity I (Su): One time per encounter per Charisma modifier you may use a swift action (only once per round) to call a drop of divine power to aid you in perils.

For a full round you gain a bonus you choose from the following list:

+1 to attack and damage with manifactured and natural weapons
+1 to caster level and caster level check

(this may not be added up to the bonus given by the feat Practiced spellcaster)

+1 sacred bonus to AC
+2 to a skill check or ability check

(you may use this version as an immediate action)

+1 to your spells or spell-like abilities DC

Domain: You gain a cleric domain, including spells and domain power. The domain must be one of your deity's domains.

The domain's spells now are spell known for you, given that you have the necessary level to cast them, so you gain 9 new known spells.

Any domain's power that empowers or changes turn/rebuke undead, gives instead the favored soul the ability to turn/rebuke undead. Your effective cleric level for turn/rebuke powers (for any kind of creature) is your favored soul level-2.

Energy resistance (Ex): At 5th level, a favored soul chooses an energy type and gains resistance 10 against that type. At 10th level and 15th level, the character gains resistance 10 against another energy type of her choosing.

Spiritual wings (Su): For one minute per Wisdom modifier per day, as a standard action you may sprout ethereal wings that let you fly with a speed of 60 feet (18 meters) and good maneuverability. You may split the minutes per day.

Deity's weapon specialization: At 7th level, a favored soul gains the Weapon Specialization feat with her deity's favored weapon. If she already has that feat, she can choose a different one.

Channel divinity II (Su): It works as Channel divinity I with higher bonuses:

+3 to attack and damage with manifactured and natural weapons
+2 to caster level and caster level check

(this may not be added up to the bonus given by the feat Practiced spellcaster)

+2 sacred bonus to AC
+4 to a skill check or ability check

(you may use this version as an immediate action)

+2 to your spell's or spell-like ability DC

Flight of praise (Ex): At 11th level you gain a fly speed of 60 feet (18 meters) with good maneuverability. You may dismiss and return the wings as a free action. Otherwise it's always in use. This substitutes Spiritual wings.

Channel divinity III (Su): It works as Channel divinity I with higher bonuses:

+5 to attack and damage with manifactured and natural weapons
+3 to caster level and caster level check

(this may not be added up to the bonus given by the feat Practiced spellcaster)

+3 sacred bonus to AC
+6 to a skill check or ability check

(you may use this version as an immediate action)

+3 to your spell's or spell-like ability DC

Spiritual weaponry (Su): Your deity's favourite weapon becomes aligned with your alignment (e.g.: lawful good if you are lawful good) to overcome damage reduction.

If you are partially o completely neutral you may align you weapon (only for the axis on which you are neutral, so good-evil or lawful-chaotic) one time per day per Charisma modifier. This effect lasts one full round.

Channel divinity IV (Su): It works as Channel divinity I with higher bonuses:

+7 to attack and damage with manifactured and natural weapons
+4 to caster level and caster level check

(this may not be added up to the bonus given by the feat Practiced spellcaster)

+4 sacred bonus to AC
+8 to a skill check or ability check

(you may use this version as an immediate action)

+4 to your spell's or spell-like ability DC

Damage reduction (Su): A 19th-level favored soul gains damage reduction. If the character is lawful-aligned, the damage reduction is 10/silver. If the character is chaotic-aligned, the damage reduction is 10/cold iron. A favored soul who is neither lawful nor chaotic may choose either type of damage reduction. The choice is permanent until you change alignement.

Divine self: At 20th level, a favored soul becomes a magical creature. It gains the outsider (though beneficial magical effects still affect you, as if you were a humanoid or what you were before). It gains darkvision 60 feet-18 meters-(if it didn't already had it), but no other benefits from the outsider type, unless here described. Additionally, the favored soul gains damage reduction 10/magic, which allows it to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the favored soul can still be brought back from the dead as if it was a member of its previous creature type (essentialy it has the native subtype).


Table: Favored Soul Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 3
2nd 5 3
3rd 5 4
4th 6 4+1 3+1
5th 6 5+1 3+1
6th 7 5+1 4+1 3+1 -
7th 7 6+1 4+1 3+1
8th 8 6+1 5+1 4+1 3+1
9th 8 6+1 5+1 4+1 3+1
10th 9 6+1 6+1 5+1 4+1 3+1
11th 9 6+1 6+1 5+1 4+1 3+1
12th 9 6+1 6+1 6+1 5+1 4+1 3+1
13th 9 6+1 6+1 6+1 5+1 4+1 3+1
14th 9 6+1 6+1 6+1 6+1 5+1 4+1 3+1
15th 9 6+1 6+1 6+1 6+1 5+1 4+1 3+1
16th 9 6+1 6+1 6+1 6+1 6+1 5+1 4+1 3+1
17th 9 6+1 6+1 6+1 6+1 6+1 5+1 4+1 3+1
18th 9 6+1 6+1 6+1 6+1 6+1 6+1 5+1 4+1 3+1
19th 9 6+1 6+1 6+1 6+1 6+1 6+1 5+1 4+1 3+1
20th 9 6+1 6+1 6+1 6+1 6+1 6+1 6+1 5+1 4+1

Alternative variants for the Favored Soul[edit]

Dragon's Favored

Fiend's Favored

Nature's Favored

Soul of Incarnum

Ex-Favored Souls[edit]

Favored souls receive their powers from birth by their deities and they are imbued with them. If the god doesn't uplift its gift, no event should make the favored soul lose its features.

Epic Favored Soul[edit]

Table: The Epic <-class name->

Hit Die: d<-Die size for Hit Die->

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

<-number of skill points-> + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-Lather, rinse...->

<-... repeat.->

Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.

Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

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

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a Favored Soul[edit]

Religion: Favored souls are always religious, that is the source of their power. Any deity may spawn favored souls

Other Classes: As stated, the favored soul finds itself in better company with classes that are not rigidly disciplined such as sorcerers, bards and rogues, though this peculiarity may be absent depending on its faith. Being less judgemental than a paladin and a cleric makes it more flexible in accepting companions with different opinions and lifestyles.

Combat: The favored soul excels as a support caster and support warrior, preferring the second line to defend and quickly substitute any comrade that needs it.

Advancement: Any Charisma based class synergizes quite well with the favored soul, as its class features are quite fixed in their scaling power level, although a full favored soul is a viable options. Any prestige class that uses divine spellcasting is good for a favored soul as much as for a cleric.

Favored souls in the World[edit]

Taste the burning fury of the gods!
—Beizer Lightstrike, aasimar favored soul, and his preferred warcry.

Favored soul are a more militant version of a cleric, with a mentality for action, a true warrior of faith. They may complement traditional churches or be solitary and wanderers, whose powers differ too much from those of clerics to be accepted in a formal organization. Alternatively they may substitute clerics altogether.

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Favored Soul Lore[edit]

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

Knowledge (the planes) or Knowledge (religion)
DC Result
5 A sorcerer... with divine powers? Or is it a paladin?.
10 They are untrained divine casters and the origin of their powers is unclear.
15 They channel spark of divinity to empower themselves and wield the magic of clerics.
20 Long ago some seeds of divinity reached the Material Plane and implanted themselves into its inhabitants.

Favored soul are the result of that event, born when the seeds are mature.

Favored Souls in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!


Advertisements: