Theologian (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


A typical Theologian is a knowledgeable skeptic to all but there own beliefs. unlike Clerics whose faith in their deity grants them divine spells, or Druids who derive their powers from nature, a Theologian's knowledge of the divine and the strength of their soul is the source of the Theologian's divine might.

Making a Theologian[edit]

<-Strong points and weak points, and effectiveness with party members.->.

Abilities: <-description of most important attributes for this class->.

Races: Humans, Elves and Half-Elves are Generally the most likely Races to become Theologians. However any one who seeks too truly understand the nature of the divine forces around them, and harness the power within may become a Theologian.

Alignment: Any

Starting Gold: 4d4 gp.

Starting Age: Moderate

Table: The Theologian

Hit Die: d4 / Mana Die: d4

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Aura of resolve, Scribe scroll
Scripture, Mana Pool
2nd +1 +3 +0 +3
3rd +2 +3 +1 +3
4th +3 +4 +1 +4
5th +3 +4 +1 +4 Aura of courage
6th +4 +5 +2 +5
7th +5 +5 +2 +5
8th +6/+1 +6 +2 +6 Aura of Charm
9th +6/+1 +6 +3 +6
10th +7/+2 +7 +3 +7
11th +8/+3 +7 +3 +7
12th +9/+4 +8 +4 +8 Aura of Menace
13th +9/+4 +8 +4 +8
14th +10/+5 +9 +4 +9
15th +11/+6/+1 +9 +5 +9 Aura of Anonymity
16th +12/+7/+2 +10 +5 +10
17th +12/+7/+2 +10 +5 +10
18th +13/+8/+3 +11 +6 +11
19th +14/+9/+4 +11 +6 +11
20th +15/+10/+5 +12 +6 +12 More presence then flesh

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Jump (Str), Knowledge (arcana) (Int), (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Theologian.

Weapon and Armor Proficiency: Theologian are are proficient with the following weapons; club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, and with (light, medium) types of armor, and with shields (except tower shields).

Spells: A Theologian can cast any divine spells he has learned, and he can learn spells from the Shugenja as well as cleric spell lists. To learn a spell the Theologian must have an Intelligence score equal to at least 10, and a caster level equal to, or greater then the spell's level in order to learn a spell. The Theologian divine caster level is the same as it's class level.

Scripture: A Theologian must meditate upon the teachings of his Scripture each day in order to focus his spiritual energy and choose the spells he will cast for that day. He cannot cast any spell not recorded in his Scripture, except for Read Magic which all Theologians know by heart. he can record new spells in it by studying religious text. "like a wizard studying a spellbook." A Theologian begins play with there Scripture "a spellbook".

Mana Pool (Su): All Theologians learn to form a mana pool in there quest for scholarly and spiritual perfection in focussing the power of There souls. Note a Theologian has a Hit Die of one d4 unlike Clerics and Druids who have one d8. It's do to there efforts in focussing spiritual energy the result is a Mana Die "Mp." of one d4 per class level. Mp. is baced on Wisdom like, Hp. is baced on Constitution. A Theologian must have a Wisdom score equal to at least 10 in order cast spells. A Theologian who has Wis modifier of 1 gains 1 Bonus Mp. per divine caster level. All spells cost Mp. the spell's Mp. cost is equal to the spell's level for instants a level-1 spell costs 1 Mp.(ack.)

Orison Ability (Sp): A Theologian can cast all 0-level spells he knows at will as spell-like Abilities. A Theologian can only learn a number of 0-level spells at 1st-level equal to his Int modifier. can not learn 0-level spells past 1st-level.

Aura of Resolve (Ex): at 1st level, the Theologian gains immunity to all charm and compulsion effects. His mind is his own, and no other creature can control his thoughts or actions. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against charm or compulsion effects. This ability functions while the Theologian is conscious, but not if he is unconscious or dead.

Aura of Courage (Su): You are immune to fear, and each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects.

Aura of Menace (Su): A righteous aura surrounds you whenever you fight or get angry. Any hostile creature with in a 5-foot radius of you takes a –2 penalty on attacks, AC, and saves for 24 hours or until it successfully hits you. A creature that has broken the effect can't be affected again by your aura for 24 hours.

Aura of Charm (Su): A sublime aura surrounds you, it makes individuals who are close to you fell a sense of trust and admiration. When you are in a crowd of ten or more individuals you gain a divine bonus equal to your half Theologian level on Bluff, and Sense Motive checks.

Aura of Anonymity (Su): You leave few impressions upon those you meet, and even fewer upon those unexceptional souls you pass in the street. When you are walking in a crowd of ten or more individuals, you gain a divine bonus equal to your half Theologian level on Disguise and Hide checks.

More presence then flesh (Su): At 20th level, a Theologian has tuned his mind, spirit, and skill to the point that he becomes a magical creature. he is forevermore treated as an outsider (an extraplanar creature) rather than as a humanoid for the purpose of spells and magical effects. In addition a Theologian gains damage reduction 5/magic and 20% miss chance.

Epic Theologian[edit]

Table: The Epic Theologian

Hit Die: d4

Level Special
24th Bonus feat
28th Bonus feat

4+ Int modifier skill points per level.

Elf Theologian Starting Package[edit]

Armor: Studded leather Armor and light steel Shield. (speed 30 ft. –1 Armor Check Penalty)

Weapons: Quarterstaff (1d6/1d6, crit ×2, 4 lb., two-handed, bludgeoning). dart (1d4, crit 20/×2, range inc. 20 ft., 1/2 lb., piercing).

Feat: Combat Casting.

Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel. Ten candles, map case, three pages of parchment, ink, inkpen, Scripture and 20 darts

Gold: 3d6 gp.

Playing a Theologian[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

Theologians in the World[edit]

How Dare you speak such idiocy, now everyone in earshot of your voice is by some degree stupider for having heard you. May God have mercy on your soul for I will not!
—Aust Galanodel, Elf Theologian

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

Theologian Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

Theologians in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.

Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!
system reference documents

admin area
Terms and Conditions for Non-Human Visitors