Favored of Nature (3.5e Alternate Class Feature)

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Nature's Favored[edit]

This is a variant for the favored soul base class (the WotC's favored soul class).

The favored of nature is another nature-oriented divine spellcaster, that has a special tie to the natural world, its habitants and its forces. They don't manipulate nature around them rather they channel its strength through themselves, taking the aspect of animals, plants and elementals, while maintaining some of the feature of the classic favored soul.

Class: Favored Soul In The Dungeon

Level: 1st

Special requirements: You must be dedicated to Nature itself or to a deity of nature (though your DM may prohibit to worship a god instead of nature itself)

Replaces: If you select this class feature, you lose Knowledge (arcana) as a class skill. You do not gain the Weapon Focus feat with your deity's favored weapon at 1st level, nor you gain the Weapon Specialization feat with your deity's favored weapon at 7th level and your Energy resistance feature. You do not gain your Spiritual wings and Flight of praise at 6th and 11th level. Your Channel divinity feature changes, as well as your Domain and Damage reduction. At 20th level you do not gain Divine self.

Benefit: You gain Knowledge (geography) and Knowledge (nature) as class skills.

At 1st level you gain a natural attack (be it claws, bite, horns or a slam attack of any kind). It deals damage as a short sword of your size. If you have already a natural attack you may choose that type of attack and its damage increases by one step. This is a primary natural attack: you may attack once per round at 1st level, two at 7th, three at 13th and four at 20th. You gain the feat Weapon focus for this natural attack. Your natural attack is magical for the purpose of damage reduction.

The spell blood wind is now on your spell list and you may learn it.

At 2nd level you gain the feature Channel nature. It functions as Channel divinity and all of its enhancements but some changes occur: the only bonuses you get are to ability and skill checks, to spell DC and to AC (the bonus is natural armor and not a sacred bonus). A new power is available: you may touch yourself or another creature to cure them of 1d8+ your favored soul level. It increases to 2d8+class level at 8th level, 3d8+class level at 12th and 4d8+class level at 16th level.

At 4th level you gain one Domain: you must choose between Animal, Plant, Air, Earth, Fire or Water (other domains may be available such as domains that represents the natural world or conceptually appropriate domains, like the Life Domain. Your DM must approve this variant).

At 5th level you gain fortification 25%, it increases to 50% at 10th, to 75% at 15th level and to 100% at 20th level.

At 6th level you gain the feature Trasfiguration of nature. You may temporarily transform yourself with a standard action one minute per class level, you may not use different transformation at the same time but you may switch between them with a standard action. You may always cast spells in this form and any supernatural ability or class feature.

Form of rapidity:

you gain a +2 enhancement to Dexterity

and an enhancement to all your form of movements equal to 60 feet (18 meters).

It doesn't stack with similar enhancement or bonus but substitutes it if higher.

Form of sky:

you gain a +2 enhancement to Dexterity

and a pair of wings that let you fly with a speed equal to your land speed

and good maneuverabiliy.

Form of fish:

you gain a +2 enhancement to Constitution

and a swim speed equal to your land speed.

You may breathe water and air.

Form of power:

you gain a +2 enhancement to Strength

and a climb speed and burrow speed equal to your land speed.

At 7th level you gain the feat Weapon specialization for your natural attack and become immune to poison.

You gain a +4 bonus against diseases, sleep, death effects, paralysis and stunning.

At 11th level you gain a better version of Transfiguration of nature, called Elemental Transfiguration. It works as Transfiguration of nature but its forms are different.

Form of air:

you gain a +4 enhancement to Dexterity

and a fly speed of 100 feet (30 meters).

You are immune to electricity damage and you gain a +4 deviation bonus to AC.

This bonus doesn't stack with any other similar bonuses but you may still get your

AC bonus from Channel nature as a deviation bonus instead of natural armor.

They stacks together.

Form of earth:

you gain a +4 enhancement to Constitution

and a +6 natural armor bonus to AC

(it stacks only with the bonus of Channel nature and substitutes other inferior bonuses).

You gain a climb and burrow speed of 30 feet (9 meters).

You are immune to acid damage and gain a +4 to bull rush and trip checks.

Your natural attack's damage increases by one step.

Form of fire:

you gain a +4 enhancement to Strength

and a enhancement to your land speed of 30 feet (9 meters).

You are immune to fire.

In addition, any creature struck by the favored soul in melee with natural weapons takes an extra 1d6 points of fire damage

and must succeed on a Reflex save or catch fire for 1d4 rounds (taking 1d6 of fire damage per round).

The save DC is 10 + 1/2 favored soul level + favored soul's Wis modifier.

Creatures hitting the favored soul with natural weapons or unarmed attacks while this aspect is in effect take 1d6 points of fire damage.

Form of water:

you gain a +4 enhancement to Wisdom

and swim speed of 90 feet (27 meters). You gain a +8 bonus on any Swim check to perform a special action or avoid a hazard.

You can always choose to take 10 on a Swim check, even if distracted or endangered when swimming.

You can use the run action while swimming, if you swim in a straight line.

You may quench non-magical fires up to Large size

or dissolve magical fires as per the spell dispel magic, greater (caster level is your class level).

You gain a +10 bonus to Escape artist checks and fast healing 3.

You may cast spells underwater and are immune to cold damage

At 13th level the feature Spiritual weaponry applies to your natural weapon.

You become immune to diseases and your bonus to death effects, sleep, stunning and paralysis increases to +8.

At 19th level you gain damage reduction 10/adamantine.

At 20th level you are immune to stunning, death effects, sleep and paralysis.

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