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Publication:Complete Divine

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Summary Edit

Subtitled "Wield Power Granted by the Gods", this book contains material that helps to create divinely inspired characters of any class. It provides guidelines for incorporating religion in all its forms - from mysterious cults to powerful theocracies - into any campaign, but also presents new base classes, prestige classes, feats, spells, magic items and relics.

Contents Edit

Base Classes Edit

Name Page Description
Favored Soul 6 The favored soul follows the path of the cleric but is able to channel divine power with surprising ease. She is able to perform the same tasks as her fellow divine spellcasters but with virtually no study; to her, it comes naturally. Scholars wonder if favored souls have traces of outsider blood from unions, holy or unholy, centuries ago and generations removed. Others suggest that divine training of the proper type awakens the ability, or that favored souls are simply imbued with their gifts by their gods when they begin the cleric’s path. In any case, favored souls cast their spells naturally, as much through force of personality as through study. Though this gives them extraordinary divine abilities no normal person could ever match, they see their gift as a call to action, and so in some ways may lag behind their more studious colleagues.
Shugenja 10 A class inspired by the mythologies of Asian cultures, the shugenja is a divine spellcaster who casts spells by attuning himself to the primal energies around him and focusing such energy through his body to produce magical effects. Like the samurai (described in Complete Warrior), shugenjas are often members of the noble class, though they are not as bound by honor and the code of bushido as their martial counterparts.
Spirit Shaman 14 Master of the spirit world, the spirit shaman follows a different divine tradition than the cleric or the druid. Her world is filled with powerful, living spirits, some helpful and some malign. By bargaining with these spirits, the spirit shaman gains power over the natural world and mighty divine magic with which to aid her comrades or smite her enemies.

Prestige Classes Edit

Name Page Description
Black Flame Zealot 21 The Order of the Black Flame is the hidden blade of their faith, a secret society of holy slayers devoted to the worship of a dark deity of fire and destruction. Trained in unholy rites, the black flame zealots use stealth, divine magic, and the zeal of fanaticism to destroy those who have given offense to their god. Even great rulers are not above the deity’s wrath, since the Order is a sanctioned and respected means for the wealthy and powerful to pursue vendettas.
Blighter 23 When a druid turns away from the land, the land turns away from her. Some ex-druids make peace with this change; others seek to restore the bond. A few, however, actually embrace their disconnection from nature and become forces of destruction. These few, called blighters, bring desolation wherever they tread.
Church Inquisitor 26 While many champions of good are dedicated to fighting forces of evil that are external to them and their church—as clerics and paladins of Heironeous are devoted to destroying followers of Hextor—the church inquisitor is at least as concerned about evil and corruption within. When greed eats away at a church hierarchy, when devils infiltrate a knightly order and seduce its leaders to evil, when high clerics succumb to evil enchantments and fall from the path of their deities, it is usually a church inquisitor who uncovers this kind of taint and cuts it away
Consecrated Harrier 28 The consecrated harrier acts as a bounty hunter for her religion or organization. Where church inquisitors hunt evil and corruption within a church and other champions of good fight external forces of evil in general, a consecrated harrier hunts blasphemers, heretics, and those who betray or attack the church directly. For instance, a consecrated harrier might accept a mission to track down and kill an ogre that defiled a shrine, or to bring a heretic before the heads of her church. The mission is always related to either a single, specific offense of blasphemy or defilement, or to the source of a heresy. The church assigns missions or targets as needed.
Contemplative 30 For any servant of a deity, no joy is greater than at those rare moments when the presence of her patron deity is a real, tangible force, sending shivers of power through her body and sending her soul soaring. For some, the taste of this experience is such a powerful attraction that they begin devoting their lives to cultivating it, hoping to attain greater closeness to their deity through a life of contemplation. Spending hours in prayer and meditation, these devoted followers purify their souls, making them worthy of closer contact with the divine. While some contemplatives withdraw from the world into private retreats, others remain active, even adventuring, finding that true nearness to their deity comes from living out the deity’s will in the world. In return, they find their minds, bodies, and souls purified, perfected, and finally brought close to union with their deity.
Divine Crusader 33 The divine crusader embodies devotion and dedication to a chosen deity. Even more than a cleric, the divine crusader serves as a symbol of a specific aspect of his deity’s portfolio, such as fire, good, knowledge, or war. They serve as elite godservants, carrying out the deity’s will and furthering the deity’s aims.
Divine Oracle 34 Some people call them mad, and certainly some divine oracles are driven insane by the visions they see. Some people doubt their words; indeed, some divine oracles are destined never to be believed. Wherever the deities are known to speak to mortals, some mortals hear their voices with a unique clarity and gain insight into the past, the present, and the future by virtue of their unusual status. Divine oracles are such mortals, blessed—or cursed—by visions from their deities.
Entropomancer 36 As spellcasters plumb the depths of divine power, some of the most advanced gain attunement to the great nothingness they say lies at the center of the universe. These students use this connection to develop strange powers, sacrificing some of their normal studies. Doing so retards their progress as spellcasters, but they see their new abilities as worth the cost.
Evangelist 39 Evangelists travel the world proclaiming their devotion to a particular deity, pantheon, or religious doctrine. They seek to convert others to their way of thinking and to spread their word throughout the land. All races and cultures have evangelists of one type or another. Most evangelists come from the charismatic laity of a culture. They do not possess the learning or perhaps temperament to be spellcasting clerics but have found other ways to proselytize. Those who worship deities often find themselves working in cooperation with clerics of the same faith while those who simply evangelize a particular belief—even one embraced by a deity or pantheon—can find themselves at odds with even those of their own alignment. An evangelist is often a leader and, in some ways, a loner. Even though his abilities strengthen his allies, he stands apart
Geomancer 41 The cleric reaches out to a higher power. The wizard trusts only in eldritch tomes. The druid looks to nature for her spells. To the geomancer, however, all magic is the same.
Holy Liberator 45 The holy liberator is a holy warrior, a distant cousin of the paladin, who is dedicated to overthrowing tyranny wherever it may be found. These champions of freedom and equality are strong-willed, independent-minded, and virtuous. They particularly direct their efforts against lawful evil societies (dictatorships or plutocracies), slaveholders and slave traders, and powerful, corrupt governments, but they also recognize the possibility for tyranny even in a state of anarchy (where strong individuals may impose their will on people weaker than they).
Hospitaler 48 Hospitalers are a fighting force of necessity, sworn to poverty, obedience, and the defense of those in their care. It is the duty of knights hospitaler to protect people traveling on religious pilgrimages. Over the years, this single duty has expanded to include the construction and administration of hospitals and refugee facilities.
Pious Templar 50 Sworn to the defense of a temple site, the pious templar is a holy warrior blessed by her deity with combat prowess and great endurance. She bears her deity’s favored weapon into battle and fights her deity’s enemies without question or hesitation. In addition to defending the temple itself, a pious templar may be charged with additional duties, including a campaign to attack foes on their own home ground
Radiant Servant of Pelor 52 Pelor teaches demonstrating the strength of good through charity and modesty. While it seems a contradiction, the point is that the truly strong don’t need to prove their power. Pelor urges his priests and their flocks to perform so many good acts that evil has no room to exist, but he acknowledges that there are times when evil must be defeated in direct confrontation. The radiant servants of Pelor put this dogma into living practice. As the name implies, the brothers and sisters of the radiant servants of Pelor are sworn to serve—to minister to the needs of Pelor’s followers and goodhearted people everywhere. While combating evil, particularly undead, is an important part of that service, it is by no means the only part. Radiant servants of Pelor are healers, counselors, sources
Rainbow Servant 54 Deep in the jungles lie magically hidden ziggurats where the winged serpents known as couatls teach their secrets to arcane spell casters eager to gain a measure of divine power. Those who have learned what the couatl temples have to offer are known as rainbow servants, because they agree to further the couatl’s agenda of virtue and hope no matter how far they stray from the jungle in exchange for the knowledge they’ve received.
Sacred Exorcist 56 Through elaborate rites that may include dancing, drumming, beating a possessed person on the soles of the feet, liberal use of holy water, or many other means, sacred exorcists hope to drive away the spiritual forces of evil, preventing them from causing harm to the bodies and souls of humanity. Sacred exorcists are serious about their work and very devoted to their religion. Not all of them are dour and grim, but most are. Their determination to combat the forces of evil in the world—along with their special ability to do so—more than makes up for their lack of humor.
Sacred Fist 59 Sacred fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony.
Seeker of the Misty Isle 61 Millennia ago, a well-placed arrow from Corellon Larethian put out one of Gruumsh’s eye. But Gruumsh and Kurtulmak conspired to have their revenge on the deity of the elves. Using potent magic (and sacrificing thousands of orcs, kobolds, and captive elves), Gruumsh and Kurtulmak managed to whisk away one of the world’s most beautiful elven communities: the Misty Isle. Neither Corellon Larethian’s personal power nor the combined prowess of the elven nation’s diviners was able to glean so much as a hint about where Gruumsh and Kurtulmak have hidden the Misty Isle—only that the elves there yet survive, though they are trapped and cannot contact their brethren.
Shining Blade of Heironeous 63 Heironeous’s teachings focus on promoting good through the use of armed force. Those among Heironeous’s servants, both clerics and paladins, who aspire to become weapons in their deity’s unending war against evil hope one day to enter the shining blades. The shining blades of Heironeous is an order of knights dedicated to prowess in melee combat, which is achieved through prayer, devotion, and asceticism. Members of the shining blades have an austere and simple lifestyle, forsaking all worldly wealth and many earthly pleasures in their quest to become but a blade in the hand of Heironeous.
Stormlord 65 Most stormlords are clerics, druids, or cleric/sorcerers, although other class combinations, particularly those including fighter or even barbarian, are not unknown. Wizards have their own means of destroying things, and bards rarely can generate enough force with their spells to be considered worthy by the Destroyer.
Temple Raider of Olidammara 67 Olidammara’s worshipers don’t have many temples of their own, but some of them spend a great deal of time in the temples of other deities—robbing them of every valuable that’s even remotely portable. The temple raiders are an elite cadre of thieves who worship the Laughing Rogue and specialize in stealing valuables and secret lore from the temples of other deities. Few enterprises are as dangerous as breaking into a temple, so Olidammara grants limited spellcasting abilities to temple raiders in his service.
Ur-Priest 70 Ur-priests despise gods. However, a small number of them have learned to tap into divine power and use it for their own needs without praying to or worshiping a deity. Instead, each day they go into a trance and mentally steal the power that gods normally channel to devout clerics. Ur-priests are canny and cunning, never stealing too much power from any one deity, but instead metaphysically slip in, draw out the power they need for their spells, and slip out again. They learn to be resilient toward divine power and creative with the energies that they steal. The greatest ur-priest commands the level of power of the most powerful cleric, although she does not have the cleric’s variety of spellcasting options.
Void Disciple 72 Of all the elemental forces that make up the universe, the most powerful and the most diffi cult to control is the one that lies between and joins the others: void. Void disciples understand that everything in the world contains all the basic elements, held together by the least tangible essence. Void is like the silence between notes of music, giving rhythm and shape to the whole. To those who understand the relationship of void to all other things, and who have the innate ability to personally perceive that relationship, distance and form become inconsequential.
Warpriest 74 Warpriests are fierce, earthy clerics who pray for peace but prepare for war. Their strong wills, powerful personalities, and devotion to their deities make them fearsome combatants. Clerics make good warpriests; members of other classes need levels as a cleric before they can qualify as warpriests because of the domain requirements.

Feats Edit

Name Page Description
Arcane Disciple 79 Choose a deity, and then select a domain available to clerics of that deity. You can learn to cast spells associated with that domain as arcane spells.
Augment Healing 79 You can increase your healing ability.
Boar's Ferocity 79 You can continue fighting even at the brink of death.
Bonus Domain 89 You have access to one additional domain of spells.
Cheetah's Speed 79 You can run with the speed of the cheetah.
Consecrate Spell 79 You can imbue your spells with the raw energy of good.
Corrupt Spell 79 You can transform one of your spells into an evil version of itself.
Disciple of the Sun 80 You can destroy undead instead of merely turning them.
Divine Metamagic 80 You can channel energy into some of your divine spells to make them more powerful.
Divine Spell Power 80 You can channel positive or negative energy to enhance your divine spellcasting ability.
Domain Focus 80 You have mastered the subtle intricacies of the divine power you've devoted yourself to.
Domain Spontaneity 80 You are so familiar with one of your domains that you can convert other prepared spells into spells from that domain.
Eagle's Wings 80 You can take wing and fly with the grace of an eagle.
Elemental Healing 80 You can channel elemental energy to heal creatures of a specific elemental subtype.
Elemental Smiting 81 You can channel elemental energy to deal extra damage to creatures tied to a specific element.
Elephant's Hide 81 You can thicken your skin to the toughness of an elephant's.
Empower Turning 81 You can turn or rebuke more undead with a single turning attempt.
Epic Devotion 89 Choose an alignment component different from your own alignment. You are particularly resistant to spells of that alignment.
Extra Wild Shape 81 You can use wild shape more frequently than you normally could.
Fast Wild Shape 81 You assume your wild shape faster and more easily than you otherwise could.
Glorious Weapons 82 You can channel positive or negative energy to imbue your allies' weapons with an alignment.
Grizzly's Claws 82 You can grow claws as sharp as those of a bear.
Holy Strike 89 Your attacks deal great damage to evil creatures.
Improved Smiting 82 Your smite attacks deal more damage to specific foes, and can damage creature with alignment-based damage reduction.
Lion's Pounce 82 You can deliver a terrible attack at the end of a charge.
Magical Beast Wild Shape 90 You can wild shape into magical beast form.
Negative Energy Burst 90 You can use your rebuke/command undead ability to unleash a burst of negative energy.
Oaken Resilience 82 You can take on the sturdiness of the mighty oak.
Pious Defense 86 Your connection to a greater power sometimes gives you flashes of insight that keep you safe.
Pious Soul 86 By adhering to the precepts of your religion or philosophy, you gain an extra edge when you need it most.
Pious Spellsurge 87 You can use the strength of your faith to augment a spell cast at a critical juncture.
Positive Energy Aura 90 You automatically turn (or even destroy) lesser undead.
Practiced Spellcaster 82 Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.
Profane Boost 84 You can channel negative energy to increase the power of inflict wounds spells cast near you.
Quicken Turning 84 You can turn or rebuke undead with a moment's thought.
Rapid Spell 84 You can cast spells with long casting times more quickly.
Reach Spell 84 You can cast touch spells without touching the spell recipient.
Sacred Boost 84 You can channel positive energy to increase the power of cure wounds spells cast near you.
Sacred Healing 84 You can channel positive energy to grant nearby living creatures the ability to recover form their wounds quickly.
Sanctify Relic 84 You can create magic items that are imbued with a connection to your deity.
Serpent's Venom 84 You can deliver a toxic bite attack reminiscent of the viper.
Spectral Strike 90 You can strike incorporeal creatures as if they were solid.
Spell Focus 84 Your spells with an alignment descriptor are more potent than normal.
Spontaneous Healer 84 You can use your spellcasting ability to spontaneously cast cure spells.
Spontaneous Summoner 85 You can spontaneously cast summon nature's ally spells.
Spontaneous Wounder 85 You can use your spellcasting ability to spontaneously cast inflict spells.
Swim Like a Fish 85 You can breathe and swim underwater with grace.
Transdimensional Spell 85 You can cast spells that affect targets lurking in coexistent planes and extradimensional spaces whose entrances fall within the spell's area.
True Believer 86 Your deity rewards your unquestioning faith and dedication.
Undead Mastery 90 You can command a greater number of undead than normal.
Unholy Strike 90 Your attacks deal great damage to good creatures.
Wolverine's Rage 86 You can fly into a berserk rage when injured.
Zone of Animation 90 You can channel negative energy to animate undead.

Spells Edit

Name Page Description

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