Armored Cleric (3.5e Prestige Class)

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Armored Cleric

He disturbs the natural balance... there will be no warning when vengeance comes.
—Lasith the Hunter, Half-elf Armored Cleric

Armored Cleric's are the devout. Their faith in their god is so great that they have become avatars for their god's will. Woe be to him who incurs the wrath of the Holy Avenger, they never give up. Armored Cleric's are known for their extremely thick armor and the huge weapons that they wield in the name of their deity.

Becoming a Armored Cleric

Armored Cleric's serve the order of their god. A very few Armored Cleric's serve the cosmos as a whole to prevent any side from disrupting the order of the universe by getting to powerful and changing the dynamic.

Entry Requirements
Alignment: any.
Base Attack Bonus: +2
Skills: Knowledge (Religion) 10 ranks, Knowledge (The Planes) 5 ranks,
Patron: Must be devoted to a deity or other applicable entity.
Special: Must have at least 4 levels in any "Religious" class. Must have 18+ Strength, 16+ Constitution
Table: The Holy Avenger

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special Spells per Day/Spells Known
FortRefWill
1st+1+2+0+3 Righteous Armor, +2 Strength, Sacrifice, Titan's Grip, Divine Spellcasting, Enlarging
2nd+2+3+0+4 Dragon's Grip,Fast Healing 3,
3rd+3+4+0+5 Fast Healing 4,
4th+4+5+1+6 Mercy of the Divine
5th+5+6+2+7 Touch of Creation/Death
6th+6+7+3+5 Touch of grace/condemnation
7th+6/+1+8+4+7 Fast Healing 5
8th+7/+2+9+5+8 Fast Healing 6
9th+8/+3+10+6+10 Remove afflictions/Transfer afflictions
10th+9/+4+11+7+11 Fast Healing 7
11th+10/+4+12+7+12 Fist of (insert god here)

Class Skills (5 + Wis modifier per level)
Climb, Diplomacy, Gather Information, Hide, Knowledge (Religion), Listen, Move Silently, Search, Sense Motive, Spot, Survival, Swim, Use Rope.

Class Skills may be slightly customized to the Armored Cleric's deity.

Class Features

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

Weapon and Armor Proficiency: Proficient with all 2 handed weapons and all Crossbows. Proficient all armor. not shields

Spellcasting: An Armored Cleric's caster level is equal to 4+ the equivalent caster level of a normal cleric but only for healing/ Self-buffing spells. (i.e a level 1 Armored Cleric= a level 8 Cleric). An Armored Cleric can only cast healing/ self-buffing spells.

Righteous Armor Starting at 1st level the Armored Cleric's devout faith has hardened his/her skin/scales increasing their current DR by 1/2 of their effective Character level. Stacks with other sources of DR.

Sacrifice (Su) A Armored Cleric can sacrifice HP to restore 1/2 the HP sacrificed to another character. An Armored Cleric can do this as a ranged touch at 20 ft per Armored Cleric level.


Titan Grip: You may wield weapons 1 size category larger than you without any penalties.

Enlarging: At level 1 an Armored Cleric can focus their faith on their personal weapon and permanently enlarge it by 1 category. A weapon affected by this ability is treated as a normal weapon of the new size. The Armored Cleric can only do this to weapon's that they won't have any penalties to wield.


Dragon's Grip: You may wield weapons up to 2 size categories larger at no penalty to attack rolls and no increase in effort.

Fast Healing: A creature with the fast healing special quality regains hit points at an exceptionally fast rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. At the beginning of each of the creature’s turns, it heals a certain number of hit points (defined in its description). A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing does not increase the number of hit points regained when a creature poly-morphs. At level 2 an Armored Cleric gains Fast healing 3, at level 3 an Armored Cleric gains Fast Healing 4.

Mercy of the Divine Once per encounter, if the Armored Cleric chooses, they can put a shield on a target for +5AC and a +1 to all saves.

Touch of Creation/Death Once per day, the armored cleric can either choose to Enlarge a party member or himself by two size categories, treated with improved unarmed strike for the duration, duration 1 min/ lvl. If he chooses touch of death, he can wither a target to their next age category for 1 min/ lvl. If they would reach their maximum age, they die.

Touch of Grace/Condemnation for a number of times per day equal to 1/2 armored cleric level, the armored cleric can either heal a target for 25 HP, or they can drain health from a target, draining 2d10 as a ranged touch attack.

Remove/Transfer Afflictions Once per day, the armored cleric can choose to roll a d20 + Int mod + armored cleric level, and use that roll to make the save for a person suffering from any afflictions/debuffs. He can also try to transfer them to enemies, at a higher DC adding the users HD to the save DC, the risk being they all transfer to himself...

Fist of (insert God here) Once per week, the armored cleric's hand becomes the fist of their deity, being treated as colossal and hits for 5d10 damage, 18-20 x4 crit mod. The damage is dealt as half divine damage, and the other half depends on the deity. Ask your DM for what it will be, given your deity.

Ex-Armored Clerics


Playing a Armored Cleric

Combat: Armored Clerics serve mostly as front liners.

Advancement: The most powerful Armored Clerics are Cleric-Templars, but a majority are just one of the two.

Resources: As both the best hunters/warriors and among the strongest combatants in any religion, Armored Cleric's are supported as needed by their church, though most tend to rely on themselves and their god.

Armored cleric in the World

This world is falling apart, the most I can do is hold it together a few more years.

Armored clerics spend their time hunting down enemies of their god in an attempt to allow other servants to advance their god's purposes, or just to protect their god's servants. Holy Avengers of fiercer gods can be cruel, brooking no interference, while the Avengers of kinder gods are incredibly altruistic.

NPC Reactions: Most people connect Armored Clerics to Paladins, when they know what they are, but they discount the fact that they also have similarities to religious champions, prophets, and even avatars.

Armored Cleric Lore

Characters with ranks in Knowledge (Religion) can research Armored Cleric to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Religion)
DCResult
11Armored Cleric are among the most faithful of any god's worshipers.
16Armored Cleric instictivly know who their god's enemies are.
21After witnessing an act of disruption to the balance by his god, Armored Cleric Tarvin arose in great wrath, and vanquished more than half of the best warriors of his religion, striking an incredible blow to his god.
26The power a Armored Cleric wields comes mostly from his own faith, very little is actually a blessing from their god.

Armored Cleric's in the Game

Armored Cleric's range from imposing their god's will on the world to Destroying their god's enemies. Because of their god's blessing, the greatest among them Can wield weapons no normal mortal could ever hope to attain

Adaptation: This is a very generic class that can be fitted into any campaign with little effort. In order to have paladins of a non-good god, however, you'll need to allow some variant or simply rule that Holy Avengers of non-good and/or non-lawful gods cannot have paladin levels until after becoming a Holy Avenger.

Sample Encounter: Armored Cleric's work best as antagonists for non-traditional PCs, or allies for religious PCs.

EL whatever: <-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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