Movanic Deva (3.5e Racial Class)

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Movanic Deva[edit]

Movanic devas serve as infantry in the celestial armies, though they spend most of their time patrolling the Positive, Negative, and Material Planes. On the Positive Plane, they watch over wandering good souls, which sometimes puts them into conf lict with the jyoti. On the Negative Plane, they battle undead, the sceaduinar, and the other strange things that hunt in the hungry void. Their rare visits to the Material Plane are usually to help powerful mortals when a great menace threatens to plunge an entire realm into evil.

Making a Movanic Deva[edit]


Abilities: Strength is the driving force of attack for a Movanic Deva. They Draw the power straight to their sword honing their skills in battle. Constitution will come largely into play aiding with increasing the saves of the Movanic Deva and increasing health for longevity in battles.

Races: This is a Monstrous Race class. This class will be your Race.

Alignment: Any Good

Starting Gold: 6d6 x 10gp

Starting Age: d% + 250 years

Table: The Movanic Deva

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Stats Special Magic At Will Angelic Path
Fort Ref Will
1st +1 +2 +2 +0 +2 Str; +2 Dex; Racial; Poison Save +2; Evil Save +2; DR Evil; Fast healing level/2 - -
2nd +2 +3 +3 +0 +2 Con Natural Armor +1; Racial Modifier: Perception +4 Aid -
3rd +3 +3 +3 +1 +2 Str Energy Specialist 1; Detect Evil - -
4th +4 +4 +4 +1 +2 Int True Speech; Deflection Vs Evil +1 Dispel Magic, Discern Lies -
5th +5 +4 +4 +1 - Poison Save +4; Evil Save +4; Solace of the Soul 1 - -
6th +6/+1 +5 +5 +2 +2 Cha Natural Armor +2 Remove Fear -
7th +7/+2 +6 +6 +2 - Protected Life Force - -
8th +8/+3 +6 +6 +3 +2 Con Deflection Vs Evil +2; Energy Specialist 2 Remove Disease, Invisibility (Self Only) -
9th +9/+4 +6 +6 +3 +2 Dex Nature’s Pacifism - -
10th +10/+5 +7 +7 +3 +2 Str Natural Armor +3; Solace of the Soul 2 Remove Curse, Dispel Evil, Holy Smite +1 Point
11th +11/+6/+1 +7 +7 +3 +2 Dex Spell Resistance - +1 Point
12th +12/+7/+2 +8 +8 +4 +2 Con Deflection Vs Evil +3 Plane Shift +1 Point
13th +13/+8/+3 +8 +8 +4 +2 Str Energy Specialist 3 - +1 Point
14th +14/+9/+4 +9 +9 +4 +2 Wis Natural Armor +4 - +1 Point
15th +15/+10/+5 +10 +10 +5 +4 Cha Master of the Soul - +1 Point
16th +16/+11/+6/+1 +10 +10 +5 - Deflection Vs Evil +4; Regeneration 15 - +1 Master
17th +17/+12/+7/+2 +11 +11 +5 - - - +1 Master
18th +18/+13/+8/+3 +11 +11 +6 - Natural Armor +5; Energy Master - +1 Master
19th +19/+14/+9/+4 +12 +12 +6 - - - -
20th +20/+15/+10/+5 +12 +12 +6 - Deflection Vs Evil +5; Demi-god; Immortality - -

Class Skills (3 + Int modifier per level, ×4 at 1st level)
Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Survival (Wis)

Class Features[edit]

. All of the following are class features of the movanic deva.

Weapon and Armor Proficiency: A Movanic Diva is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Darkvision: 60 ft

Low-light vision: Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision.

Poison Save: Starting at level 1st a Movanic Deva begins to become more resilient against poisons. The Deva will get+2 Fortitude save vs poisons. At level 5th this save raises to +4.

Poison Save: Starting at level 1st a Movanic Deva begins to become more resilient against evil. The Deva will get+2 save against any evil spell or ability. At level 5th this save raises to +4.

Damage Reduction Evil: Starting at level 1 you gain DR level/Evil.

Natural Armor: Starting at level 2 Movanic Deva gains natural armor every 4 levels to a maximum of +5 at level 18. This also applies to evil creatures starting at level 4 to a maximum of +5 at level 20.

Magic at Will: You have a special knack for magic from your originating plane. You gain abilities to use at will affects. At level 2 you gain aid at will. At level 4 you gain dispel magic and discern lies. At level 6 you gain remove fear. At level 8 you gain remove disease and invisibility (self only). At 10 you gain remove curse, dispel evil, and holy smite. At 12 you gain plane shift.

In addition you gain special per day abilities. Starting at level 3 you gain cure serious wounds 1/day every three levels. You gain antimagic field 1/day at level 12, awaken at 12, and holy aura at 14.

Energy Specialist: Your travels throughout the planes have made you especially resilient to energies of the elemental planes. Starting at 3rd level and every 5 levels thereafter; choose an energy type (fire, cold, lighting, or acid) and gain 5 resistances to that element. At each mark you must choose a new element and your existing element will rise by 5 or your new element can be replaced as your highest element type. These element types can be interchanged at any point every time a new elemental resistance is gained. For example:

At level 3 your choice is Cold, at level 3 you will have cold resistance of 5. At level 8 your next choice is fire. Your new resistances will then become 10 cold and 5 fire, or 5 cold and 10 fire. At level 18 you have Cold 15, fire 10, and acid 5. You increase all by 5 then interchange them as you wish so an example then look like Acid 20, fire 15, lightning 10 and cold 5.

Solace of the Soul: Starting at level 5 you gain a special trait to resist energy drain, death effects, and petrification. At level 5 you gain a +2 resistance against these effects. At every 5 levels this save raises by +2; +4 at 10, +6 at 15, and +8 at 20.

Protected Life Force: Movanic devas are never harmed by positive-dominant or negative-dominant planar traits.

Nature’s Pacifism: Animals and plant creatures do not willingly attack a movanic deva, though they can be forced to do so by magic. If the deva attacks a plant or animal, its protection against that creature ends.

Spell Resistance: At level 11 you gain Spell Resistance equal to 11 + half your level.

Angelic Path[edit]

Angelic Path: Starting at level 10 you gain the ability to have abilities granted by other angelic schools of disciplines. At 15 these raise to master. To master a school you must take 2 abilities in a class to become a master.

Table: Angelic Path

Angel Minor Ability 1 Minor Ability 2 Master Ability
Cassisian Shape Change (Small) Lesser Protective Aura Perfect Memory
Solar Slaying Arrow Greater Restoration 1/day Miracle 1/day
Empyreal Increase flight to 70 ft Scorching Ray 3/day Radiant Blast
Shadow Align Weapon (at will) Howl Horrific Appearance
Star Archon Teleport (Self Only, at will) Smite Evil (3 + Cha Mod)/day Explosive Rebirth
Hound Archon Natural Armor +3 Scent Change Shape
Legion Archon Second Skin Transpose Ally Damage Absorption
Planetar Greater Dispel All Knowing Time Stop
Harbinger Archon Blades Gaseous Form Wrath

Shape Change (Small): 2 of the following forms: Small human-like angel, dove, dog, or Tiny fish, polymorph

Lesser Protective Aura: A cassisian has a lesser form of the protective aura possessed by more powerful angels. This protective aura grants the cassisian a +2deflection bonus to its AC against evil foes, and a +2 resistance bonus on all saving throws made against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature other than the cassisian at any one time. A cassisian’s protective aura is fragile, and as soon as an evil creature successfully strikes the cassisian, or as soon as the cassisian fails asaving throw against an evil source, its protective aura fades away and is no longer applicable. The cassisian can reactivate its protective aura by spending 1 minute concentrating upon the task.

Perfect Memory: Though they are not particularly intelligent, cassisians have perfect memories and remember everything they see or hear. They can faultlessly recite conversations they heard hundreds of years before. They also have the power to erase portions of their own memories, which they do (usually under orders from superior angels) to protect sensitive information. To prevent memory erase, a Will save equal to 10 + half your level + Cha modifier must be made. If you have chosen Time Stop ability, you may reverse time hours up to your Int Modifier once per day. Though you are fully aware of the situation all individuals and items return to the state in which they were before the time was reversed.


Slaying Arrow:

Greater Restoration 1/day:

Miracle 1/day:


Increase Flight to 70 ft:

Scorching Ray 3/day:

Radiant Blast: Once per day, an empyreal can increase the radiance of its form and release it in a cone-shaped blast to a range of 60 feet that deals 15d6 points of damage and blinds any creature in the area (as the blindness spell) for 3d6 minutes. Affected creatures can make a successful Reflex save to halve the damage and avoid being blinded. The save DC is Constitution-based. If you have chosen the Horrific Appearance, you may apply 3d6 damage to any physical stat of any creature struck by this attack. Fort save halves.


Align Weapon:

Howl: Once per day, the shadow angel can produce a shriek of heart rending sorrow and soul chilling fear. All creatures within 100 feet of the shadow angel must succeed a Fortitude save or be paralyzed with dread and sadness for 1d4 rounds. The save DC is Charisma-based.

Horrific Appearance: Any living creature within 60 feet that views the shadow angel must attempt a Fortitude save or immediately take 1d4 points of Strength, 1d4 points of Dexterity, and 1d4 Constitution damage. A creature that successfully saves against this effect is immune to this ability for 24 hours. The save DC is Charisma-based. The Deva may choose who is affected by this ability.

Star Archon[edit]

Teleport (Self Only, at will):

Smite Evil (3 + Cha Mod)/day:

Explosive Rebirth: When killed, a star archon explodes in a blinding flash of energy that deals 50 points of damage (half fire, half holy damage) to anything within 100 feet (Reflex half). The save is Constitution-based. The slain archon reincarnates 1d4 rounds later. If you have the Damage Absorption ability you may apply this once per day to any ally within 30 feet as an immediate action. You must be conscious and aware of the individual.

Hound Archon[edit]

Natural Armor +3:


Change Shape: A hound archon can assume any canine form of Small to Large size, as if using beast shape II. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any dog-like or wolf-like creature of the animal type. If you have chosen Blades ability you may turn your natural attacks of the animal to become +5 Holy Brilliant Energy Weapons.

Legion Archon[edit]

Second Skin: A legion archon is proficient in all forms of armor. It takes no reduction to its speed or any armor check penalties from wearing any sort of armor. Most legion archons wear full plate armor. Where shield archons are the bulwarks of the armies of Heaven, legion archons are the swords, sent in file after file to match evil's boundless hordes.

Transpose Ally: Once per day as a standard action, a shield archon can teleport to the location of a willing (or unconscious) ally and immediately teleport that ally to the archon’s previous position, in effect switching places with the ally. The archon must have line of effect to the target.

Damage Absorption: Up to 3 times per day to yourself or any ally you can see within 30 ft. as an immediate action, you may negate up to 40 points of damage from a single attack. This may apply to any attack of any type with the exception of epic, divine, or damage from artifacts. This ability may only be activated every 1d6 rounds. If you have chosen Wrath ability you may that damage reflected upon any melee attacker that is the source of the damage as divine damage. This damage is doubled if the creature is evil (or if chaotic if the template is applied)


Greater Dispel: Your Dispel ability is replaced with Greater dispel at will.

All Knowing: You may use all knowledge skills untrained and add your Charisma modifier to all skill checks involving these knowledges.

Time Stop:

Harbinger Archon[edit]

Blades: You may turn any portion of your body into a blade. These blades are treated as +5 Holy weapons.

Gaseous Form: You may turn yourself into celestial gas that is treated as gaseous form spell. This ability requires a standard action to change to gas or become whole again. You retain your flight speed as well as any DR or resistances you may have. Anytime you are within sunlight you may allow your gaseous form to become invisible as with the greater invisibility spell.

Wrath: Once per 5 rounds you may emit a blast of energy from your body of pure sunlight. This damage is equal to 1d6 (half your Deva level) and requires a standard action. A successful Reflex save halves the damage. The save DC is Constitution-based. If you have the Radiant Blast ability you may use this ability as a swift action and cause blinding on a failed Fortitude save.

Ex-Movanic Devas[edit]


Movanic Deva Starting Package[edit]

Weapons: .

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

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Movanic Deva[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Movanic Deva's in the World[edit]


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Movanic Deva Lore[edit]

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

DC Result
5 .
10 .
15 .
20 .

Movanic Deva's in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

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