Frothing Cleric (3.5e Class)

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Frothing Cleric[edit]

Everybody knows about the kindheartedness of clerics. How they help the needy and poor. How they dedicate their lives, selflessly, quietly, to improving the life of their fellow man.

Except....

Except everyone knows about the OTHER clerics. The ones who stand at the pulpit and scream, bug-eyed, at the top of their lungs, about Heretics, and Hellfire, and Armageddon. The ones who root out blasphemers and unbelievers with a cheese-grater, and punish them with a guillotine. After all, no measure is too extreme if God (as deciphered by you) wills it...

And if nobody's around to guard the dungeons, or sharpen the guillotine?

Well, that's fine. After all, what's why God made axes.

Making a Frothing Cleric[edit]

Frothing Clerics are undirected madmen. They have decent melee capabilities, along with some divine bells and whistles, but overshadowing all of it is the uncontrolled rage they fly into when punishing those who transgress against their god. Frothing Clerics have a psychological need to punish those who violate their god's code; they literally cannot stop themselves from doing it. In combat, this most likely means charging directly at them and smashing them with a hammer. To make up for the lack of control, they get bonuses against Transgressors.

-Full BAB; Spells/day as Bard; Saves as a Cleric; custom rage mechanic; Perform mechanic; Limited Divine spell list-

Abilities: Constitution for health, Strength to hit harder, Charisma for spells, and Wisdom to control your rage. Get Constitution as high as you possibly can, you'll need it.

Races: Any intelligent race with a tendency towards religion

Alignment: Any Lawful.

Starting Gold: Unsure.

Starting Age: Any age that can read a holy book and swing a weapon.

Table: The Frothing Cleric

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +0 +2 Rage of the Righteous 2 -
2nd +2 +3 +0 +3 <-any class features gained at this level-> 3 0
3rd +3 +3 +1 +3 <-any class features gained at this level-> 3 1 -
4th +4 +4 +1 +4 Cast 0-level spells as swift with appropriate modifier; 3 2 0
5th +5 +4 +1 +4 <-any class features gained at this level-> 3 3 1
6th +6/1 +5 +2 +5 <-any class features gained at this level-> 3 3 2 -
7th +7/2 +5 +2 +5 Cast 1st-level spells as swift with appropriate modifier; 3 3 2 0
8th +8/3 +6 +2 +6 <-any class features gained at this level-> 3 3 3 1
9th +9/4 +6 +3 +6 <-any class features gained at this level-> 3 3 3 2
10th +10/5 +7 +3 +7 Cast 2nd-level spells as swift with appropriate modifier; 3 3 3 2 0
11th +11/6/1 +7 +3 +7 <-any class features gained at this level-> 3 3 3 3 1
12th +12/7/2 +8 +4 +8 <-any class features gained at this level-> 3 3 3 3 2
13th +13/8/3 +8 +4 +8 Cast 3rd-level spells as swift with appropriate modifier; 3 3 3 3 2 0
14th +14/9/4 +9 +4 +9 <-any class features gained at this level-> 4 3 3 3 3 1
15th +15/10/5 +9 +5 +9 <-any class features gained at this level-> 4 4 3 3 3 2
16th +16/11/6/1 +10 +5 +10 Cast 4th-level spells as swift with appropriate modifier; 4 4 4 3 3 2 0
17th +17/12/7/2 +10 +5 +10 <-any class features gained at this level-> 4 4 4 4 3 3 1
18th +18/13/8/3 +11 +6 +11 <-any class features gained at this level-> 4 4 4 4 4 3 2
19th +19/14/9/4 +11 +6 +11 Cast 5th-level spells as swift with appropriate modifier; 4 4 4 4 4 4 3 0
20th +20/15/10/5 +12 +6 +12 <-any class features gained at this level-> 4 4 4 4 4 4 4 1

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Perform (preaching) (Cha), Ride (Dex), Jump (Strength), Balance (Dex), and Tumble (Dex).

Class Features[edit]

All of the following are class features of the Frothing Cleric.

Weapon and Armor Proficiency: Proficiency with light and medium armor, simple weapons, their deity's preferred weapon, battleaxes and flails.

Frothing Clerics cannot turn undead or spontaneously convert spells like normal clerics.

Spells: Charisma determines DC, bonus spells per day, and highest level spell that can be cast. Frothing Clerics choose their spells from the following list:

0— Cure Minor Wounds, Guidance, Inflict Minor Wounds, Resistance, Virtue.

1st— Bane, Bless, Cause Fear, Command, Cure Light Wounds, Detect Chaos/Evil/Good/Law (1), Divine Favor, Doom, Endure Elements, Entropic Shield, Inflict Light Wounds, Magic Weapon, Protection from Chaos/Evil/Good/Law (1), Remove Fear, Shield of Faith.

2nd— Aid, Bear’s Endurance, Bull’s Strength, Consecrate, Cure Moderate Wounds, Death Knell, Eagle’s Splendor, Hold Person, Inflict Moderate Wounds, Remove Paralysis, Resist Energy, Restoration Lesser, Shield Other, Sound Burst, Spiritual Weapon, Zone of Truth.

3rd— Bestow Curse, Blindness/Deafness, Contagion, Cure Serious Wounds, Glyph of Warding, Inflict Serious Wounds, Invisibility Purge, Magic Circle against Chaos/Evil/Good/Law (1), Magic Vestment, Prayer, Protection from Energy, Searing Light, Speak with Dead.

4th— Cure Critical Wounds, Dimensional Anchor, Discern Lies, Dismissal, Divine Power, Freedom of Movement, Inflict Critical Wounds, Magic Weapon Greater, Neutralize Poison, Poison, Restoration, Spell Immunity.

5th— Break Enchantment, Command Greater, Cure Light Wounds Mass, Dispel Chaos/Evil/Good/Law (1), Hallow, Inflict Light Wounds Mass, Insect Plague, Mark of Justice, Raise Dead, Righteous Might, Slay Living, Spell Resistance, Symbol of Pain, Symbol of Sleep.

6th— Banishment (1), Bear’s Endurance Mass, Blade Barrier, Bull’s Strength Mass, Cure Moderate Wounds Mass, Eagle’s Splendor Mass, Forbiddance (1) Geas/Quest, Glyph of Warding Greater, Harm, Heal, Inflict Moderate Wounds Mass, Symbol of Fear, Symbol of Persuasion.

7th— Cure Serious Wounds Mass, Destruction, Dictum, Holy Word, Inflict Serious Wounds Mass, Regenerate, Repulsion (1), Restoration Greater, Resurrection, Symbol of Stunning, Symbol of Weakness.

(1) These spells must be oriented against your deity's alignment; e.g. if your deity is lawful good, you may only cast Detect Chaos/Evil.

Rage of the Righteous (Ex): Similar to the rage of a Barbarian, the rage of a Frothing Cleric is powered by righteous anger directed at those who defy his god's code. Extremely minor transgressions, like simple non-belief or wearing forbidden clothing, is easily ignored, although the Cleric will never pass up an opportunity to Preach about his god's teachings. More serious transgressions, such as insulting his god, trespassing on holy ground, or professing belief in a diametrically opposed god, kindle the rage in the Cleric's heart. The Cleric must make a custom check to avoid flying into a rage. The greater the Transgression, the harder the check, but the greater the bonus to combat is.

The Check: Roll a d20. Add half your Concentration skill total, add your full Will save, and subtract the penalty as follows:

The Check Penalty: Look at the group of enemies (or soon-to-be enemies). Each enemy will contribute the worst possible penalty, and only one penalty (multiple transgressions from one enemy do not stack). Pick out the worst offender, and write down his penalty. For the next 5 worst offenders, add half their score. The rest do not apply at all. Round the final number down to a whole number.

If you fail the check, then you are now Raging, and the following bonuses apply: One half the total is the bonus to Attack and Damage, one quarter is the bonus to AC and Spell Modifier (see below).

NOTE: These are only examples. The actual transgressions and where they appear on the table will vary wildly depending on roleplay. Work it out with your DM.

Table: Transgression Effects
Transgression (Examples) Concentration Penalty Attack and Damage Bonus AC bonus Spell Action Modifier
Belief in another deity, inappropriate clothing 0 0 0 0
Preaching for another deity, eating forbidden foods —2 +1 0 0
Trespassing on holy grounds, disrespect of holy objects —4 +2 +1 +1
Insulting the Cleric's deity, belonging to an 'unholy' race —6 +3 +1 +1
Desecration of holy objects, attacking members of the faith —8 +4 +2 +2
Cleric of an 'unholy faith' —10 +5 +2 +2
Desecration of a temple or holy place —12 +6 +3 +3
Avatar of an 'unholy' faith —16 +8 +4 +4

While raging, you must attempt to attack the enemy every turn. You cannot run away, and you cannot do nothing. You must take these actions even if it would lead you into greater harm. You may make another check at a separate penalty to attempt various actions. Failing the check defaults to the base action (running at nearest enemy and smacking them in the face). Clerics can never use ranged weapons in a Rage. Rage breaks after either succeeding on the correct save, or when all enemies are dead. When casting an offensive spell on a target that is not your current, add the 'choose new target to attack' penalty to the check.

Table: Actions in Rage
Action Penalty to check
Move at fastest speed towards nearest enemy and attack 0
Choose another enemy to attack —( 1 + [1 per 10ft away])
Cast an Inflict spell on enemy (sacrifice a normal spell) — 2
Cast an offensive spell of your choice (non-Inflict) — 5
Cast a buff or defensive spell on yourself —6
Cast a non-offensive spell - ( 8 + [1 per 10ft away])
Break the Rage 1.5 times the original penalty
Preach - ( 8 + [1 per enemy within 15 ft])


Spellcasting in a Rage: You must make a check, as above, to cast while in a rage. When you do so, add the Spell Modifier to any applicable saves, as well as to damage, healing, and temporary health (Not fast healing). In addition, you may cast spells as a swift action if they are 2 levels below your current maximum, and if they meet the below table:

Table: Spellcasting in Rage
Spell level Spell Modifier needed
0 1
1 2
2 3
3 4
4 5
5 6
6 7
7 8


Preaching (Ex): The Perform (Preaching) mechanic works somewhat like the Bard's Perform and Intimidate rolled into one.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-psi-like class feature-> (Ps): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->


Table: <-class name-> Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Ex-Frothing Cleric[edit]

When a Frothing Cleric can become an ex-Frothing Cleric in the following ways: -violates his deity's code in a significant way, or in many small ways over a period of time. -Becomes non-Lawful. -Fails to punish others for disobeying his deity's code.

When this happens he undergoes a crisis of faith and becomes a regular Cleric, choosing a new deity, etc.

<-Sample race of your choice-> <-class name-> Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbrieviated key ability-> <-armor check penalty based on starting armor. If innapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.

Campaign Information[edit]

Playing a <-class name->[edit]

Religion: <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.

Other Classes: <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.

Combat: <-Typical role in combat->.

Advancement: <-Typical advancement options for characters with this class. Include desirable multiclass options->.

<-pluralized class name-> in the World[edit]

<-Some quote from a character of this class->
—<-NPC name->, <-race-> <-class->

<-Where characters of this class fit in a d20 world.->

Daily Life: <-day in the life of a character of this class->.

Notables: <-notable NPCs of this class->.

Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.

NPC Reactions: <-How NPCs react to PCs of this class->.

<-pluralized class name-> in the Game[edit]

<-How characters of this class fit in the game (PC and NPC) and what roles they play.->

Adaptation: <-Possible variant conceptions of this class.->.

Sample Encounter: <-DM placement for NPCs of this class.->.

EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.



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