New Base Class: The Reverend-- the non-martial Divine Caster


Homebrew and House Rules


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Since the days of old, there's been a strange expectation that divine casters in D&D/Pathfinder have the role of whacking people with a mace instead of working magic like their arcane counterparts.
In other games, such as World of Warcraft, it's hardly uncommon to see classes like the Priest that fully depend on the use of magic and not martial process.

Because much of the desire to play a divine caster is in its flavor, most notably the Domains of Clerics; I have created Domain-like Dogmas for the base class below. These dogmas have much more "arcane-like" spells that focus on battle-field control, blasting foes, buffing allies, etc. instead of self-buffing, while still staying true to the divine flavor of domains. These dogmas are spontaneously cast in the same way that a cleric spontaneously casts cure spells.

And because of time that'd be spent formatting, I won't put up all of the dogmas/subdogmas nor archetypes.

I present to you: the Reverend! (I'm respectfully giving Adamant Gaming the rights to the name Priest)

Within the echoing halls of every cathedral are clergymen preaching or even orchestrating the miracles of their praised deity. While most of these holy men are content with the life behind a podium, some don their robes and holy symbols and venture into the world of adventure as a hand of their god. Whether these reverends bring peace, disorder, healing, or corruption depends on the forces that grant them their awesome power.

Role: A reverend often stays near the back in the party,taking on a role not unlike the wizard. A reverend's dogma heavily influences her spellcasting style, causing her to be a master of buffing her allies, controlling the battlefield, or blasting her foes. Like a cleric, all reverends must focus their worship upon a divine source. While the vast majority of reverends revere a specific deity, a small number dedicate themselves to an abstract concept worthy of devotion - such as battle, death, justice, or knowledge - free of deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.)

Ability Scores: A reverend’s spells rely on Wisdom. Her special abilities Channel Energy depend on Charisma. Due to her her lack of armor, a decent Dexterity score is helpful. And such is the case for every adventurer, a good constitution is important.

Alignment: A reverend’s alignment must also be within one step of her deity's, along either the law/chaos or the good/evil axis.

Hit Dice: d6

Starting Wealth: 2d6 x 10 gp (average 70gp.) In addition, each character begins play with an outfit worth 10gp or less.

Starting Age: As wizard.

Class Skills
The reverend’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier.

Base Attack Bonus Progression: Half (as wizard)

Fort: Poor
Ref: Poor
Will: Good

Spells Per Day: As Cleric, but +1 spell slot per level instead of domain spell slot.

Class Features

Weapon and Armor Proficiency:

Reverends are proficient with the club, dagger, light mace, quarterstaff, and wooden stake. Reverends are not proficient in any armor or shields. A reverend's spellcasting is affected by arcane spell failure if she wears armor or shields.

Aura (Ex):

A reverend of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Spells:

A reverend casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A reverend must choose and prepare her spells in advance.

To prepare or cast a spell, a reverend must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a reverend’s spell is 10 + the spell level + the reverend’s Wisdom modifier.

Like other spellcasters, a reverend can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Reverend Spells Per Day. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

Reverends meditate or pray for their spells. Each reverend must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a reverend can prepare spells. A reverend may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Dogmas:

A reverend’s deity influences her alignment, what magic she can perform, her values, and how others see her. A deity grant dogmas of the same name as the domains they represent. A reverend chooses three dogmas from among those belonging to her deity. A reverend can select an alignment dogma (Chaos, Evil, Good, or Law) only if her alignment matches that dogma. If a reverend is not devoted to a particular deity, she still selects two dogma to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment dogma still applies.
Each dogma grants a number of dogma powers, dependent upon the level of the reverend, as well as a number of bonus spells that a reverend adds to their list of spells known.
In addition, a reverend gains the listed powers from both of her dogmas. Unless otherwise noted, activating a dogma power is a standard action.

Orisons:

Reverends can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Reverend Spells Per Day. These spells are treated like any other spell, but they are not expended when cast and may be used again.

Spontaneous Casting:

A reverend may “lose” any prepared spell in order to cast a dogma spell of the same spell level or lower.

Chaotic, Evil, Good, and Lawful Spells:

A reverend can’t cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.

Bonus Languages:

A reverend’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Channel Energy (Su):

Regardless of alignment, any reverend can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good reverend (or a neutral reverend who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil reverend (or a neutral reverend who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral reverend of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the reverend. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two reverend levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the reverend's level + the reverend's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A reverend may channel energy a number of times equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A reverend can choose whether or not to include herself in this effect.

A reverend must be able to present her holy symbol to use this ability.

Religious Study:

Starting at 2nd level, a reverend gains a bonus on Knowledge (Arcana), Knowledge (Religion), and another Knowledge of her choice (reflecting the focus of her deity) and Linguistics skill checks equal to half of her deacon level (rounded down). In addition, she may make these Knowledge and Linguistics skill checks untrained.

Enlightenment:

At 20th level, a reverend discovers the ultimate truths in all of her deity's dogmas, not just the three that she has rigorously studied. At the beginning of each day, a reverend may change her selected dogmas to up to three others that she qualifies for.

Dogmas
A reverend can select any two dogmas granted by her deity. Deities grant dogmas of the same name as the domains they grant. A reverend without a deity may select any two dogmas (subject to GM approval). If a dogma’s power duplicates a spell effect, the reverend’s caster level for that power is equal to her reverend level.
Subdogmas are listed under each corresponding dogma. Subdogmas have different powers and spells than their associated dogma. A reverend may not select both a dogma and one of its subdogmas.

Air:

Dogma Power: +1 caster level when casting spells with the air descriptor
Dogma Spells: 1st—alter winds, 2nd—wind wall, 3rd—call lightning, 4th—river of wind, 5th—control winds, 6th—chain lightning, 7th—scouring winds, 8th—whirlwind, 9th—elemental swarm (air spell only).

Cloud
Associated Dogma: Air
Replacement Power: +5-ft. radius of cloud spells
Replacement Dogma Spells: 1st—obscuring mist, 2nd—fog cloud, 3rd—stinking cloud, 4th—solid fog, 5th—cloudkill, 6th—greater sand whirlwind, 8th—incendiary cloud, 9th—storm of vengeance.

Wind
Associated Dogma: Air
Replacement Dogma Spells: 3rd—cloak of winds, 6th—path of the winds, 9th—winds of vengeance.

Animal:

Dogma Power: Allies’ animals (summoned, companion, or mount) are healed +1 damage per die from your healing spells and channel energy.
Dogma Spells: 1st—charm animal, 2nd—animal aspect, 3rd—dominate animal, 4th—greater animal aspect, 5th—animal growth, 6th—summon nature's ally VI*, 7th—animal shapes, 8th—summon nature's ally VIII*, 9th—summon elder worm
*animals only

Feather
Associated Dogma: Animal
Replacement Power: Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Replacement Dogma Spells: 2nd—animal aspect, 3rd—fly, 4th—cape of wasps (takes the form of hummingbirds), 6th—mass fly, 8th—summon nature's ally VIII*, 9th—shapechange (beast shape IV* only)
*birds only

Fur
Associated Dogma: Animal
Replacement Dogma Spells: 4th—cape of wasps (takes the form of small bats), 9th—shapechange (beast shape IV* only)
*mammals only

Artifice:

Dogma Power: Your healing spells and channel energy can restore hit points to objects and constructs.
Dogma Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—transmute metal to wood, 8th—polymorph any object, 9th—gate

Construct
Associated Dogma: Artifice
Replacement Dogma Spells: 2nd—skinsend, 4th—soothe construct, 5th—rapid repair, 6th—animate objects, 7th—control construct, 8th—call construct, 9th—true resurrection (only constructs)

Toil
Associated Dogma: Artifice
Replacement Power: Your harming spells and channel energy can damage objects and constructs.
Replacement Dogma Spells: 1st—command, 2nd—disfiguring touch, 3rd—ray of exhaustion, 4th—bestow curse, 5th—waves of fatigue, 6th—major curse, 7th—waves of exhaustion, 8th—binding, 9th—mass hold monster

Trap
Associated Dogma: Artifice
Replacement Power: Whenever you make a trap, choose one: increase the DC of the Perception check required to locate your trap by +2, increase the DC of the Disable Device check required to disarm your trap by +2, increase your trap's attack bonus by +1, or increase your trap's saving throw by +1.
Replacement Dogma Spells: 1st—detect snares and pits, 2nd—snare, 3rd—improve trap, 4th—fire trap, 5th—spike stones, 6th—major curse, 7th—teleport trap, 8th—binding, 9th—mass hold monster

Chaos:

Dogma Power: +2 to pierce the spell resistance of Lawful outsiders
Dogma Spells: 1st—protection from law, 2nd—communal protection from law, 3rd—magic circle against law, 4th—chaos hammer, 5th—dispel law, 6th—animate objects, 7th—word of chaos, 8th—cloak of chaos, 9th—freedom

Azata
Associated Dogmas: Chaos, Good
Replacement Dogma Spells: 1st—expeditious retreat, 3rd—fly

Demon
Associated Dogmas: Chaos, Evil
Replacement Dogma Spells: 1st—doom, 3rd—rage, 4th—chaos hammer, 6th—planar binding (demon only), 9th—summon monster (chaos spell only)

Entropy
Associated Dogma: Chaos
Replacement Dogma Spells: 1st—entropic shield, 4th—confusion, 7th—destruction

Protean
Associated Dogma: Chaos
Replacement Dogma Spells: 1st—lesser confusion, 3rd—displacement, 6th—planar binding (proteans only)

Revelry
Associated Dogma: Chaos
Replacement Dogma Spells: 1st—goodberry, 2nd—hideous laughter, 3rd—good hope, 4th—create food and water, 6th—heroes' feast, 8th—irresistible dance

Whimsy
Associated Dogma: Chaos
Replacement Dogma Spells: 1st—color spray, 2nd—hypnotic pattern, 4th—confusion, 6th—cloak of dreams

Charm:

Dogma Power: +1 caster level when casting enchantment spells
Dogma Spells: 1st—charm person, 2nd—calm emotions, 3rd—suggestion, 4th—charm monster, 5th—dominate person, 6th—geas/quest, 7th—mass charm monster, 8th—demand, 9th—dominate monster

Love
Associated Dogma: Charm
Replacement Dogma Spells: 2nd—enthrall, 8th—euphoric tranquility

Lust
Associated Dogma: Charm
Replacement Dogma Spells: 2nd—unnatural lust, 3rd—lover's vengeance, 4th—confusion, 8th—sympathy

Sovereign Court

Dot.

Grand Lodge

Dot as well.

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