Peacebringer (3.5e Class)

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Peacebringers seek to maintain peace whenever possible -- they may lend support to warriors, but only when those warriors have benevolent intentions toward good creatures.

Making a Peacebringer[edit]

Peacebringers are dedicated absolutely to helping good creatures live in peace, and to spreading peace generally. Peacebringers serve existence by preventing evil from destroying the harmony of nature. They are personally pacifistic, although they will help warriors survive combat with forces of true darkness. A peacebringer will attempt to communicate with any neutral character who is open to communication, and may attempt to persuade nonevil characters to put down their weapons.

Peacebringers refuse to use their bodies for violence, and instead dedicate their minds to the preservation of life. Through divine connection to forces of love and life, the peacebringer channels powerful spells of healing, protection, strength, and prosperity. Powerful peacebringers can effortlessly identify the intentions of other sentient creatures, aid the weak in escaping dangerous fights, return life to those whose souls have escaped their bodies, and manipulate the fundamental structure of nature in order to promote life.

Abilities: The peacebringer must be wise, intelligent, and charismatic. Physical combat ability is irrelevant to the peacebringer's ambitions.

Races: Any race may become a peacebringer, if they hope to promote happiness among sentient creatures.

Alignment: Neutral Good. The peacebringer values goodness above all -- law and chaos are subordinate in importance to goodness and peace, so far as the peacebringer is concerned.

Starting Gold: 0 gp (peacebringers are self-sufficient and depend on the kindness (or at least appreciation) of others for equipment. Generally speaking, peacebringers who live in the wild require no equipment for their own survival.

Starting Age: Any (a perfectly-normal creature of any age might be inspired to become a peacebringer).

Table: The Peacebringer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 +2 +2 Pacifist, Healing Hands, Wise Healer 4 2
2nd +3 +3 +3 Powerful Meditation 4 2 1
3rd +3 +3 +3 Perfect Health 5 3 1
4th +4 +4 +4 Augment Healing 5 3 2 1
5th +4 +4 +4 Healing Aura (2/day) 5 3 3 1
6th +5 +5 +5 Remove Disease 1/week 6 4 3 2 1
7th +5 +5 +5 Healing Body, Divine Reach 6 4 3 3 1
8th +6 +6 +6 Healing Aura (4/day), Wild Empathy 6 4 4 3 2 1
9th +6 +6 +6 Remove Disease 2/week, Brilliant Healer 6 4 4 3 3 1
10th +7 +7 +7 Gift of the Little Creatures, Driven Healer 6 5 4 4 3 2 1
11th +7 +7 +7 Improved Perfect Health, Healing Aura (6/day) 6 5 4 4 3 3 1
12th +8 +8 +8 Remove Disease 3/week 6 5 5 4 4 3 2 1
13th +8 +8 +8 Blessed Hands 6 5 5 4 4 3 3 1
14th +9 +9 +9 Healing Aura 8/day 6 5 5 5 4 4 3 2 1
15th +9 +9 +9 Remove Disease 4/week 6 5 5 5 4 4 3 3 1
16th +10 +10 +10 Aura of Pacifism 6 5 5 5 5 4 4 3 2 1
17th +10 +10 +10 Healing Aura 10/day 6 5 5 5 5 4 4 3 3 1
18th +11 +11 +11 Remove Disease 5/week 6 5 5 5 5 5 4 4 3 2
19th +11 +11 +11 Everyone Must Live 6 5 5 5 5 5 4 4 4 3
20th +12 +12 +12 Healing Aura 12/day 6 5 5 5 5 5 5 5 4 4

Class Skills (8 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Medicine)(Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (local),Knowledge(nature) (Int), Knowledge (nobility) (Int), Knowledge (religion)(Int), Profession (apothecary) (Wis), Profession (dentist) (Wis), Profession (herbalist) (Wis), Profession (midwife), Profession (surgeon) (Wis), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).

Class Features[edit]

Since peacebringers devote their lives entirely to the symbiotic prosperity of life at the expense of any aggressive training whatsoever, they have a very unique ability to heal others. All of the following are class features of the peacebringer.

Weapon and Armor Proficiency: Most peacebringers feel no need for weapons and armor; they have no innate proficiency with items of war. They rely entirely on their divine connection to the magic of life for protection. Most wear clothing only as protection against the elements. Some favored peacebringers, however, may come to possess armor that is given to them by those who value the life of the peacebringer. As the peacebringer casts spells by channeling the divine, those who choose to wear armor do not lose any access to their abilities as a peacebringer.

Pacifist: The peacebringer is emotionally incapable of doing harm to others. A peacebringer whose mind is being forced to do harm by means of powerful magic will not feel personally responsible for the wrongdoing of the evil spellcaster.

Healing Hands (Su): Beginning at 1st level, peacebringers with a Charisma score of 12 or higher can heal wounds (their own or those of others) by touch.

Each day, peacebringers can heal a total number of hit points of damage equal to (their peacebringer level + their skill in Heal + their Wisdom) × their Charisma bonus. Peacebringers may choose to divide their healing among multiple recipients, and peacebringers don’t have to use it all at once. Using Healing Hands is a standard action.

Variant: Instead of taking a set pool of hit points for healing others, a peacebringer may choose to heal (1d10 per two class levels) + their bonus in Heal) per usage of this skill (one standard spell action), infinite times per day. Upon receiving Brilliant Healer, add Intelligence bonus to the peacebringer's total skill in Heal. This kind of peacebringer cannot distribute as many hit points to a single subject in a single casting, but can heal all day.

Special: A peacebringer may take Widen Spell (Healing Hands) in order to heal one person with each hand per round. Peacebringers with Perfect Hands may heal two people as a full move action before casting a separate spell.

Wise Healer: The peacebringer spends all of their living energy on the art of healing. They may therefore add their Wisdom bonus to all healing rolls, even when it would ordinarily be ignored. They also gain a number of additional spells per day (at every level) equal to their Wisdom bonus.

Powerful Meditation: The mere presence of a meditating peacebringer can heal the most vicious wounds. By entering a state of deep meditation (this take twenty rounds minus one per class level, until it becomes a free action at level 20), the peacebringer may grant Fast Healing to every sentient being who joins in the meditation. Characters who meditate with the peacebringer heal a number of hit points each round equal to the peacebringer's class level + Wisdom modifier.

Perfect Health (Ex): At 3rd level, a peacebringer gains immunity to all diseases, including supernatural and magical diseases.

Healing Aura: At 5th level a peacebringer can as a Standard Action gain an aura of positive energy that effects each creature within a 60-ft burst. At first, the peacebringer may establish a healing aura (2 + their Wisdom modifier) times per day. Any healing spell cast on one of these creatures before the end of your next turn is automatically maximized, with no adjustment to the spell's level or casting time.

A peacebringer's ability to channel this aura grows as they continue their study as a peacebringer.

Augment Healing: At 4th level a peacebringer gains Augment Healing (from the Complete Divine) as a bonus feat, even if peacebringers does not have the normal prerequisites for that feat. If peacebringers already have the feat, they can choose a metamagic feat.

Remove Disease (Sp): At 6th level, a peacebringer can produce a remove disease effect, as the spell, twice per week. Peacebringers can use this ability two additional times per week for every three levels after 6th (four per week at 9th, six times at 12th, and so forth).

Healing Body (Su): At 7th level or higher, peacebringers can heal their own wounds. Peacebringers can heal a number of hit points of damage equal to thrice (their current peacebringer level + their wisdom) modifier each day, and peacebringers can spread this healing out among several uses.

Divine Reach: Good Gods bless the intentions of the committed peacebringer with extraordinary healing abilities. An experienced peacebringer can use all ordinarily-touch-based healing techniques -- spells and special abilities -- at a range of 5 feet per class level.

Wild Empathy (Ex): The peacebringer is recognized as a lover of life by all sentient animals. A peacebringer can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. Peacebringers roll 1d20 and add their class level and their Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the peacebringer and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

Peacebringers can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but they take a –4 penalty on the check.

Brilliant Healer (Su): At 9th level, the peacebringer's study of healing has granted them such profound insight into health that they may additionally add their Intelligence bonus to all heal checks, and to the number of spells at every level that they can cast per day. This bonus is applied to all of the peacebringer's spells per day at every level, including special ability spells. This bonus is applied to Healing Hands before the Charisma modifier is applied.

Gift of the Little Creatures (Su): At 10th level, peacebringers develop the capacity to shapeshift into small or smaller creatures of HD equal to or less than the class level of the peacebringer. Peacebringers may shift at will, as a divine gift from nature. Their armor and equipment shrinks and adjusts to fit their new size. Their armor bonus shrinks proportionally to the change in their size. Peacebringers remain pacifistic when they shapeshift.

Driven Healer (Su): At 10th level, peacebringers have spent so much time casting spells to help others that they have developed the ability to cast such spells almost effortlessly. Once per round, a peacebringer may cast any two standard-action spells that help other creatures. Peacebringers may not use this ability to help themselves unless they have less than twenty percent of their total hit points, or fewer than 20 hit points, whichever is less.

Improved Perfect Health (Su): At 11th level, a peacebringer gains immunity to poisons of all kinds.

Blessed Hands: Beginning at level 13, peacebringers can channel primal magic through their hands to heal others as a free action once per round, and the amount of hit points that they can heal per day (variant: per action) becomes double the base rate given by Healing Hands and Brilliant Healer (variant: double the total healing calculation (i.e., 2 * (xd10 + Wisdom bonus + Intelligence bonus + ranks in Heal, where x is half of the peacebringer's class level, rounded down))).

Aura of Pacifism: Beginning at level 16, peacebringers may concentrate in order to channel an aura of pacifism, which causes all affected creatures to completely lose the will to hurt others. Affected creatures may continue to dodge and nonviolently defend themselves, but may not intentionally hurt any sentient being while influenced by the aura. The radius of the aura is (class level) * (Wisdom modifier + Charisma modifier)). Creatures within range of a peacebringer who is channeling an aura of pacifism must make a Will save, DC 10 + class level + Charisma modifier, or become pacified. Pacified creatures may choose to escape if they feel afraid for any reason. Creatures who roll an Intelligence check, or a relevant knowledge check (as determine by the DM), DC 25, will realize that they may step outside of the circle in order to regain their will to fight -- however, they will remain unmotivated to do so, and therefore must have some other reason for doing so, unless they successfully save against the effects of the aura.

Peacebringers can affect any creature with the mental capacity to remain peaceful toward some other sentient being. This includes, e.g., all zombies who intuitively refrain from attacking other zombies -- these creatures have some capacity to see an organism and feel neutral, and a peacebringer's aura can call forth this aspect of a personality in any creature who expresses it.

Everyone Must Live: A 19th level peacebringer, committed totally to the path of peace, gains the ability to cast spells of support and healing with a speed that is unparalleled among casters. The experienced peacebringer who is willing to withstand great physical strain can occasionally throw out spells in rapid succession.

In times of great stress, a peacebringer may choose to sacrifice 50 hit points in order to cast an additional standard-action spell, in addition to the two spells that they can ordinarily cast in a full round.

This ability has a cooldown of 10 rounds - the Wisdom modifier of the peacebringer. This cooldown may be ignored if the peacebringer is willing to sacrifice twice as many hit points during each additional effort before the cooldown period has expired (e.g., a peacebringer who exercises this ability three rounds in a row would need to pay a grand total of 350 hit points). Occasionally, peacebringers have sacrificed their lives in this way in order to keep alive the dream of a noble victory for good creatures.

Spells: Unlike a cleric or a wizard, a peacebringer need not prepare spells in advance. Peacebringers can cast any known spell at any time, assuming they have not yet used up their spells per day for that spell level. Peacebringers cast spells at a save DC of 10 + (Spell Level) + (Wisdom Modifier). Peacebringers gain divine knowledge of the following spells as their power grows:

0—Cure Minor Wounds, Detect Magic, Detect Poison, Purify Food and Drink, Guidance, Resistance, Virtue, Message.

1st—Bless, Bless Water, Cure Light Wounds, Detect Evil, Divine Favor, Entropic Shield, Hide from Animals, Hide from Undead, Protection from Good, Protection from Evil, Protection from Chaos, Protection from Law, Remove Fear, Sanctuary, Shield of Faith, Mage Armor, Shield, Expeditious Retreat, Feather Fall.

2nd—Aid, Protection from Arrows, Bear's Endurance, Blur, Bull's Strength, Whispering Wind, Calm Emotions, Cat’s Grace, Consecrate, Cure Moderate Wounds, Delay Poison, Eagle's Splendor, Fox's Cunning, Lesser Restoration, Hold Person, Owl's Wisdom, Remove Paralysis, Resist Energy, Shield Other, Silence, Status, Zone of Truth.

3rd—Blindness/Deafness, Create Food and Water, Daylight, Deeper Darkness, Dispel Magic, Leomund's Tiny Hut, Cure Serious Wounds, Displacement, Dispel Magic, Hold Person, Helping Hand, Invisibility Purge, Magic Circle against Good, Magic Circle against Evil, Magic Circle against Chaos, Magic Circle against Law, Magic Vestment, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Water Breathing, Wind Wall.

4th—Cure Critical Wounds, Leomund's Secure Shelter, Death Ward, Discern Lies, Stoneskin, Greater Magic Weapon, Lesser Geas, Neutralize Poison, Resilient Sphere, Restoration, Sending, Spell Immunity, Tongues.

5th—Atonement, Break Enchantment, Bigby's Interposing Hand, Commune, Continuous Cure Wounds, Dispel Good, Dispel Evil, Dispel Chaos, Dispel Law, Hallow, Mass Cure Light Wounds, Mislead, Plane Shift, Raise Dead, Spell Resistance, True Seeing.

6th—Mass Bear's Endurance, Guards and Wards, Greater Heroism, Mass Bull's Strength, Mass Cure Moderate Wounds, Greater Dispel Magic, Contingency, Mass Eagle's Splendor, Bigby's Forceful Hand, Geas/Quest, Mass Fox's Cunning, Heal, Hardening, Heroes' Feast, Mass Owl's Wisdom.

7th—Mass Cure Serious Wounds, Spell Turning, Mordenkainen's Magnificent Mansion, Regenerate, Greater Restoration, Mass Hold Person, Resurrection, Refuge.

8th—Antimagic Field, Protection from Spells, Cloak of Chaos, Temporal Stasis, Mass Cure Critical Wounds, Holy Aura, Shield of Law, Greater Spell Immunity.

9th—Freedom, Foresight, Mass Heal, Mordenkainen's Disjunction, Miracle, True Resurrection.

Epic Peacebringer[edit]

Table: The Epic Peacebringer

Hit Die: d6

Level Special
21st Remove Disease 6/week
23rd Healing Aura 14/day
24th Remove Disease 7/week, Bonus Epic Feat
26th Healing Aura 16/day
27th Remove Disease 8/week
28th Bonus Epic Feat
29th Healing Aura 18/day
30th Remove Disease 9/week

8 + Int modifier skill points per level.

Remove Disease: A peacebringer can use this ability more times per day at 21st, 24th, 27th level, 30th level, as noted on Table:The Epic Peacebringer.

Healing Aura: A peacebringer can use this ability more times per day at 23rd, 26th, and 29th level, as noted on Table:The Epic Peacebringer.

Bonus Feats: The epic peacebringer gains a bonus feat (selected from the list of epic peacebringer bonus feats) every 4 levels after 20th.

Epic Peacebringer Bonus Feat List: Epic Spellcasting, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Great Wisdom, Great Charisma, Great Dexterity, Great Constitution, Improved Metamagic, Improved Heighten Spell, Multispell, Intensify Spell, Improved Spell Capacity.


Due to their unique life experience, the peacebringer is completely nonviolent in the core of their being. There is no situation that a peacebringer is not prepared to solve without violence. It is entirely out-of-character for a peacebringer to stop offering peace to the world due to an internal change of heart. A good DM should not allow peacebringers to make any violent choices. Restraining creatures to prevent violence does not count as violence for the purposes of this restraint.

Human Peacebringer Starting Package[edit]

Weapons: None.

Skill Selection: Pick a number of skills equal to 8 + Int modifier.

Skill Ranks Ability Armor
Concentration 4 Con
Diplomacy 4 Cha
Gather Information 4 Cha
Heal 4 Wis
Knowledge (Local) 4 Int
Knowledge (Religion) 4 Int
Knowledge (Nature) 4 Int
Sense Motive 4 Wis
Spellcraft 4 Int
Spot 4 Wis

Feat: Widen Spell (Healing Hands)

Gear: Cloak, backpack, bedroll, waterskin, knife, nutcracker, cooking pot, tea, blankets, cannabis sativa.

Gold: 0 gp.

Campaign Information[edit]

Playing a Peacebringer[edit]

Religion: All peacebringers revere any sentient being that support goodness and peaceful balance in nature, deity or otherwise. They may choose to dedicate themselves to a specific religion, but only if it does not deny the value of other benevolent deities. Ehlonna, Tamara, Pelor, and Garl Glittergold, among others, are held in high regard by most peacebringers.

Other Classes: The peacebringer seeks to restore a state of peace to every situation. Sometimes, this may mean helping warriors to retain their strength while they battle forces of darkness. Often, this involves healing the injured, spiriting the endangered out of harm's way, pacifying dangerous foes, and buffing those who must bleed on the front lines of the war on malevolence.

Combat: A peacebringer may silence an enemy spellcaster, or persuade an enemy warrior to put down the sword. They may also boost the defenses and physical strength of characters who are protecting the innocent, or help others escape a deadly situation.

Advancement: The peacebringer is best helped by feats that allow them to cast more spells, more powerfully. The peacebringer is not a warrior. A peacebringer's focuses only upon healing the world of pain. A peacemaker may never gain a base attack bonus, a weapon proficiency, or an offensive spell, even if they multiclass.

Peacebringers in the World[edit]

We can do better.
—Taylor, Human Peacebringer
You must love the crust of the earth on which you dwell more than the sweet crust of any bread or cake; you must be able to extract nutriment out of a sand heap.
—Henry David Thoreau, Human Peacebringer

Peacebringers are found wherever there is life to aid and protect.

Daily Life: Seeking creatures who need help.

Notables: Chut Wutty.

Organizations: Peacebringers join forces freely and quickly with anyone whose intentions will lead to positive outcomes for the world. They will frequently try to encourage others to shift their alignment.

NPC Reactions: All intelligent, nonevil creatures either love or appreciate peacebringers, depending on their motivations. Even evil characters will sometimes try to make polite use of a peacebringer's power, if the peacebringer is open to being deceived.

Peacebringer Lore[edit]

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

Gather Information, Knowledge (lore)
DC Result
5 You are unsure about the nature of peacebringers.
10 You know that peacebringers are pacifists who try to heal others.
15 You have heard of several famous peacebringers.
20 The memoirs of a peacebringer grant you knowledge of how they resolved some dilemma.
30 You know of a peacebringer who lives nearby.

Peacebringers in the Game[edit]

Peacebringers can only support others in combat. They may not attack enemies, although they may attempt to disable the martial capacity of threats by magical suggestion.

Sample Encounter: Peacebringers won't attack players, though they may support someone if you are running a campaign of evil players.

EL Infinite: The DM should roll a custom peacebringer to ensure good balancing.

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