Omniknight (3.5e Class)

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The All-knowing One protects us all.
—Purist Thunderwrath, Human Omniknight

Purist Thunderwrath was a hard-fighting, road-worn, deeply committed knight, sworn to the order in which he had grown up as squire to elder knights of great reputation. He had spent his entire life in the service of the Omniscience, the All Seeing One. Theirs was a holy struggle, and so embedded was he in his duty that he never questioned it so long as he had the strength to fight and the impetuous valor that comes with youth. But over the long years of the crusade, as his elders passed away and were buried in sorry graves at the side of muddy tracks, as his bond-brothers fell in battle to uncouth creatures that refused to bow to the Omniscience, as his own squires were chewed away by ambush and plague and bad water, he began to question the meaning of his vows--the meaning of the whole crusade. After deep meditation, he parted ways with his army and commenced a long trek back to the cave-riddled cliffs of Emauracus, and there he set a challenge to the priests of the Omniscience. No knight had ever questioned them before, and they tried to throw him into the pit of sacrifice, but Purist would not be moved. For as he faced them down, he began to glow with a holy light, and they saw that the Omniscience had chosen to reveal Itself to him. The Elder Hierophant led him on a journey of weeks down into the deepest chamber, the holy of holies, where waited not some abstract concept of wisdom and insight, not some carved relic requiring an injection of imagination to believe in, but the old one itself. It had not merely dwelt in those rocks for billions of aeons; no, It had created them. The Omniscience had formed the immense mineral shell of the planet around itself, as a defense against the numerous terrors of space. Thus the All Seeing One claimed to have created the world, and given the other truths revealed to Purist on that day, the knight had no reason to refute the story. Perhaps the Omniscience is a liar, deep in its prison of stone, and not the world's creator at all, but Omniknight never again questioned his faith. His campaign had meaning at last. And there can be no question that the glorious powers that imbue him, and give his companions such strength in battle, are real beyond any doubt.

Making a Omniknight[edit]

Abilities: Wis and Con are the most important abilities to an Omniknight.

Races: Primarily Good-aligned races.

Alignment: Any Good.

Starting Gold: As Cleric.

Starting Age: Moderate.

Table: The Omniknight

Hit Die: d6/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 +0 +0 +0 Blessings of the Omniscience 3 1
2nd +1 +0 +0 +0 Purification 4 2
3rd +2 +1 +1 +1 Repel 4 2 1
4th +3 +1 +1 +1 Degen Aura 5 3 2
5th +3 +1 +1 +1 Blessings of the Omniscience II 5 3 2 1
6th +4 +2 +2 +2 Guardian Angel 5 3 3 2
7th +5 +2 +2 +2 Purification II 6 4 3 2 1
8th +6/+1 +2 +2 +2 Repel II 6 4 3 3 2
9th +6/+1 +3 +3 +3 Aura II 6 4 4 3 2 1
10th +7/+2 +3 +3 +3 Blessings of the Omniscience III 6 4 4 3 3 2
11th +8/+3 +3 +3 +3 Guardian Angel II 6 5 4 4 3 2 1
12th +9/+4 +4 +4 +4 Purification III 6 5 4 4 3 3 2
13th +9/+4 +4 +4 +4 Repel III 6 5 5 4 4 3 2 1
14th +10/+5 +4 +4 +4 Degen Aura III 6 5 5 4 4 3 3 2
15th +11/+6/+1 +5 +5 +5 Blessings of the Omniscience IV 6 5 5 4 4 4 3 2 1
16th +12/+7/+2 +5 +5 +5 Guardian Angel III 6 5 5 4 4 4 3 3 2
17th +12/+7/+2 +5 +5 +5 Purification IV 6 5 5 5 5 4 4 3 2 1
18th +13/+8/+3 +6 +6 +6 Repel IV 6 5 5 5 5 4 4 3 3 2
19th +14/+9/+4 +6 +6 +6 Degen Aura IV 6 5 5 5 5 5 4 4 3 3
20th +15/+10/+5 +6 +6 +6 Blessings of the Omniscience V 6 5 5 5 5 5 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge, All taken seperately (Int), Listen (Wis), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha). |}

Class Features[edit]

Weapon and Armor Proficiency: Omniknights are proficient with simple weapons and one martial weapon of their choice. They are also proficient in the use of Light and Medium armor.

Spells: Omniknights must prepare spells beforehand, rather than casting spontaneously. It takes one hour of meditation or prayer to prepare one's spells. Omniknights may prepare any spells from the SRD:Cleric Spell List of levels that they have access to. Their DC's are Wis based and they gain additional spells per day with high Wis.

Blessings of the Omniscience: At Levels 1, 5, 10, 15 and 20, the Omniknight gains class features from the path of their choosing, Con or Wis. Only one of these paths, and their bonuses, may be gained per level of Blessings of the Omniscience, but the Omniknight may mix and match which paths to take along their progression. These decisions cannot be reversed without magic or psionics capable of retraining feats.

Con Path I: HD becomes D8, Fort Saves become good, Gain Proficiency with Heavy Armor, +1 Con

Wis Path I: HD becomes D6, Will Saves become good, Choose a Cleric Domain and gain all bonuses from it, including spells (as you level up), +1 Wis

Con Path II: Purification may, at will, also function as a Dispel Magic spell (targeting individual only, target gets dispelled, then healed as normal) +1 Con

Wis Path II: Purification damaging aoe increased to 15 ft radius around target. +1 Wis

Con Path III: Repel SR + 1x Conmod. +1 Con

Wis Path III: Degen Aura -5 speed, -2 BAB. +1 Wis

Con Path IV: Deflection bonus to AC equal to 1/2 Conmod, +1 Con

Wis Path IV: Add 1/2 Wismod to all spell and class ability save DC's. +1 Wis

Con Path V: Gain Good Outsider type, DR/Evil = to 1/2 Conmod, +1 Con

Wis Path V: Gain Good Outsider type, Purification heal and damage become 12d8 +3xWismod, +1 Wis

Purification (Sp): The Omniknight channels healing energy to one creature within 50 ft as a move action that does NOT provoke attacks of opportunity. The target creature is healed by 2d8 + 1/2Wismod Positive Energy (as Cure spells) and any Evil creatures or Undead within 10 ft of the target must roll a Will Save DC 10 + Wismod (for half damage) or take 2d8 + Wismod Holy damage. (Double damage to undead) After using Purification, the Omniknight must wait 2d6 rounds before using this spell-like ability again. Can be cast a maximum number of times per day equal to 1 + Wismod.

Purification II: 4d8 + Wismod healed / dealt, Will Save DC 15 + Wismod, 2d4 round cooldown

Purification III: 6d8 + 1.5xWismod healed / dealt, Will Save DC 20 + Wismod, 1d6 round cooldown

Purificiation IV: 8d8 + 2xWismod healed / dealt, Will Save DC 25 + Wismod, 1d4 round cooldown

Repel (Sp): As a standard action, the Omniknight grants the target willing living creature within 50 ft Spell Resistance equal to 10 + Wismod for 1d3 rounds. This spell-like ability may be used once every 4d6 rounds, 1 + Wismod times per day.

Repel II: SR 10 + 2x Wismod, lasts 1d4 rounds, 3d6 round cooldown

Repel III: SR 10 + 3x Wismod, lasts 1d6 rounds, 2d6 round cooldown

Repel IV: SR 10 + 4x Wismod, lasts 2d4 rounds, 1d6 round cooldown

Degen Aura: (Su) The devotion of the Omniknight to their deity is such that it weakens those of lesser faith. Any enemies that enter within 15 ft of the Omniknight must roll a Will Save DC 10 + Wismod or have their movespeeds reduced by 5 and their BAB reduced by 2 until they exit the 15 ft radius of the Omniknight. The first save, success or failure, applies to all instances of Degen Aura from the same Omniknight for the rest of the day. (So 1 success makes the creature immune for the remainder of the day, 1 failure makes the creature vulnerable for the remainder of the day.

Degen Aura II: Will Save DC 15 + Wismod, -5 speed, -4 BAB

Degen Aura III: Will Save DC 20 + Wismod, -10 speed, -6 BAB

Degen Aura IV: Will Save DC 25 + Wismod, -10 speed, -8 BAB

Guardian Angel (Sp): As a Full-Round Action the Omniknight calls upon their deity for divine protection, making all allies within 50 ft completely immune to damage from non-magical sources for 1d3 rounds. This immunity applies to damage from non-magical weapons, falling damage, and any other non-magical damage the DM deems appropriate. This spell-like ability may be cast once per day.

Guardian Angel II: Lasts 1d4 rounds.

Guardian Angel III: Lasts 1d6 rounds.


An Omniknight who becomes non-good or otherwise loses their connection to their deity retains their armor and weapon proficiencies, HD, base attack bonus, and saves but loses all special class features and spells of the Omniknight and their Degen Aura acts as a permanent debuff on themselves. (as their once indomitable faith has become a bottomless pit of shame)

Epic Omniknight[edit]

Table: The Epic Omniknight

Hit Die: d8

Level Special

2 + Int modifier skill points per level.

Human Omniknight Starting Package[edit]

Weapons: Longsword, Sling

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Skill Ranks Ability Armor
Appraise 4 Cha
Diplomacy 4 Cha

Feats: Toughness, Improved Initiative

Gear: Priest's Clothes, Silk Rope 50ft, Bedroll, Tent, Flint and Tinder, Signet Ring, Chain Shirt

Gold: 5 GP

Campaign Information[edit]

Playing an Omniknight[edit]

Religion: Omniknights usually worship gods of healing and/or protection.

Other Classes: Divine classes, particularly good Clerics and Paladins, often have respect for the Omniknight's devotion. Evil divine characters would see the Omniknight as their polar opposite and possibly their rival.

Combat: Omniknight's mighty defensive Spell-Like abilities keep his allies safe from harm so that they can carry the crusade with faith.

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