Divine Knight (3.5e Prestige Class)

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The Divine Knight

Blessed knights chosen by their church, drawing on their divinely given power to perform devestating attacks channeled through their weapon.

Requirements:

  • BAB: +4
  • Feats: Weapon Focus with her Deity`s favored weapon, Iron Will
  • Spells: Ability to cast 2nd level divine spells
  • Special: Class ability to turn undead.


Table: The Divine Knight
Hit Die: d8
Level Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day/Spells Known
1st +0 +2 +0 +2 Turn undead, divine sword
2nd +1 +3 +0 +3 Stasis sword +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Split punch
4th +3 +4 +1 +4 Shellburst stab +1 level of existing divine spellcasting class
5th +3 +4 +1 +4
6th +4 +5 +2 +5 Lightning stab +1 level of existing divine spellcasting class
7th +5 +5 +2 +5
8th +6 +6 +2 +6 Crush punch +1 level of existing divine spellcasting class
9th +6 +6 +3 +6
10th +7 +7 +3 +7 Holy Explosion +1 level of existing divine spellcasting class

Class Skills (4 + Int modifier per level)
Climb, Concentration, Craft, Diplomacy, Handle Animal, Jump, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Ride, Spellcraft, Swim.

Class Features

Turn Undead: At every odd level gained, the character's turn level increases by one.

Spells per Day/Spells Known: At every even level gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in whatever divine spellcasting class in which she could cast 2nd-level spells before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which she could cast 2th-level spells before she became a divine knight, she must decide to which class she adds each level of divine knight for the purpose of determining spells per day.

Divine Sword (Su): The Divine Sword is a ranged attack (with a range increment of 10 ft). Each use of any takes up one use of the Divine Sword Turn Undead ability for that day, and can only be used with a weapon she has taken Weapon focus with. Using the Divine Knight Sword ability is an attack action*, that does not provoke an Attack of Opportunity. This ability deals damage using the Divine Knight charisma modifier instead of her strength modifier. This damage does not receives any bonus from holding the weapon in both hands, and the effect allows a will saving throw (DC= 10 +Holy Knight level +Cha modifier) for half damage, count as the Divine Knight's alignment for purposes of overcoming DR, and can have an additional effect if the target fails his saving throw and the Divine Knight spends extra uses of his daily Turn Undead ability, as follows:

Stasis Sword (Su): A 2nd level or higher Divine Knight can spend an extra use of her Turn Undead ability for that day to deal half damage to all creatures within five feet of the original target. The primary target must succeed on a Will save (DC 13 +Divine Knight level +Charisma modifier) or be subjected to the effects of a Slow spell for 2 rounds.

Split Punch (Su): A 3rd level or higher Divine Knight can spend an extra use of her Turn Undead ability for that day to add the effect of a targeted Dispel Magic (caster level 10 +Divine Knight level) against her target. At 10th level, the Divine Knight gains a +10 bonus on her caster level check.

Shellburst Stab: A 4th level or higher Divine Knight receives the Improved Sunder feat as a bonus feat, even if she does not meet the requirements for it and can spend two of her daily uses of Turn Undead to make a Sunder attempt with her Divine Sword ability.

Lightning Stab: A 6th level or higher Divine Knight can spend two of her daily uses of Turn undead to deal an extra 2d6 electricity damage and 2d6 holy damage to the target of her Divine Sword ability.

Crush Punch (Su): A 8th level or higher Divine Knight can spend 3 extra uses of her Turn Undead ability for that day to add the effect of a Slay living spell (DC 15 +Divine Knight level +charisma modifier) against her target.

Holy Explosion: A 10th level or higher Divine Knight can spend 3 extra uses of her Turn Undead ability for that day to hit all creatures in a 25 foot line, which must be aligned with the Divine Knight, but can have any point of origin within the range of her reach with her Divine Sword ability. The creatures caught in the area of effect suffer 5d6 sonic damage and are Confused for 2 rounds unless they succeed at a Reflex Saving Throw (DC 10 +Divine Knight level +Charisma modifier) A successful saving throw means they suffer half damage and are exempt of the confusion effect.



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