Defender of Destiny (3.5e Prestige Class)

From D&D Wiki

Jump to: navigation, search


Defender of Destiny[edit]

Defenders of destiny believe everyone in the world has its own path to follow. Some people get out of the way though, and it’s their duty to lead them back to their destiny. Those who refuse to accept it shall be punished.

Requirements:[edit]

To become a defender of destiny, a character must fulfill the following criteria.

  • Alignment: Any non-good and non-evil.
  • Base Attack Bonus: +4.
  • Spells: Ability to cast divine spells, including at least one divination spell.
  • Skills: Diplomacy 6 ranks, Knowledge (religion) 6 ranks.
  • Feat: Dodge and Great Fortitude, Iron Will, or Lightning Reflexes.


Table: The Defender of Destiny
Hit Die: d8
Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day/Spells Known
1st +0 +0 +0 +2 Free from Karma, Safe Destiny +1 +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Divine Grace +1 level of existing spellcasting class
3rd +2 +1 +1 +3 Uncanny Dodge +1 level of existing spellcasting class
4th +3 +1 +1 +4 Safe Destiny +2 +1 level of existing spellcasting class
5th +3 +1 +1 +4 Smite Karma +1 level of existing spellcasting class
6th +4 +2 +2 +5 Divine Health +1 level of existing spellcasting class
7th +5 +2 +2 +5 Safe Destiny +3 +1 level of existing spellcasting class
8th +6 +2 +2 +6 Fate Roll +1 level of existing spellcasting class
9th +6 +3 +3 +6 Alter Destiny +1 level of existing spellcasting class
10th +7 +3 +3 +7 Safe Destiny +4 +1 level of existing spellcasting class

Class Skills (2 + Int modifier per level)
Concentration, Diplomacy, Knowledge (religion), Spellcraft.

Class Features:[edit]

All of the following are class features of the defender of destiny prestige class.

Weapon and Armor Proficiency: A defender of destiny gains no new weapon, armor or shield proficiencies.

Free from Karma (Ex): A defender of destiny never goes astray from the path of destiny, she may not cast spells with the Good or Evil descriptors, unless they are Abjuration spells.

Safe Destiny (Su): At 1st level, a defender of destiny gains a +1 insight bonus on armor class. This bonus increases to +2 at 4th level, to +3 at 7th level and finally to +4 at 10th level.

Divine Grace (Su): At 2nd level, a defender of destiny gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Uncanny Dodge (Ex): At 3rd level the defender of destiny gains the uncanny dodge ability (see the Player’s Handbook).

Smite Karma (Su): Once per day, a defender of destiny of at least 5th may attempt a smite karma. This ability is identical to the smite evil ability of the paladin (see the Player’s Handbook), except it can be used to smite good creatures as well (creatures that are neither good nor evil are not affected).

Divine Health (Ex): At 6th level, a defender of destiny gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

Fate Roll (Su): A defender of destiny of 8th level or higher may reroll any one die; she always keeps the best result. This ability is usable once per day.

Alter Destiny (Sp): Once per day, a defender of destiny of 9th level may attempt to alter others’ destinies. This ability works like the mass suggestion spell. You use your character level (or Hit Dice) as the caster level, and the save DC is equal to 16 + your Charisma modifier.



Back to Main Page3.5e HomebrewClassesPrestige Classes

Home of user-generated,
homebrew pages!


Advertisements: