Ultimate Cleric (3.5e Class)

From D&D Wiki
Jump to navigation Jump to search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Newly created– other Improving, reviewing, or removing templates may be required.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs


Ultimate Cleric[edit]

Steeped in a tradition older than most religions. In order to become an ultimate cleric you have to overcome your physical and mental limits. All of them are highly trained in order to be able to stand the hits of the enemy forces and their goal is to protect their cause, and they will do anything in order to achieve this...


Making an Ultimate Cleric[edit]

Abilities: Wisdom or Charisma (your choice) for spell casting and class features. Races: Any race can be an ultimate cleric as long as they are devoted to their deity.

Alignment: An ultimate cleric's alignment is usually one that matches the alignments that the deity offers. Can be Lawful Good or Chaotic Evil as along as their deity still blesses them.

Starting Gold: As cleric.


Table: The Ultimate 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 Turn or Rebuke Undead, Bonus Feat 6 3
2nd +2 +3 +0 +3 Indomitable Soul 6 4
3rd +3 +3 +1 +3 Augment Healer 6 5 3
4th +4 +4 +1 +4 Rapid Metamagic, Swift Healer 6 6 4
5th +5 +4 +1 +4 Multi Spell 6 6 5 3
6th +6/+1 +5 +2 +5 Divine Defense, Stat Increase 6 6 6 4
7th +7/+2 +5 +2 +5 Bonus Feat 6 6 6 5 3
8th +8/+3 +6 +2 +6 Power Spell 6 6 6 6 4
9th +9/+4 +6 +3 +6 Improved Metamagic 6 6 6 6 5 3
10th +10/+5 +7 +3 +7 Bonus Feat, Stat Increase 6 6 6 6 6 4
11th +11/+6/+1 +7 +3 +7 Divine Insight 6 6 6 6 6 5 3
12th +12/+7/+2 +8 +4 +8 Bonus Feat, Chain Heal 6 6 6 6 6 6 4
13th +13/+8/+3 +8 +4 +8 6 6 6 6 6 6 5 3
14th +14/+9/+4 +9 +4 +9 Bonus Feat 6 6 6 6 6 6 6 4
15th +15/+10/+5 +9 +5 +9 Mettle 6 6 6 6 6 6 6 5 3
16th +16/+11/+6/+1 +10 +5 +10 Bonus Feat 6 6 6 6 6 6 6 6 4
17th +17/+12/+7/+2 +10 +5 +10 6 6 6 6 6 6 6 6 5 3
18th +18/+13/+8/+3 +11 +5 +11 Multi-metamagic 6 6 6 6 6 6 6 6 5 4
19th +19/+14/+9/+4 +11 +6 +11 6 6 6 6 6 6 6 6 6 5
20th +20/+15/+10/+5 +12 +6 +12 Holy Warrior 6 6 6 6 6 6 6 6 6 6

Class Skills 8 + Int modifier per level, (×4 at 1st level)
Appraise (Int), Balance (Dex), Concentration (Con), Craft (Int), Diplomacy (Cha), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Profession (Wis), Perform (Cha), Ride (Dex), Spellcraft (Int), (Cha), Listen (Wis), Spot (Wis), Sense Motive (Cha), Search (Int), Swim (Str)

Class Features[edit]

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

Weapon and Armor Proficiency: An ultimate cleric is proficient with all simple and martial weapons. He is proficient with light armor, medium armor, heavy armor and all shields (including tower shields). He can also start the game being proficient with one exotic weapon.

Spells:An Ultimate Cleric casts divine spells , which are drawn from the cleric and paladin spell list (he can also learn all the wizard/sorcerer cantrips). He can cast any spell he knows without preparing it ahead of time the way a cleric must.

To cast a spell, an Ultimate Cleric must have a Charisma or Wisdom (the player's choice) score of 10 + the spell's level. The Difficulty Class for a saving throw against an ultimate cleric's spell is 10 + the spell's level + the ultimate cleric's casting modifier. Like other spellcasters, an ultimate cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1—1: The Ultimate Cleric. In addition, he receives bonus spells for a high casting score.

Unlike a cleric, an ultimate cleric's selection of spells is limited. An ultimate cleric begins play knowing six 0-level spells and three 1st-level spells of your choice. At each new ultimate cleric level, he gains 3 more new spells known up to the highest level he can cast, as indicated on Table 1—2: Ultimate Cleric Spells Known. At the 1st level and every level that the ultimate cleric gains a new spell level they gain their casting modifier to the spells known. This only happens when they unlock a new spell level and only for that spell level.

Upon reaching 4th level, and at every even-numbered level after that (6th, 8th, and so on), an ultimate cleric can choose to learn a new spell equal to his casting modifier in place of one he already knows. In effect, the ultimate cleric "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged.

Turn or Rebuke Undead (Su): An ultimate cleric can choose to either turn or rebuke undead. He gains turn attempts equal to 4 + casting modifier per day (his choice).

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.

Bonus Feat: The Ultimate Cleric gains a bonus feat at level 1,7,10,12,14,16. These bonus feats can be any feat he wishes.

Indomitable Soul (Ex): The Ultimate Cleric's spirit is bolstered and his body is strengthened. He may now add his casting modifier to his saves as a divine bonus.

Augment Healer (Ex): The Ultimate Cleric at 3rd level may use his powers to imporve his healing skills. Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast. For example, a 1st-level cleric with this feat casting cure light wounds would restore 1d8+3 hp. An 8th-level cleric with the Healing domain and this feat casting cure moderate wounds would restore 2d8+13 hp (9 for his caster level including the +1 caster level bonus for the Healing domain, + 4 for this class feature).

Rapid Metamagic: You gain the Rapid Metamagic feat even if you don't meet the prerequisites.

Swift Healer (Ex): When the Ultimate Cleric can cast all conjuration (healing) pells as a swift action without changing the level of the spell.

Multi Spell (Ex): You must announce that you are using this ability before casting a spell. By using this ability you may cast a 2nd spell,aside from your quicken spell. You may use this ability 5 times per day. At level 10 you may use this ability 10 times per day. At level 15th you may use this ability 15 times per day.

Divine Defense (Ex): The Ultimate Cleric is blessed by his deity. He gains half his casting modifier to his AC as a divine bonus. This bonus counts even when he is flat-footed and when an enemy attacks his touch AC.

Stat Increase: Υou may add a +2 to the stat of your choice.

Power Spell (Ex): You must announce that you are using this ability before casting a spell. You can imbue that spell with 2dx (depending on what dice your spell uses) dice that can be changed by all the metamagic feats (maximazie,empower).You may use this ability Casting (wisdom or charisma) modifier times per day.

Improved Metamagic (Ex): You gain the improved metamagic feat.

Divine Insight (Su): At 11th level, the ultimate cleric can use his Casting modifier (charisma or wisdom) to increase the Armor Class of her targets. When she casts any healing spell, her target gains an Insight AC bonus equal to that of her Wisdom modifier. This effect lasts for 1min/caster level.

Chain Heal (Ex): After healing an ally, the healing effect can 'jump' to another ally and heal him up to half of what the first ally was healed, and 'jump' again to heal a third ally up to half of what the second ally was healed. Each target may only be healed once by a chained heal effect, and must be within 15 feet of the target before him.

Multi-metamagic (Ex): You gain the multi-metamagic feat. You may use this Charisma modifier times per day instead of Wisdom modifier times per day, you choose.

Mettle (Ex): Beginning at 15th level, by drawing on your boundless energy and dedication to your cause, you can shrug off effects that would hinder even the toughest warrior. If you succeed on a Fortitude or Will save against an attack that would normally produce a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), you instead negate the effect.

Holy Warrior (Ex): At 20th level, the Ultimate Cleric is no longer subject to aging penalties or death by old age. Double Charisma(or Wisdom) and spell slot amounts.


Epic Ultimate Cleric[edit]

Table: The Epic Ultimate Cleric

Hit Die: d12

Level Special
21st Improved Mettle
22nd Bonus Domain , Bonus Feat
23rd
24th Bonus Feat
25th
26th Bonus Feat
27th
28th Bonus Feat
29th
30th Bonus Feat

8 + Int modifier skill points per level.


Bonus Domain: The Ultimate Cleric gain an other bonus domain.

Bonus Feats: Any feat can be taken.



Back to Main Page3.5e HomebrewClassesBase Classes -->