Ordained Champion (3.5e Class)

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Ordained Champion[edit]

Steeped in a tradition older than most religions, the ordained champions stride through the chaotic fog of violence and bloodshed. They combine their physical power with their to ability to cast divine spells granted by their deity. They are the mortal fighters of the deity's cause. I always felt that the Ordained Champion Prestige Class could be more than it actually is, so I decided to make something that lives up to the name.

Making an Ordained Champion[edit]

Abilities: Strength and Constitution for being able to do damage, hit stuff and tank some hits. Wisdom or Charisma (your choice) for spell casting and class features. Races: Any race can be an ordained champion as long as they are devoted to their deity.

Alignment: An ordained champion's alignment is usually one that matches the alignments that the deity offers. Can be Lawful Good or Chaotic Evil as along as their deity still blesses them.

Starting Gold: As Fighter or as cleric (DM's Choice).

Table: The Ordained Champion

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +0 +2 Turn or Rebuke Undead, Bonus Feat, War Domain, Combat Style 6 3
2nd +2 +3 +0 +3 Smite Anything, Indomitable Soul 6 4
3rd +3 +3 +1 +3 Channel Spell, Zealous Surge 6 5 3
4th +4 +4 +1 +4 Rapid Metamagic 6 6 4
5th +5 +4 +1 +4 War Caster, Bonus Feat, Quick Cast 1/day 6 6 5 3
6th +6/+1 +5 +2 +5 Zealous Surge, Wrath of the Gods, Divine Defense 6 6 6 4
7th +7/+2 +5 +2 +5 Channeling Might 6 6 6 5 3
8th +8/+3 +6 +2 +6 6 6 6 6 4
9th +9/+4 +6 +3 +6 Bonus Domain 6 6 6 6 5 3
10th +10/+5 +7 +3 +7 Quick Cast 2/day, Bonus Feat, Combat Style 6 6 6 6 6 4
11th +11/+6/+1 +7 +3 +7 6 6 6 6 6 5 3
12th +12/+7/+2 +8 +4 +8 Mettle 6 6 6 6 6 6 4
13th +13/+8/+3 +8 +4 +8 6 6 6 6 6 6 5 3
14th +14/+9/+4 +9 +4 +9 Channeling Power 6 6 6 6 6 6 6 4
15th +15/+10/+5 +9 +5 +9 Bonus Feat, Quick Cast 3/day 6 6 6 6 6 6 6 5 3
16th +16/+11/+6/+1 +10 +5 +10 6 6 6 6 6 6 6 6 4
17th +17/+12/+7/+2 +10 +5 +10 6 6 6 6 6 6 6 6 5 3
18th +18/+13/+8/+3 +11 +5 +11 Bonus Domain 6 6 6 6 6 6 6 6 5 4
19th +19/+14/+9/+4 +11 +6 +11 6 6 6 6 6 6 6 6 6 5
20th +20/+15/+10/+5 +12 +6 +12 Bonus Feat,Quick Cast 4/day, Holy Warrior, Combat Style 6 6 6 6 6 6 6 6 6 6

Class Skills 8 + Int modifier per level, (×4 at 1st level)
Appraise (Int), Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Perform (Cha), Ride (Dex), Spellcraft (Int), (Cha), Listen (Wis), Spot (Wis), Sense Motive (Cha), Search (Int), Swim (Str)

Class Features[edit]

All of the following are class features of the Ordained Champion.

Weapon and Armor Proficiency: An ordained champion is proficient with all simple and martial weapons. He is proficient with light armor, medium armor, heavy armor and all shields (including tower shields). He can also start the game being proficient with one exotic weapon.

Spells:An Ordained Champion casts divine spells , which are drawn from the cleric and paladin spell list (he can also learn all the wizard/sorcerer cantrips). He can cast any spell he knows without preparing it ahead of time the way a cleric must.

To cast a spell, an Ordained Champion must have a Charisma or Wisdom (the player's choice) score of 10 + the spell's level. The Difficulty Class for a saving throw against an ordained champion's spell is 10 + the spell's level + the ordained champion's casting modifier. Like other spellcasters, an ordained champion can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1—1: The Ordained Champion. In addition, he receives bonus spells for a high casting score.

Unlike a cleric, an ordained champion's selection of spells is limited. An ordained champion begins play knowing six 0-level spells and three 1st-level spells of your choice. At each new ordained champion level, he gains 3 more new spells known up to the highest level he can cast, as indicated on Table 1—2: Ordained Champion Spells Known. At the 1st level and every level that the ordained champion gains a new spell level they gain their casting modifier to the spells known. This only happens when they unlock a new spell level and only for that spell level.

Upon reaching 4th level, and at every even-numbered level after that (6th, 8th, and so on), an ordained champion can choose to learn a new spell equal to his casting modifier in place of one he already knows. In effect, the ordained champion "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged.


Turn or Rebuke Undead (Su): An ordained champion can choose to either turn or rebuke undead. He gains turn attempts equal to 4 + casting modifier per day (his choice).


War Domain: The Ordained Champion automatically gains the War Domain. He loses the domains power and gains the Weapon Focus,Variant feat. He also gains two more domains that his deity can give him access to.


Bonus Feat: The Ordained Champion gains a bonus feat at level 1,5,10,15,20. These bonus feats can be any feat he wishes.


Aura (Ex):An Ordained Champion of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details).


Combat Style:The Ordained Champion creates his own combat style to purse at 1st level and keeps adding on this style as he gains experience. At 1st,10th and 20th level he gains a feat of his choosing from the following list: Horde Breaker, Insightful Strikes, Monkey Grip, Saddleborn Warrior, Shieldbearer, Subtle Cut, Whirlwind, Great Fortitude, Danger Sense, Angelic Appearance , Demonic Appereance, Diehard, Endurance of Stone, Elemental Bodied, Ghost Hunter


Smite Anything (Su): An Ordained Champion can smite anything. Angel or devil, the ordained champion can smite all of them and destroy them. By using a turn undead attempt he has as part of his attack, he may smite an enemy. For all of his attacks (burning one turn attempt for each attack), he adds his casting modifier to attack roll and his ordained champion levels to damage.


Indomitable Soul (Ex): The Ordained Champion's spirit is bolstered and his body is strengthened. He may now add his casting modifier to his saves as a divine bonus.


Channel Spell (Ex): The Ordained Champion at 3rd level may channel a spell into his weapon as a part of an attack action. This means that the spell works normally but is delivered through the weapon. He can also channel the spell into his weapon as a move action and the spell remains in the weapon for 8 hours. So that means when he makes a full attack, only the first attack delivers the spell that was channeled and he can't channel a spell as a move action and as part of an attack in the same round. Also if he has a spell already channeled into the weapon from before battle he can't channel a second spell into the weapon as part of an attack. At 13th level, the Ordained Champion can channel a spell into his weapon as a free action and/or a move action.


Rapid Metamagic: You gain the Rapid Metamagic feat even if you don't meet the prerequisites.


Zealous Surge} (Ex): The Ordained Champion can withstand anything as long as he is executing God's work. Once per day, whenever he is entitled to a save, he can reroll his save if he wishes to do so. Once he has used this ability, he can use 5 turn attempts to regain the ability. This can not be done in the same round.


War Caster (Ex): When the Ordained Champion channels a spell into his weapon, he gains half his casting or Strength modifier (whichever is higher) to his caster level to overcome spell resistance. Also when you channel a spell through your weapon, you gain a bonus to your attack roll and damage equal to 1 + the level of the spell (this damage is multiplied normally on critical hits and for all attacks if full attack action used).


Quick Cast: (Ex) At 5th level, the Ordained Champion can cast a spell without using any kind of action per day. This use increases to twice per day at level 10th and to thrice per day at level 15th and 4 times per day at level 20.


Divine Defense (Ex): The Ordained Champion is blessed by his deity. He gains half his casting modifier to his AC as a divine bonus. This bonus counts even when he is flat-footed and when an enemy attacks his touch AC.


Wrath of the Gods (Ex): At 6th level, the Ordained Champion may add half his casting modifier to his attack rolls or damage rolls. The decision made at this level is permanent and can not be changed. At level 12, he gains the same bonus to what he didn't choose. At the 17th level, he gains his full modifier as a bonus to attack rolls and damage.


Channeling Might (Ex): At 7th level, whenever you channel a spell through your weapon, that spell's die increase by one scale. See the table below.

Spell Damage
Old Damage New Damage
1d4 1d6
1d6 1d8
1d8 1d10
1d10 1d12
1d12 3d6
2d6 2d8



Bonus Domain: At level 9th and 18th, he can choose an other domain that the deity has.


Mettle (Ex): Beginning at 12th level, by drawing on your boundless energy and dedication to your cause, you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect.


Channeling Power (Ex): At 14th level your spells increase in power. Whenever you cast a spell into your weapon, that spell's damage die increase by the level of the spell. For example, inflict moderate wounds would deal 4d8 instead of 2d8. For spells that deal static damage, such as harm, simply add the damage it deals per caster level equal to the spells level. So harm would deal 60 damage more. This extra damage can be increase with metamagic and by the heighten spell feat.


Holy Warrior (Ex): At 20th level, the Ordained Champion is no longer subject to aging penalties or death by old age. The bonus he gains from the Smite ability doubles. He gains DR 20/ opposed alignment. He doubles the spell slots gained from his ability modifier and he gains half his casting modifier to HP per level.


Epic Ordained Champion[edit]

Table: The Epic Ordained Champion

Hit Die: d12

Level Special
21st Improved Mettle, Epic War Caster, Channeling Might II
22nd Bonus Domain , Bonus Feat
23rd Channeling Power II
24th Bonus Feat
25th
26th Bonus Feat
27th
28th Bonus Feat
29th
30th Bonus Feat

8 + Int modifier skill points per level.

Channeling Might II : The damage die of the spell increase by two steps.

Epic War Caster: The Ordained Champion adds both modifiers to the DC and Caster Level.

Channeling Power II : The damage die added are double the spell's level.

Bonus Domain: The Ordained Champion gain an other bonus domain.

Bonus Feats: Any feat can be taken.



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