Celestial Invocator (3.5e Class)
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A celestial invocator is a warlock who took his demonic powers and willed them to aid him in his fight against evil. His eldritch abilities have a golden glow rather than black to show his detachment from his demonic roots now that he is a paragon of good.
Making a Celestial Invocator
Alignment: Any good.
Hit Die: d6.
Starting Age: Simple.
|1st||+0||+0||+0||+2||Aura of Good, Detect Evil, Celestial Blast 1d6||1|
|2nd||+1||+0||+0||+3||Celestial Healing, Miraculous Health||1|
|3rd||+2||+1||+1||+3||Aura of Courage, Celestial Blast 2d6||2|
|5th||+3||+1||+1||+4||Celestial Blast 3d6||3|
|6th||+4||+2||+2||+5||Heroic Endurance +1||4|
|7th||+5||+2||+2||+5||Celestial Blast 4d6||4|
|9th||+6/+1||+3||+3||+6||Celestial Blast 5d6||5|
|10th||+7/+2||+3||+3||+7||Energy Resistance 5||6|
|11th||+8/+3||+4||+4||+7||Celestial Blast 6d6||7|
|12th||+9/+4||+4||+4||+8||Heroic Endurance +2||7|
|13th||+9/+4||+5||+5||+8||Celestial Blast 7d6||8|
|15th||+11/+6/+1||+6||+6||+9||Celestial Blast 8d6||9|
|17th||+12/+7/+2||+7||+7||+10||Celestial Blast 9d6||10|
|18th||+13/+8/+3||+7||+7||+11||Heroic Endurance +3||11|
|20th||+15/+10/+5||+8||+8||+12||Celestial Blast 10d6||12|
Weapon and Armor Proficiency: Celestial Casters gain no proficiency with any weapon or armor.
Invocations Known: Celestial Invocators learn new invocations at the rate shown on the table: Celestial Invocator. At 1st level, a celestial invocator can only learn least invocations, at 6th level he can learn lesser or least invocations, at 11th level he can learn greater, lesser, or least invocations, and at 16th level he can learn dark, greater, lesser, or least invocations.
Aura of Good: The power of a celestial invocator's aura of good (see the detect good spell) is equal to his celestial invocator level.
Detect Evil: At will, a celestial invocator can use detect evil, as the spell.
Celestial Blast: At 1st level a celestial invocator learns the ability celestial blast. A celestial invocator attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects.
A celestial blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. A celestial blast deals 1d6 points of damage at 1st level and increases in power as the celestial invocator rises in level. A celestial blast is the equivalent of a 1st-level spell. If you apply a blast shape or eldritch essence invocation to your celestial blast (see page 130), your celestial blast uses the level equivalent of the shape or essence.
A celestial blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to celestial blast. A celestial blast deals half damage to objects. Metamagic feats cannot improve a celestial invocator's celestial blast (because it is a spell-like ability, not a spell). However, the feat Ability Focus (celestial blast) increases the DC for all saving throws (if any) associated with a celestial invocatior's celestial blast by 2. See page 303 of the Monster Manual.
Celesital Healing: Beginning at 3rd level, a celestial incvocator can heal damage equal to his celestial blast damage once per day as a full round action. This can be distributed in intervals of d6, such as if a celestial invocator had 4d6 celestial blast he could heal one person 1d6 damage and himself 3d6.
Miraculous Health: At 2nd level a celestial invocator becomes immune to all natural and magical diseases along with all natural and magical poisons.
Detect Magic: Beginning at 4th level, a celestial invocator can use detect magic as the spell at will. His caster level equals his class level.
Heroic Endurance: At 6th level and again at 12th and 18th, a celestial invocator adds +1 to his natural armor class.
Summon Familiar: At 8th level a celestial invocator can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Consitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Energy Resistance: At 10th level a celestial invocator gains energy resistance 5 to one specific energy type.