Forsaker (3.5e Prestige Class)

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You think magic is all just fairies and rainbows. Only I seem to realise the truth of this perversion of nature.
—Fixda Fernback, Human Forsaker

Magic is evil. Magic tempts. Magic perverts. Magic corrupts. Anyone who cannot embrace these truths has no business considering the path of the forsaker. The forsaker rebels against the magic of the fantastic world around him. It's not that he doesn't believe in it; he knows full well that magic is real. He has felt its all too tangible power burn over his skin or wrest control of his mind from him. While others may ignore the dangers of magic and succumb to its siren call of power, the forsaker knows better. To him, sorcery is nothing but a crutch that coddles and weakens its users. By depending upon his own resources alone, the forsaker becomes stronger, tougher, smarter, and more nimble than any of his companions. To that end, he treads a lonely path, deliberately depriving himself of magic's benefits and destroying any magic items he finds.

Becoming a Forsaker[edit]

Only those who have the determination and skill to fight without any aid form of magical benefit should consider pursuing the Forsaker's path. Typically Humans, Dwarves, and Half-Orc Fighters and Barbarians are the most likely devotees to this life style.

Entry Requirements
Feats: Great Fortitude, Lightning Reflexes, and Iron Will
Special: The character, or someone very close to him, must once have been the victim of a life-threatening magical attack or mishap. He must also sell, give away, or destroy all his magic items (including magic weapons, armor, and potions) and renounce the use of any spell-casting and spell-like abilities he previously used.

Table: The Forsaker

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Ability bonus +1, fast healing 1, forsake magic, SR 10+CL, magic destruction points, damage reduction 1/-, fast movement +5
2nd +2 +3 +3 +3 Ability bonus +1, Recuperating Coma, Endurance
3rd +3 +3 +3 +3 Ability bonus +1, tough defense, DR 2/-, fast move +10, puncture DR
4th +4 +4 +4 +4 Ability bonus +1, energy resistance 10
5th +5 +4 +4 +4 Ability bonus +1, fast healing 2, DR 3/-
6th +6/+1 +5 +5 +5 Ability bonus +1, fast movement +15, slippery mind
7th +7/+2 +5 +5 +5 Ability bonus +1, DR 4/-, tough defense x2
8th +8/+3 +6 +6 +6 Ability bonus +1, evasion
9th +9/+4 +6 +6 +6 Ability bonus +1, fast healing 3, DR 5/-, fast movement +20
10th +10/+5 +7 +7 +7 Ability bonus +1, energy resistance 20

Class Skills (4 + Int modifier per level)
Climb (Str), Craft (Any) (Int), Handle Animal (Wis), Heal (Wis), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Table: The Epic Forsaker
Level Special
11th Ability bonus +1, DR 6/-
12th Ability bonus +1, fast healing 4
13th Ability bonus +1, DR 7/-
14th Ability bonus +1, Unreachable Mind
15th Ability bonus +1, fast healing 5, DR 8/-,

Class Features[edit]

Weapons and Armor Proficiency: A forsaker gains no proficiency with weapons or armor.

Ability Bonus (Ex): Beginning at 1st level, the character gains a +1 inherent bonus to any desired ability score for each forsaker level. A forsaker can't assign an ability point earned from this to an ability score that already has a +6 modifier (not including racial adjustment).

Fast Healing (Ex): Forsakers regain hit points at an exceptionally fast rate. At 1st level, the character regains 1 hit point per round. The number of hit points regained per round increases by +1 at the 5th, 9th, 12th, and 15th forsaker levels. This ability works like the fast healing described in the introduction of the Monster Manual.

Fast Healing Pool (Ex): A forsaker can only restore a number of hit points from fast healing per day equal to 10 times his HD.

Forsake Magic: In addition to avoiding the use of spellcasting, spell-like abilities, and magic items, the forsaker must also refuse any benefits from others' magic including magical healing. Thus, he must attempt a saving throw against any spell that allows one. For most beneficial spells, such as displacement or neutralize poison, a successful save negates the spell's effects; for a cure spell, it halves the benefit. Any forsaker who unwittingly uses a magic item or casts a spell (while under the influence of a charm person or dominate person spell, for example) loses all the special abilities of the prestige class for one week. A forsaker may step through a magic portal without penalty, and a forsaker may be raised from the dead without penalty.

Spell Resistance (Ex): At 1st level, the forsaker gains spell resistance 10 + character level. This value increases by +1 for every level gained thereafter in any class, forsaker or otherwise, as long as he forsakes magic (see above). This ability remains in effect as long as the forsaker pays an appropriate amount of magic destruction points (see below). A forsaker can never forego spell resistance. This value stacks with any other applicable spell resistance he has.

Magic Destruction Points (Ex): The forsaker gains access to his spell resistance through the destruction of magic-using creatures and magic items. A forsaker gains MDP equal to the market value of any magical item he destroys and MDP equal to his share of experience when they help slay a magic-using creature. If a forsaker dies, they lose all of their MDP. When a character becomes a forsaker, he may choose how he wishes to have his MDP drained. Forsakers cannot use thier spell resistance if they do not possess enough MDP.

Passive: 100x(DR) every 24 hours.

Activated: 100x(SR) for only 24 hours. Activating is a free action.

A forsaker can change his payment method by paying 5000MDP.

Damage Reduction (Ex): Beginning at 1st level, the forsaker gains damage reduction 1/-. This damage resistance rises by 1/- for every two forsaker level he gains thereafter. This stacks with any other damage reduction he already has.

Fast Movement (Ex): A forsaker has a speed faster than the norm for his race. He adds +5 feet to his speed at 1st, 3rd, 6th, and 9th level when wearing no armor, light armor, or medium armor (and not carrying a heavy load). This ability stacks with any other fast movement from other classes.

Recuperating Coma (Ex): Since a forsaker is unable to accept magical healing, he has developed his own way to keep himself healthy. Starting at 2nd level, a forsaker can put himself into a coma which allows him to heal ability damage, ability drain, and diseases. When entering the coma, the player must determine if they want to rest until they are fully recovered, or for a few hours. While in the coma, the forsaker is helpless and cannot wake up until the determined time has passed. When in a coma, a forsaker heals one point of ability damage per hour, one point of ability drain per four hours, one negative level per six hours, can make a saving throw to heal a mundane disease every twelve hours, and can make a saving throw to heal a magical and supernatural diseases (also polymorph) every twenty-four hours. If the forsaker stays in a coma for a whole week, he automatically heals from anything curable. A forsaker in a coma does not take damage form diseases he already has.

Endurance: At 2nd level, a forsaker gets the feat Endurance.

Puncture Damage Reduction (Ex): Beginning at 3rd level, forsaker can fight as though he and his weapon were one to bypass damage reduction. Whenever you hit an enemy with damage reduction, you can make a check to try and ignore the DR entirely, d20 + current damage bonus for the weapon (including Power Attack and all current damage bonuses). The DC for this check depends on the type of damage reduction:

/magic, /good, /evil, /lawful, /chaotic (in any combination) = 5+DR

/cold iron, /silver, /adamantine (or any other type of material) = 10+DR

/epic, / - = 15+DR

/bludgeoning, /piercing, or /slashing cannot be overcome by Punch DR.

If a foe has damage reduction in two of the above categories, use the higher DC. For example, to punch DR 10/cold iron and good with a normal weapon, the punch check DC is 10 + 10 = 20. To punch DR 5/magic and slashing with a non-magical slashing weapon, the DC is 5 + 5 = 10; in this case, using a bludgeoning weapon would automatically fail the check.

Tough Defense (Ex): At 3rd level, a forsaker gains a natural armor bonus equal to his Constitution bonus (if any). This bonus is doubled when the forsaker reaches 7th level.

Energy Resistance (Ex): At 4th level, a forsaker gains 10 points of resistance to fire, cold, shock, acid, and sonic damage. This bonus increases to 20 at 10th level.

Slippery Mind (Ex): At 6th level, the forsaker can wriggle free from magical effects that would otherwise control or compel him. If he fails his saving throw against an enchantment effect, he can attempt his saving throw again 1 round later. He gets only one extra chance to succeed at his saving throw.

Evasion (Ex): At 8th level, a forsaker can avoid even magical and unusual attacks with great agility. If he 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 the forsaker is wearing medium or lighter armor and is not carrying a heavy load. A helpless forsaker does not gain the benefit of evasion.

Unreachable Mind (Ex): At 14th level, a forsaker gains immunity to mind-affecting abilities.


Forsakers can multiclass normally, as long as they continue to abide by the strictures of the prestige class. Any forsaker who willingly violates those strictures by using magic items or casting spells loses all special abilities of the prestige class and can progress no further as a forsaker. If he thereafter remains pure (uses no magic) for a period of a year and a day, his abilities are reinstated at their previous levels and he may once again progress in the prestige class. An Ex-Forsaker does not lose spent ability points.

Campaign Information[edit]

Playing a Forsaker[edit]

Combat: A forsaker is always on the front lines of the fight, getting up close and smashing his enemies (and their magical equipment) to dust. Because they can't use spells, forsakers should always carry a ranged weapon for whenever a target is out of reach. The feat Power Attack is highly recommended to increase damage output and improve the success of Punch DR. Improved Sunder and Combat Brute are also recommended to increase your destructive capabilities.

Advancement: A forsaker may wish do branch back into Fighter or more feats. The Occult Slayer prestige class is also good for it's offensive and defensive abilities for fighting spell-casters.

Forsakers in the World[edit]

Forsakers can take up any standard or philosophy. While they tend more toward chaos than law, some may see their choice as a code of honor. Evil forsakers hunt down and kill the most powerful users of magic that they can find, as if to demonstrate the ultimate weakness of the wizard and the sorcerer. Good forsakers commit themselves to expunging evil sorcery from their world, but they too see themselves as examples of how mundane strength can conquer foul enchantments.

NPC Reactions: While weaker NPCs may not be able to see an immediate difference between a forsaker and a more standard adventurer, stronger NPCs and spell-casters may be confused as to why anyone would deny themselves the benefits of magic. Some may look down on him, seeing him as nothing more than a buff commoner. Regardless, forsakers and magic dependant NPCs typically don't become best friends.

Forsaker Lore[edit]

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

Knowledge (local)
DC Result
11 Forsakers do not use magic.
16 Through training and determination, forsakers can push their bodies to the thresholds of human potential.
21 Forsakers are very tough and seem to heal much faster than normal.
26 Their hatred of magic and sheer willpower can allow them to ignore spells completely.

Forsakers in the Game[edit]

Though forsakers do their best to resist all spells, even beneficial ones-cast upon them, some eventually learn to tolerate their companions' magic. A few claim that they are leading by example; others rationalize that only by consorting with lesser villains can they defeat greater ones. Whatever justification they use, the alliance between forsaker and spell-caster, no matter how temporary or how necessary, is seldom a peaceful one. Regardless of how they get along, the forsakers ability to take and deal damage make him a powerful addition to any team.

Adaptation: While forsakers are powerful at the low-mid levels, at higher levels (especially if playing with power-gamers) the forsaker can become somewhat eclipsed. It is up to DMs if they will allow forsakers in low magic games. Most of the abilities can be altered to better fit any game depending on the amount and strength of magic and magical items in the world.

Source Notes: This class was originally in the 3.0 book "Masters of the Wild" but was never updated from to 3.5. I used a modified version of the class in a game and found a few more things that could use some tweaking. . Some lines were taken directly from their sources.

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