Holy Warrior (3.5e Class)
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Holy Warriors are warriors who follow a deity and are their direct hands in the world. Holy Warriors stand to do the bidding of their god, Good Holy Warriors follow a good deity and stand for upholding the law, or ensuring the people's goodwill is upheld, and their suffering is put to an end. An Evil Holy Warrior, would stand for the opposite, breaking the law, or bending it, using people to their own advantage, abusing and manipulating people and others to their own ends, etc.
Making a Holy Warrior.
Holy Warriors, are very powerful by themselves, making excellent DPS, but when with others, allies and such, Holy Warriors can make Excellent Tanks. When by themselves they use their summoned Weapons to fight, banishing them and summoning them at will, using their faith and beliefs in their god, to make use of a strong element that represents the Holy Warrior's personality and attitude.
Abilities: The most important stats for a Holy Warrior are Strength, Constitution, and Wisdom. Strength for Damage, Constitution for health, and Wisdom because this is what fuels a majority of your class's special abilities.
Races: Any race may become a Holy Warrior, but most Holy Warriors, are Humans, Elves, and Drow.
Alignment: Must be Within one step of Deities along the Law/Chaos, Good/Evil Axis.
Starting Gold: 4d12->×30 gp (average starting gold; 260 GP)
|1st||+1||+2||+0||+2||Summoned Weapon, Banish Weapon, Element 1d6|
|2nd||+2||+3||+0||+3||Tactful Thinking, Blessed Harmony, Enhanced Durability|
|3rd||+3||+3||+1||+3||Poison Immunity, Element 2d6|
|5th||+5||+4||+1||+4||Elemental Channeling, Element 3d6|
|6th||+6/+1||+5||+2||+5||Immunity to Element|
|7th||+7/+2||+5||+2||+5||DR 2/-, Element 4d6|
|8th||+8/+3||+6||+2||+6||Hand of the Holy|
|9th||+9/+4||+6||+3||+6||Improved Uncanny Dodge, Element 5d6|
|10th||+10/+5||+7||+3||+7||Hand of the Divine|
Class Skills (4 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Holy Warrior.
Weapon and Armor Proficiency:
Holy Warriors are proficient in all Simple Weapons, Light, Medium, and Heavy Armor, and all Shields.(Except Tower Shields.)
At 1st Level, a Holy Warrior chooses 2 weapons, and they gain immediate Proficiency with these weapons, and as a swift action, they may hold their hand out, and the weapon of their choice, that they currently own will appear in a glow of light, gold for a good Holy Warrior, Black for an Evil Holy Warrior. These Weapons are stored and held for the Holy Warrior in their Respective Deities Plane until summoned.
At 1st Level, a Holy Warrior may banish their summoned weapon/s, back to their own Deities plane. This is an Immediate Action.
1d6 Damage of the chosen type added to any melee attack. 1d6 Extra is added on every odd level, 2d6 At 3rd level, Etc. Alignment Restrictions are as Follows. You may not take an element if your alignment matches any listed under the element.
Starting at 2nd Level, A Holy Warrior adds their Wisdom Modifier to their damage rolls.
Starting at 2nd Level, A Holy Warrior adds their Wisdom Modifier to their Ac.
Starting at 2nd Level, A Holy Warrior adds their Wisdom Modifier to their Hp every Level.
Starting at 4th level, a Holy Warrior can react to danger before their senses would normally allow them to do so. they retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still loses their Dexterity bonus to AC if immobilized.
Starting at 5th Level, the Holy Warrior may channel their Element through themselves to deal damage to an enemy if they are hit, dealing their elemental damage dice to the attacker, this lasts for 3 + Wisdom modifier/rounds, and may be use 2/day.
Immunity to Element:
Starting at 6th Level, the Holy Warrior gains Immunity towards their chosen Element.
Hand of the Holy:
Starting at 8th Level, the Holy warrior learns to touch someone who is sick or disease ridden, and this ability can tell the Holy Warrior immediately what the disease or sickness is, as long as it is not created by a god like creature.
Improved Uncanny Dodge:
A Holy Warrior of 9th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking them, unless the attacker has at least four more levels than the target does.
If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Hand of the Divine:
Starting at 10th Level, Once per week, you may channel every ounce of power you have to heal you, or someone you care for entirely to full Hit points, but if you don't care for the person, at least as a friend, you will instead take this many hit points away from them. This may be used as a full round action, and once finished, the Holy Warrior must make a fortitude save equal to their Holy Warrior level + 10, and should they fail this save, they are rendered unconscious for 1d4 days.
At 20th level, You become a beacon for your Deity, gaining DR 15/-, And doubling your Elemental damage dice number, Raising from 10d6 at Level 19, to 20 at Level 20.
If a Holy Warrior does not follow whatever their Deities bidding's are, then their powers will be restricted until they resume following the bidding.