Morninglord (3.5e Prestige Class)

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Morninglord (of Lathander)

The Morninglord[edit]

The Church of Lathander is well known and highly respected across Faerûn. A large part of that respect comes from Lathander's elite priests, who are known as the morninglords. Morninglords are, in many ways, the epitome of the classical cleric archetype - they are kindly healers and advisors, stalwart protectors, and implacable foes of the undead. Because morninglords believe it is their duty to bring Lathander's light to all the dark places of the world, they often travel the breadth of Faerûn, preaching the glories of their god to any who will listen and smiting his foes wherever they appear.

Clerics comprise the majority of morninglord candidates, but paladins of Lathander frequently hear the calling as well. Multiclass fighters, and more rarely rangers, sometimes join the ranks of the morninglords as well, but other classes are very rare.

Paladins of Lathander can freely multiclass as Morninglords of Lathander.

Adaptation: Although originally titled with Lathander in mind, this prestige class doesn't have to be about Lathander. It works just as well with any sun- or light-focused deity that favours creativity, nobility and renewal.

Hit Die: d8.


To qualify to become a morninglord, a character must fulfill all the following criteria.

  • Alignment: Any good.
  • Skills: Craft (any) 4 ranks, Diplomacy 6 ranks, Knowledge (religion) 8 ranks, Perform (any) 2 ranks.
  • Feat: Improved Turning.
  • Spells: Able to cast Daylight at least once a day.
  • Special: Must have a deity of the Sun as patron deity.

Class Skills[edit]

The morninglord's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Perform (Cha), Profession (Wis), and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

Table : The Morninglord
Fort Ref Will Special Spells per Day
1st +0 +2 +0 +2 Lathander's light +1 level of existing divine spellcasting class
2nd +1 +3 +0 +3 Creative fire +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 Sun domain +1 level of existing divine spellcasting class
4th +3 +4 +1 +4 Bane of the restless +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 Extra greater turning +1 level of existing divine spellcasting class
6th +4 +5 +2 +5 Blessing of dawn +1 level of existing divine spellcasting class
7th +5 +5 +2 +5 Maximize turning +1 level of existing divine spellcasting class
8th +6 +6 +2 +6 Rejuvenation of morn +1 level of existing divine spellcasting class
9th +6 +6 +3 +6 Extra greater turning +1 level of existing divine spellcasting class
10th +7 +7 +3 +7 Aura of radiance +1 level of existing divine spellcasting class

Class Features[edit]

All of the following are Class Features of the morninglord prestige class.

Weapon and Armor Proficiency: Morninglords gain no additional proficiency with any weapon or armor.

Spells per Day/Spells Known: When a morninglord level is 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 she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of morninglord to the level of whatever other spellcasting class the character has, then determines spells per day and spells known accordingly.

If a character had more than one divine spellcasting class before she became a morninglord, the player must decide which class to assign each level of morninglord for the purpose of determining divine spells per day and spells known.

Turn Undead (Ex): A morninglord adds her morninglord class levels to her levels in any other class that grants the ability to turn undead for all purposes related to turning undead.

Lathander's Light (Su): A morninglord may cast Daylight once per day as a spell-like ability, with a caster level equal to her divine caster level. Additionally, whenever a morninglord casts a spell with the light descriptor, all ranges and areas are doubled.

Creative Fire (Ex): Morninglords are creative, expressive people, much like their god, and work hard with a strong if often jovial focus. At 2nd level, the character gains a bonus equal to her morninglord level on all Craft, Perform and Profession checks.

Sun Domain (Su): At 3rd level, the morninglord gains access to the Sun domain. The character gains the granted power associated with the sun domain, and access to the spells of that domain as domain spells. If the morninglord already has access to the Sun domain, she may instead choose any one of the following domains: Community, Family, Fire, Glory, Nobility, Purification, or Renewal.

Bane of the Restless (Sp): At 4th level, a morninglord may cast Searing Ray once per day as a spell-like ability, with a caster level equal to her divine caster level. Furthermore, whenever the morninglord casts Searing Ray targeting undead, the damage increases as if the Empower Spell feat had been applied.

Extra Greater Turning (Su): Starting at 5th level, a morninglord can perform an additional greater turning (the granted power of the Sun domain) per day. At 9th level, she can additionally perform one more turning per day (for a total of two extra greater turnings).

Blessing of Dawn (Su): The sight of the morning sun is an inspirational vision for all morninglords. Beginning at 6th level, a morninglord gains a +2 morale bonus on Will saves from sunrise until noon. This ability is in effect only while she can see the sun; the effect is suppressed any time she is deprived of the sight of it during this period.

Maximize Turning (Su): Once per day, a morninglord of at least 7th level can automatically achieve the maximum possible result on a turning damage roll.

Rejuvenation of the Morn (Su): Dawn is a powerful symbol of rebirth and renewal. Once per tenday, a morninglord of at least 8th level may spend one uninterrupted hour before dawn praying to her patron deity. As soon as the sun rises after this prayer ritual, she (or a single target that is with her) gains one benefit of her choice from the following list:

  • Healing up to full normal hit points, as well as complete immunity to fatigue and exhaustion for the duration of that day.
  • Removal of any poisons or diseases, as well as full restoration of ability damage due to one single poison or disease.
  • Affected as though by both the Sanctuary and Holy Aura spells for the duration of that day. The effects are only effective against undead, and any hostile action taken by the target immediately ends the effects entirely.
  • A +2 sacred bonus to Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Perform, Ride, and Sense Motive tests for the duration of that day.

If the morninglord's prayers are interrupted in any way, the attempt is ruined, and she must wait a full day to try again.

Aura of Radiance (Su): When the morninglord reaches 10th level, the light of her patron deity shines perpetually upon her. No matter how dark it is, the morninglord sees as though the conditions were identical to the outdoors at sunrise. This lightvision ability functions like darkvision out to 60 feet, except that the morninglord sees in color. The morninglord and all allies within 10 feet of her also gains a +2 sacred bonus on saving throws against spells with the darkness descriptor and a +2 sacred bonus to Armor Class against attacks from undead creatures.

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