Cleric of Olidammara (3.5e Alternate Class Feature)

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Cleric of Olidammara[edit]

To a greater extent than any other Cleric by a Cleric of Olidammara when it is advantageous to flaunt her faith. He holds himself often as a people's man and his messages also falls on fertile ground with the mob, while the worship of Olidammara among citizenship is often frowned upon. A Cleric of Olidammara undnytter as also any given opportunity to steal from the rich or humble the mighty. He, however, does not possess roguens abilities to commit heist, so therefore usually selects a conversation-based approach to franarrelse. He chooses with ingenuity, whom he shares his beliefs with, in order to play any situation to their own advantage-he rarely does anything in General without a devious ulterior motive. Unlike many other Clerics he greatly lacks martial skill-he wears nor armor and therefore seeks as far as possible, to talk their way out of any situation. Married is his favorite weapon, but it will open swash he, as far as possible, others fight for himself and uses his, however, quite handsome, repertoire of spells to help. Despite his often rygdolkende behaviour finds a Cleric of Olidammara often themselves in a group, in order to seek greater happiness than he would be alone-quite in line with the Olidammaras teachings.

Making a Cleric of Olidammara[edit]

Alignment: Any Chaotic

Table: The Cleric of Olidammara

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day1
Ref Fort Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Poison use 3 1+1
2nd +1 +3 +0 +3 Negotiator 4 2+1
3rd +1 +3 +1 +3 4 2+1 1+1
4th +2 +4 +1 +4 Poison expert 5 3+1 2+1
5th +2 +4 +1 +4 5 3+1 2+1 1+1
6th +3 +5 +2 +5 5 3+1 3+1 2+1
7th +3 +5 +2 +5 6 4+1 3+1 2+1 1+1
8th +4 +6 +2 +6 6 4+1 3+1 3+1 2+1
9th +4 +6 +3 +6 6 4+1 4+1 3+1 2+1 1+1
10th +5 +7 +3 +7 6 4+1 4+1 3+1 3+1 2+1
11th +5 +7 +3 +7 6 5+1 4+1 4+1 3+1 2+1 1+1
12th +6/+1 +8 +4 +8 6 5+1 4+1 4+1 3+1 3+1 2+1
13th +6/+1 +8 +4 +8 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1
14th +7/+2 +9 +4 +9 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1
15th +7/+2 +9 +5 +9 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
16th +8/+2 +10 +5 +10 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
17th +8/+2 +10 +5 +10 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18th +9/+3 +11 +6 +11 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19th +9/+3 +11 +6 +11 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20th +10/+5 +12 +6 +12 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
  1. In addition to the stated number of spells per day for 1st-through 9th-level spells, a cleric gets a domain spell for each spell level, starting at 1st. The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.


New Class Features compared to Cleric[edit]

Weapon and Armor Proficiency: A Cleric of Olidammara is proficient with all simple weapons, as well as the shortsword and the shortbow and with light armor.

Poison Use: CoO are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the cleric.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.

Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).

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

Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deity, Domains, and Domain Spells, below).

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

Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.

With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).

Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.


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