Archive for the ‘Flavor-Class’ Category

Yes, we have clerics, paladins, avengers and invokers, but when I got this guy into my head, I just couldn’t resist putting him down on digital paper.  As per our last flavor-class, the Necromancer, this class is based on one already published; in this case the bard, as found in the PHB2. I don’t want to reprint the great work that WotC have already done, and so I have only posted by changes to the mechanics, as well as all the new flavor-text.

And so, coming to a game table near you, bringing with him promises of fire, brimstone and eternal damnation is…

The Preacher

“And lo! The fiery flame of Pelor did come down and smite the heathen Oni; and it was good.”

Class traits

Role: Leader. Your commands condemn enemies and absolve allies; so powerful are your words that you can re-order battlefields to your liking, making controller a good secondary role

Power source: Divine. You translate The Word of your God and inflict it’s mighty resonance on the heathen.

Key abilities: As per the bards.

Armor profiencies: As per the bards.

Weapon proficiencies: Simple melee, military melee, simple ranged.

Implements: Holy symbols (book of commandments).

Bonus to defense: +1 Fortitude, +1 Will

Hit Points at 1st level: 12 + Constitution score

Hit Points gained level: 5

Healing surges per day: 7 + Constitution modifier

Trained skills: Religion. Choose three more from the bards skill list, substituting endurance for acrobatics.

Class features: Book of Commandments, Steadfast Morality, Words of Absolution, Words of Damnation, Resolute, Preaching to the Converted.

Preachers are often found in the harshest climates in the most hostile regions. There’s is a life of both servitude and command; bringing The Word of their God to the farthest and darkest reaches of the world, whether it is welcomed or not. More than just a mouthpiece, preachers learns to defend themselves early, or risk becoming the one thing that any preacher fears: silenced.

Because of the hostility they often face, preachers make use of arms and armour, but often all they need is one thing: their book of commandments. This book contains the divine edicts of their God and is as inseparable to a preacher as is his head or arms.

Following in the footsteps of the ancient Order of the Inquisition, a preacher holds vows and promises to be truths without question; let no one stand in the path of a preacher who has vowed to aid the wretched, and clense the wicked.

Book of Commandments

You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a book of commandments (ritual book), and it contains two rituals that you have mastered: Comprehend Language and another 1st-level ritual.

Steadfast Morality

The Gods are at once kind and merciful, as well as damning and vengeful. Preachers are masters at interpreting their God’s commands, and often find themselves playing the role of creator or destroyer in lieu of their God’s actual presence.

Choose one of the following options. The choice you make gives you the benefit described below and also provides bonuses to certain preacher commands, as detailed in those powers.

Word of the Sword: As per Virtue of Cunning

Word of the Shield: As per Virtue of Valor

Words of Absolution

As per a bards majestic word.

Words of Damnation

As per the bards Words of Frienship, only with intimidate, as opposed to diplomacy.


Instead of the bards multiclass and skill versatilities, you gain a +5 feat bonus to saves against fear or charm.

Preaching to the converted

As per the bards ‘song of rest’, only reading from your book of commandments, rather than singing or playing an instrument.


Holy symbols. A preacher’s book of commandments can be used as a holy symbol, upgraded by priests of his or her God for the same price as it would be to buy a holy symbol of the same level.

Preachers and Deities

Preachers are the devotees of a single God, choosing their Word above all others. Some go as far as actively shunning the worship of any other deity; most, however, are content to merely champion their own cause. Their worship goes beyond simple ideas of morality or social code; those who stand against them are to be condemned or smited, whether evil overlord or agnostic but pleasant nobleman.

This strict devotion has led to many preachers getting a feared reputation, and there have been instances where preachers have actively tried to stamp out all life who do not share the same views as themselves. Beyond these dangerous individuals, there are many other preachers who bring both the Word, as well as supplies, medicine and education to struggling societies.

Preacher Powers

Preacher powers are called commands. Any creatures with a mouth and at least some brain activity can speak, but a preacher’s orders are charged with divine resonance, and as such carry weight unlike any other.

Anywhere you see the arcane keyword on a bardic power, replace that keyword with divine.

Level 1 At-Will Commands

Find Fault (as per Guiding Strike)

You face your foe and easily determine from where it’s moral corruption stems; even if they didn’t realise it themsleves.

Proclaim Executioner (as per Misdirected Mark)

You charge one of your allies with the task of bringing due wrath to a condemned sinner.

Condemn (as per Vicious Mockery)

Your words ring out true and laiden with damnation; the wretch you direct them at feels their confidence peeling away beneath your gaze.

Shepherd the Flock (as per War Song Strike)

You lead the attack against an enemy, rewarding those who follow your guidance.

Level 1 Encounter Commands

Path of Tears (as per Blunder)

You order an enemy to walk the Path of Tears, hoping pain will force it to see the wrror of it’s ways.

Saving Grace (as per Fast Friends)

Your words illuminate the inherant goodness in youself or an ally – so radiant is the image, that even hated enemies are given pause when raising their swords.

Call to Inquisition (as per Inspiring Refrain)

As your weapon finds it’s target, so your words find theirs – in the hearts of your allies.

Whisper The Word (as per Shout of Triumph)

You utter the slightest noise, reciting a small fraction of the Word of your God, the resonance of which allows you to reshape the battlefield.

Level 1 Daily Commands

Promote to Inquisitor (as per Echoes of the Guardian)

You call on your allies, infusing them with the words of the Inquisitors and bidding them to carryout their divine duty.

Ongoing Judgement (as per Slayer’s Song)

You make your way across the battlefield, judging each enemy in turn, and finding each as reprehensible as the last.

Righteous Strength (as per Stirring Shout)

The call for purification has been made, let those who heed their duty be rewarded.

March of the Inquisition (as per Verse of Triumph)

You begin reciting the holy names of the ancient Order of the Inquisition; as you proceed, their spirits appear, guiding you and your allies to victory!

There is is. The first level of the Preacher flavour-class. Personally, I’d love to see a longtooth shifter Preacher, fighting his own feral nature and taking that self-hate out on the enemies who stand in his way. What’re your thoughts?

Happy role-ing!

Bardic Training, Bardic Virtue, majestic word, Multiclass Versatility, Skill Versatility, Song of Rest, words of friendship


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Alright, firstly, I see you’re wondering what a ‘flavor-class’ is – well, it’s a new class which uses the mechanics of an old one! This is so for two reasons: firstly, the folks at WOTC have done a great job with their classes already in my opinion – the mechanics are sound and I don’t want to mess with them too much. Secondly, making a class like this means that any tight-fisted DMs will be more likely to let you use the class in game!

The following class is based off of the paladin class, found in the PHB1. This means that, unless otherwise noted, you’ll be using the stats for that class. There are some mechanical changes found herein, but this is an example of how a class can be very different with just a change of flavor.

So, without further adieu, introducing….

The Necromancer

“I am the omega, champion of life’s conclusions. Your vitality is forfeit, your death is my pleasure.”

 Class traits

Role: Defender

Power source: Necrotic. You are a life-drinker, your very touch can weaken and corrode.

Key abilities: Intelligence, Charisma, Wisdom.

Armor profiencies: Cloth, leather, hide, chainmail, scale, plate*; light shield, heavy shield.  *(see special)

Weapon proficiencies: Simple melee, military melee, simple ranged.

Implements: Maces, wands.


Bonus to defense: +1 Fortitude, +1 Reflex, +1 Will

Hit Points at 1st level: 15 + Constitution score

Hit Points gained level: 6

Healing surges per day: 10 + Constitution modifier

Trained Skills: Religion. From the class skills list below, choose three more trained skills at first level.

Class skills: Arcana (Int), Bluff (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis).

Special: A necromancer’s armor may not be of the conventional sort – instead of spending money to buy unreliable metal armaments, a necromancer may purchase or find certain regents or spell components that allow them to create hardened bone armor, or encase their bodies in swirling spirits who’s incorporeal nature passes much damage coming their way off into the shadowfell or some forgotten realm. Of course, this special armor would have the same cost and benefits of its more mundane counterparts, but fits with the character idea much more readily.

Students of death and the dying arts, necromancers are feared opponents on the battlefield, excelling in pain, weakness and the trade of life. To them, vitality is little more than a currency to be borrowed or stolen from enemies, and then utilized for their own ends. Often fearsome to behold, to see one wading through your front lines is often enough to sink even the most ardent hearts.

Though fuelled by necrotic energies, your real power comes from your own self-belief: not only are you strong enough of will to wield such potent, forbidden magic, but it is yours by right! Where others waver and wonder, your motivation is pure and simple, and your confidence is your strength. While others bicker and argue about sentiments like morality or virtue, you’re putting your not inconsiderable talents toward getting the job done; whatever it is you’ve decided that job entails.

Show the forces that oppose you the folly of their convictions for, just as death is inevitable, so too is your indomitable will!

Creating a Necromancer

Necromancers are intelligent, sly and willful individuals; as such, they rely most on the Intelligence, Wisdom and Charisma scores, though a little Constitution will certainly help your necromancer stay in the battle for longer. Depending on what drives your necromancer, these dark exemplars often focus on besting their foes in the physical world, or calling on their allies from other realms.

Reaping Necromancer (as per Avenging Paladin)

Your foes fall before you like the chaff at harvest. Each enemy you end only spurs you onward to further victories!

Gravetongue Necromancer (as per Protecting Paladin, with bluff instead of diplomacy)

Though all necromancer’s may commune with the dead, you have a particular talent for commanding the spirits which surround us all.


Necromancers often use a physical focus to draw power from the shadowfell and other places. Like other spellcasters, necromancers may use a wand as such a focus, but it is the mace, a symbol of subjugation and raw power, that has come to represent this dark character more than any other weapon.

Necromancers and Deities

Necromancers are not usually born so, and many come to their unique talents through solo research, or at the guidance of a secretive cabal or lone tutor. Many serve more powerful beings such as Orcus, Vecna or Asmodeus, though some serve no deities, only themselves. These individuals, driven by their own wills and desires, are not bound by dogma or ritual, and as such often find themselves with power not possessed by their more subservient counterparts.

Good necromancers are fewer still, and more often fall under the category of ‘reformed’. These individuals seek to turn their talents against their former allies, or even against their past deities! Though often mistrusted by those they would adventure with, a necromancer is not unaccustomed to cold receptions, as well as overcoming great tasks alone.

Necromancer class features

Necrotic Surge (as per the Paladins ‘Channel Divinity’ power)

Oncer per encounter, the necromancer calls upon long dead spirits or pure necrotic energy which they then bend to their will.

Necrotic Surge: Dispell Afflictionas per ‘Divine Mettle’, with Intelligence subsituted for Charisma)

With a vast knowledge of things that cause pain and weakness, you put your talents into removing such an affliction, rather than causing it.

Necrotic Surge: Spirit Linked (as per ‘Divine Strength’, with Charisma substituted for Strength)

Incensed by your will alone, nearby spirits drive your next attack home.

Deathmark (as per the Paladins ‘Divine Challenge’ feature)

With a wave of your hand, a nearby enemy is seared with a symbol unique to each necromancer; no matter the creature’s ability to communicate or percieive the word around them, all beings understand the empty chill that means they have been chosen for death.

Transfer life (as per the Paladins ‘Lay on Hands’ feature)

Understanding that, on rare occasions, others may need to be relied upon, the necromancer siphons some of their own life to ensure an ally remains standing.

Necromancer Powers

Necromancer powers are called siphons – that is, they siphon energy from elsewhere; either from the shadowfell, nearby corpses, or from their enemies themselves! They are also attuned to the echoes of life that surround us all. These ‘spirits’ can be used in a myriad of ways, and are often the source of some potent siphons.

When manifesting itself, a necromancer’s necrotic energy could be green and swirling, red and stark, purple, screaming skulls or whatever you like. As it is driven by the will of the caster themselves, most necromancers have their own, particular signature that emerges by itself.

Though based on the paladin prayers, anywhere you see the Strength modifier used in your PHB, substitute the Intelligence modifier for your necromancer. Furthermore, substitue ‘necrotic’ anytime you see ‘divine’ or ‘radiant’ used as a  keyword.

Level 1 At-Will Siphons

Life Drain (as per Bolstering Strike)

As you beat your enemy into submission, you steal their life force, using it to remain standing long enough to beat them some more.

Sapping blow (as per Enfeebling Strike)

Your enemies are not only left bleeding from your attacks, they find you take a portion of their vitality as payment for the honor of standing against you.

Death seeker (as per Holy Strike)

Your weapon finds your enemy more readily, driven by your solemn promise to bring the creature peace eternal.

Vengeful guidance (as per Valiant Strike)

The fools think they have you trapped, but with so much raw life around you, it’s like being in a candy store… of death.

Level 1 Encounter Siphons

Softened resolve (as per Fearsome Smite)

With the touch of your weapon, your opponent feels the cold inevitability of their own grave; suddenly their own weapon feels heavier in their hands as their strength falters.

Incorporeal Attack (as per Piercing Smite)

Your weapon becomes momentarily etherieal, passing through armor as if it didn’t exist. As it collides with an enemy, it releases spirits trapped between words who seek out and inhabit the necromancer’s enemies.

Grave barrage (as per Radiant Smite)

Your weapon is driven forward by the presence of life-hating spirits who wish to share their burden of death.

Entrails’ armor (as per Shielding Smite)

As parts of your enemy are disjointed from the whole by your weapon, you use their essence to form a makeshift breastplate for a nearby ally.

Level 1 Daily Siphons

Bone talon (as per On Pain Of Death)

A crushing hand of bone rips through the ether and grasps one of your enemies, reaching deep into their flesh. The bone has but one command; bring the pain to those who seek you harm.

Vital transference (as per Paladin’s Judgment)

With the touch of your weapon, you steal the life force of an enemy, and send it to someone you deem more worthy.

Soul beacon (as per Radiant Delirium)

There are many malicious spirits in the world, and you convince them to turn their hatred toward an enemy; the feast is on. Flitting between corporeal and incorporeal forms, they stab, grab, bite and tear at your foe, and their horrible countenance remains with your enemy long after they have disappeared.

So, there you have it, the first level of a new flavor-class! If you have any questions or comments, feel free to let me know. Perhaps there is another class you’d like to see rediscovered, or maybe you’d like some more of the paladin’s powers flavored-up this way? I’d love to know what you think if you’ve played this class in your own game.

Happy role-ing!

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