View Full Version : [3.5 Cleric / Archivist Remix] Prophet: God's Right Hand

2011-06-23, 01:41 AM
Notice: This class has been abandoned and replaced with the Avatar, in my sig. The prophet will not receive further updates.


I'm not a prophet or a stone aged man
just a mortal with potential of a superman.

- David Bowie


The prophet is a miracle worker, a priest whose presence is accompanied by wondrous signs and portents. Prophets interpret dreams, foretell the future, champion holy causes, and channel their deity’s power in dramatic, flashy ways. They are blessed by their deities with foreknowledge of portentous happenings, although sometimes their visions may not come to pass for many generations. Prophets, by their nature, tend to get swept up in the great events of their time, and are often sought out by kings and generals for their abilities. A prophet might become the center of a movement or religious awakening, or even the leader of a great nation. Just as often however, prophets are recluses, living in obscure temples and inaccessible monasteries, their prognostications ignored or dismissed by the world. When his gifts find him, a prophet may find it difficult to make the people listen; false prophets and dishonest soothsayers are far more common than those with true blessings, and not every prophet has the social savvy to become an effective public figure or a skillful leader.

As an archivist / cleric remix, the prophet includes familiar features from both classes, but its overall design is more limited. A prophet will have definite strengths and weaknesses, whereas an archivist or cleric is usually good at everything. The prophet is a back-rank caster, not much good in melee combat but perfect for players who want a full caster capable of throwing impressive, miraculous spells, raising the dead, healing the sick and the lame, and bringing the smackdown against his foes from a distance.

Designer’s Notes:
While playing in groups with a cleric, you may have noticed that clerics fight better than the fighter and heal better than the healer, while having tons more versatility than the favored soul, and having many other benefits besides. For DMs who want to offer their players a divine caster option that has the “feel” of a fire-and-brimstone miracle worker while not overshadowing other character classes, I present the prophet!

The prophet has all of the flashy cleric spells you’ve come to know and love, but is distinctly narrower in scope. The prophet can blast and debuff extremely well, offers a solid collection of divination and utility spells, and can use its dark knowledge to soften up the enemy for other party members. It can heal enough to get by, raise the fallen, and remove a limited selection of negative conditions, but the prophet isn’t concerned primarily with healing (for that, see my remixed healer class). The prophet wants to go on the offensive! However, its base attack, saves, proficiencies, and limited selection of defensive spells mark it firmly as a back-rank character who needs and wants the protection of the party’s melee bruisers, so it's a great team player in combat. Meanwhile, its utility spell selection is solid and useful, but not so impressive as to render the party skill monkeys obsolete. The prophet should contribute effectively in a variety of party configurations, pulling his weight without making anyone else feel useless.


Note: The prophet borrows heavily from the Divine Oracle prestige class printed in Complete Divine. Prophets characters should avoid this prestige class, and are generally better off taking more levels in prophet instead.

Sourcebooks used and abbreviations:
CC: Complete Champion
CS: Complete Scoundrel
DrM: Dragon Magic
Frost: Frostburn
HoH: Heroes of Horror
LoM: Lords of Madness
PH: Player’s Handbook
PH2: Player’s Handbook 2
Sand: Sandstorm
SpC: Spell Compendium

Version Log:
1.0 Original version.
1.01 The Foreknowledge use of Dark Knowledge was missing a few lines of text describing its advanced effects. Added these lines in. Also, added additional description to the class introduction to make the role and purpose of the class more clear.
1.1 Removed the bonus feats and scry bonus, and reshuffled other features to make the class progression more regular. The prophet now gets a total of six domains, rather than five. Added blindness/deafness, contagion, death knell, and poison to the spell list.

Prophets have the following game statistics.

Abilities: Wisdom determines how many spells a prophet can cast, while Intelligence determines the difficulty of resisting his spells and is useful in learning the Knowledge skills necessary for the prophet’s divine surge ability. Constitution and Dexterity help the prophet survive attacks.

Alignment: Any. Prophets frequently share the same alignment as the deity they worship.


{table=head]Level|Base Attack|Fort|Ref|Will|Special|-0-|-1-|-2-|-3-|-4-|-5-|-6-|-7-|-8-|-9-
1st|+0|+0|+0|+2|Dark knowledge (turning), domain casting|3|2|– |– |– |– |– |– |– |–
2nd|+1|+0|+0|+3|Extra domain, uncanny dodge|4|3|– |– |– |– |– |– |– |–
3rd|+1|+1|+1|+3||4|3|2|– |– |– |– |– |– |–
4th|+2|+1|+1|+4|Dark knowledge (momentum)|4|4|3|– |– |– |– |– |– |–
5th|+2|+1|+1|+4||5|4|3|2|– |– |– |– |– |–
6th|+3|+2|+2|+5|Extra domain, improved uncanny dodge|5|4|4|3|– |– |– |– |– |–
7th|+3|+2|+2|+5||5|5|4|3|2|– |– |– |– |–
8th|+4|+2|+2|+6|Dark knowledge (overwhelm)|5|5|4|4|3|– |– |– |– |–
9th|+4|+3|+3|+6||5|5|5|4|3|2|– |– |– |–
10th|+5|+3|+3|+7|Extra domain, prophetic gift|5|5|5|4|4|3|– |– |– |–
11th|+5|+3|+3|+7||5|5|5|5|4|3|2|– |– |–
12th|+6/+1|+4|+4|+8|Dark knowledge (anatomy)|5|5|5|5|4|4|3|– |– |–
13th|+6/+1|+4|+4|+8||5|5|5|5|5|4|3|2|– |–
14th|+7/+2|+4|+4|+9|Extra domain, prescient sense|5|5|5|5|5|4|4|3|– |–
16th|+8/+3|+5|+5|+10|Dark knowledge (doom)|5|5|5|5|5|5|4|4|3|–
18th|+9/+4|+6|+6|+11|Extra domain, immune to surprise|5|5|5|5|5|5|5|4|4|3
20th|+10/+5|+6|+6|+12|Dark knowledge (forewarning)|5|5|5|5|5|5|5|5|5|5[/table]

CLASS SKILLS (4 + Int mod per level, x4 at 1st level)
A prophet's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int).


A prophet is not without honor except in his own country among his own people.

- Sun Ra

In combat, your spells and class features make you an effective debuffer and damage dealer. While you don’t fight well with a weapon and have few defensive magics, your proficiency with striking down foes is impressive, especially when you can bring your dark knowledge into play. However, your powerful spells combined with your poor defenses make you a tempting target, so try to quickly cripple or drop any enemy that focuses its attention on you, and use your potent touch spells to destroy any creature that presses you in melee. In non-combat situations, you have a variety of healing, utility and divination magics that make you a useful addition to your party.

Weapon and Armor Proficiency: The prophet gains proficiency with all simple weapons. He gains proficiency with light armor and light shields.

Spells: A prophet casts divine spells, which are drawn from the prophet spell list (below). However, his alignment may restrict him from casting certain spells that are opposed to his moral or ethical beliefs. A prophet must choose and prepare his spells in advance.

To prepare or cast a prophet spell, you must have a Wisdom score of at least 10 + the spell's level. The Difficulty Class for a saving throw against a prophet's spell is 10 + the spell's level + the prophet's Intelligence modifier. Like other spellcasters, a prophet can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the table above. In addition, you receive bonus spells for a high Wisdom score.

Prophets do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells much as a cleric does. A prophet may prepare and cast any spell on the prophet spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. A prophet may not prepare or cast a prophet spell with an alignment descriptor that opposes his own (e.g., a lawful neutral prophet may not cast mantle of chaos).

Domain Casting: Choose a deity for your prophet. Sample deities are listed on Table 3—7: Deities in the Player’s Handbook, and described on page 106-108 of that book. The prophet’s deity influences his alignment, what magic he can perform, his values, and how others see him.

If typical worshipers of a deity include the members of a race, a prophet must be of the indicated race to choose that deity as his own (the god may have occasional worshipers of other races, but not prophets). When you have chosen an alignment and a deity for your prophet, choose one domain from the following list: you may choose the Dream, Knowledge, or Oracle domain. You gain the domain’s granted power, and you may stack your levels in the cleric, healer, and prophet classes when determining the effectiveness of your domain granted powers.

You can also channel stored spell energy into domain spells that you did not prepare ahead of time. You can “lose” any prepared divine spell to cast any domain spell of the same spell level or lower. For example, a prophet with the Oracle domain who has prepared command (a 1st-level divine spell), may lose command in order to cast identify (a 1st-level spell from the Oracle domain). Prophets can cast domain spells in this way because their gifts of soothsaying, miracle-working, and furthering their deity’s interests makes them especially proficient with their domain spells.

Dark Knowledge (Su): A prophet can draw upon divine inspiration to gain advantage over the supernatural creatures he encounters. A prophet first learns the secret of turning, and learns other secrets as he advances in level. Dark knowledge is effective against aberrations, elementals, magical beasts, outsiders, and undead.

Using dark knowledge typically requires the prophet to expend a move action and make a Knowledge check of the type appropriate to the creature faced (e.g. Knowledge (religion) for undead). The DC of the check is 15 + the CR of the creature faced. A prophet must possess a holy symbol to use dark knowledge. He can affect a particular creature with dark knowledge only once in any 24-hour period.

The prophet’s dark knowledge can affect a single target creature or all target creatures of the same race within 60 feet, depending on the effect used. Dark knowledge requires line of effect, but not line of sight (although the prophet must still have some means of targeting a creature he cannot see). The effects of dark knowledge last for 1 minute unless otherwise stated. Although it requires no action to maintain, dark knowledge is a sustained effect – if the prophet is killed or incapacitated, the effects of his dark knowledge end immediately.

Dark knowledge qualifies a prophet for divine feats as if it was the Turn Undead ability, and the prophet can expend dark knowledge uses in place of turn undead uses when using divine feats. However, some divine feats may not be usable for a prophet, since his turning ability works differently from a cleric’s turn undead ability – good judgment should be used in deciding which divine feats are appropriate.

A prophet can use dark knowledge a number of times per day equal to his character level plus his Intelligence modifier.

Dark knowledge options:
Turning: Unlike other uses of dark knowledge, turning requires a standard action. The prophet can overwhelm creatures of the target race with a surge of divine power, causing them become shaken. If the prophet succeeds on this Knowledge check by 10 or more, the creatures become frightened. If he succeeds on the check by 20 or more, the creatures are panicked. Undead can be turned as if they were not immune to fear.

Turning affects a maximum number of hit dice of creatures equal to twice the prophet’s level plus his Intelligence modifier. Turning affects the closest creatures first. If the prophet attacks a turned creature, the effect is immediately broken for that creature.

Destroying creatures: If you have twice as many levels (or more) as the creatures have Hit Dice and succeed on the check by 20 or more, you destroy any creatures that you would normally turn. Destroyed creatures are reduced to dust (although their gear is unharmed) – they cannot be brought back to life with any magic that requires an intact corpse, such as raise dead, nor are their bodies suitable for animating with spells such as animate dead.

Designer’s Note:
Caution! This form of turning uses a skill check instead of a level check to determine success. It is much easier to optimize a skill check than a level check, creating the risk that players may stack bonuses to automatically panic or destroy most monsters, trivializing many encounters.

To correct this, I've made the skill check scale with the CR of the monster, but DMs should carefully monitor prophet PCs to maintain game balance. In particular, be careful when allowing custom spells or magic items that improve Knowledge skills, especially if they use non-standard bonus types or buff all Knowledge skills at once. Prophet PCs already have very powerful skill-boosting tools in the form of the divine insight, lore of the gods, and spiritual advisor spells, which can offer substantial bonuses to Knowledge skill checks. If the prophet’s turning ability proves disruptive, the DM may wish to remove some or all of these spells from the prophet’s spell list, or restrict access to other skill-boosting tools.

Momentum: Starting at 3rd level, a prophet can inspire his allies to seize the initiative against affected creatures, leaving them outmaneuvered and unprepared to respond. Affected creatures take a -5 penalty to initiative. If the prophet succeeds on his Knowledge check by 10 or more, then affected creatures also cannot delay or ready actions. If they are currently delaying, they act immediately after the prophet ends his turn. If they are currently readying an action, the readied action is lost. If the prophet succeeds on his Knowledge check by 20 or more, then affected creatures also cannot take immediate actions.

Overwhelm: Starting at 6th level, a prophet can inspire his allies to slip past the defenses of affected creatures. Allies within 30 feet of the prophet gain +4 AC against attacks of opportunity made by the affected creatures. If the prophet succeeds on his Knowledge check by 10 or more, then allies within 30 feet of the prophet also do not provoke attacks of opportunity from the affected creatures unless they are adjacent. If the prophet succeeds on his Knowledge check by 20 or more, then allies within 30 feet of the prophet do not provoke attacks of opportunity from the affected creatures.

Anatomy: Starting at 9th level, a prophet can inspire his allies to attack the vital spots of his foes. On a successful Knowledge check, he grants them a +4 bonus on critical confirmation rolls. If the prophet succeeds on his Knowledge check by 10 or more, then allies also double their critical threat range against the affected creatures (this stacks with other effects that improve threat range, such the Improved Critical feat and the keen weapon enchantment). If the prophet succeeds on his Knowledge check by 20 or more, then allies also add +1 to their critical multiplier against the affected creatures.

Designer’s Note:
Readers of my fighter remix and daring outlaw class will already be familiar with my position on precision damage (which includes critical hits, skirmish, sneak attack, and insightful strike). I propose that only oozes and swarms should be immune to precision damage by virtue of their type or subtype; all other creatures have weak points that an attacker can exploit, even if those weak points vary considerably from one creature to the next. This adjustment to the precision damage rules reinvigorates classes that rely on precision damage for their combat effectiveness, while re-affirming the value of the fortification ability for those desiring immunity to precision damage.

Doom: Starting at 12th level, a prophet can pronounce doom against a single target creature, sealing its fate. The target creature has its damage reduction, energy resistance, and spell or power resistance reduced by 5 points. If the prophet succeeds on his Knowledge check by 10 or more, then the reduction is by 10 points instead. If the prophet succeeds on his Knowledge check by 20 or more, then the reduction is by 15 points instead.

Forewarning: Starting at 16th level, a prophet can better prepare his allies for the attacks of a single target creature. Allies within 30 feet of the prophet cannot be caught flat-footed by the target creature’s attacks, nor can it flank them or contribute to a flank against them. If one of them is aware of a particular danger that the creature poses, all of them immediately become aware as well. If the prophet succeeds on his Knowledge check by 10 or more, then affected allies also gain Evasion against any area attacks of the target creature. If the prophet succeeds on his Knowledge check by 20 or more, then affected allies also gain Improved Evasion against any area attacks by the target creature.

Designer’s notes:
Dark knowledge obviously draws inspiration from both the cleric’s turn undead and the archivist’s dark knowledge features. In designing the turning feature, I’ve attempted to make the ability both more broadly applicable and less of an auto-win button for combat (since it’s fairly difficult to panic a level-appropriate foe). Also, the hit die limit of the creature you can affect now scales better with level, which should make turning more useful at higher levels.

The other dark knowledge abilities are intended to fill the same role as the archivist’s options, but I hope that these abilities are more tactically oriented than the dry, flavorless bonuses granted by most of the archivist’s dark knowledge choices.

Because Dark Knowledge requires a skill check against a DC determined by the monster's Challenge Rating, this ability raises the question of whether that information should be shared with players. The DM may wish to make the roll on the player's behalf in secret, allow the player to roll but withhold the DC and inform the player of his level of success, or openly share monster Challenge Ratings with the players. Use whichever method works best at your gaming table!

Extra Domain (Ex): At 2nd level, and every four levels thereafter, a prophet may select an additional domain. You may select any domain from your list of allowable Prophet domains (see Domain Casting, above), or any domain granted by your deity. You can select an alignment domain for your prophet only if his alignment matches that domain. You gain the granted power for each of these domains and can spontaneously convert prepared divine spells to spells of this domain.

Uncanny Dodge (Ex): At 2nd level, a prophet gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

If a prophet already has uncanny dodge from a different class, he gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex): A prophet of 6th level or higher can no longer be flanked unless the attacker has at least four more rogue levels than the target does. Levels from classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Prophetic Gift (Ex): Whenever a prophet of 10th level or higher casts a Divination spell with a casting time expressed in minutes or hours, the casting time is reduced by 90%. Thus, a casting time of one hour becomes 6 minutes, a casting time of 1 minute requires one full round, etc.. Additionally, whenever he casts a divination spell such as augury or divination that has a change of delivering an inaccurate result, his results are always 95% accurate.

Prescient Sense (Ex): Beginning at 14th level, if a prophet makes a successful Reflex saving throw against an attack that normally inflicts half damage on a successful save, he instead takes no damage, since his prescience allowed him to get out of the way faster. This form of evasion works no matter what armor the prophet wears, unlike the evasion ability used by monks and rogues.

Immune to Surprise (Ex): At 18th level, the prophet’s sensitivity to danger is so great that he is never surprised, and can always act during a surprise round. If there is no surprise round then this ability has no effect.


I’m just a curbside prophet
with my hand in my pocket
and I’m waiting for my rocket to come

- Jason Mraz, “Curbside Prophet”

The prophet spell list appears below. All spells are notated with the name and page number of the sourcebook in which they appear.

0 Level: amanuensis (SC 9), anarchic water (SC 11), axiomatic water (SC 22), bless water (PH 205), create water (PH 215), cure minor wounds (PH 216), curse water (PH 216), detect magic (PH 219), detect poison (PH 219), guidance (PH 238), inflict minor wounds (PH 244), light (PH 248), mending (PH 253), read magic (PH 269).

1st Level: cause fear (PH 208), command (PH 211), comprehend languages (PH 212), cure light wounds (PH 215), detect chaos/evil/good/law (PH 218), detect undead (PH 220), doom (PH 225), identify (PH 243), incite (SC 121), inflict light wounds (PH 244), inhibit (SC 123), light of lunia (SC 132), magic stone (PH 251), omen of peril (SC 149), sign (SC 189).

2nd Level: align weapon (PH 197), augury (PH 202), black karma curse (PH2 103), blindness/deafness (PH 206), cloud of knives (PH2 107), consecrate (PH 212), contagion (PH 213), cure moderate wounds (PH 216), curse of ill fortune (SC 56), darkness (PH 216), death knell (PH 217), deific vengeance (SC 62), desecrate (PH 218), divine insight (SC 70), frost breath (SC 100), hold person (PH 241), inflict moderate wounds (PH 244), light of mercuria (SC 132), make whole (PH 252), remove disease (PH 271), shatter (PH 278), sound burst (PH 281), spiritual weapon (PH 283), veil of shadow (SC 228), wave of grief (SC 236), zone of truth (PH 303).

3rd Level: align weapon, mass (SC 9), alter fortune (PH2 101), anarchic storm (SC 11), axiomatic storm (SC 22), bestow curse (PH 203), blindness/deafness (PH 206), blindsight (SC 32), clairaudience/clairvoyance (PH 209), contagion (PH 213), continual flame (PH 213), corona of cold (SC 52), create food and water (PH 214), cure serious wounds (PH 216), curse of arrow attraction (PH2 109), daylight (PH 216), deeper darkness (PH 217), demon dirge (SC 63), devil blight (SC 64), dispel magic (PH 223), divine retaliation (PH2 110), energy vortex (SC 81), energy vulnerability (PH2 112), glyph of warding (PH 236), hesitate (PH2 114), holy storm (SC 115), inflict serious wounds (PH 244), know opponent (SC 129), light of venya (SC 132), locate object (PH 249), meld into stone (PH 252), nauseating breath (SC 146), obscure object (PH 258), remove curse (PH 270), ring of blades (SC 177), searing light (PH 275), slashing darkness (SC 191), speak with dead (PH 281), stone shape (PH 284), tremor (SC 223), unholy storm (SC 227), water breathing (PH 300), water walk (PH 300).

4th Level: air walk (PH 196), assay spell resistance (SC 17, blindsight, greater (SC 32), consumptive field (SC 51), control water (PH 214), cure critical wounds (PH 215), dimensional anchor (PH 221), discern lies (PH 221), dismissal (PH 222), divination (PH 224), giant vermin (PH 235), holy transformation, lesser (SC 116), hypothermia (SC 118), infernal transformation, lesser, (SC 122), inflict critical wounds (PH 244), know vulnerabilities (SC 2), moon bolt (SC 143), planar ally, lesser (PH 261), planar exchange, lesser (SC 159), poison (PH 262), revenance (SC 175), scrying (PH 274), sending (PH 275), sound lance (SC 196), spell vulnerability (SC 200), summon hound archon (SC 214), tongues (PH 294), wrack (SC 243).

5th Level: atonement (PH 201), blistering radiance (SC 33), command, greater (PH 211), commune (PH 211), condemnation (PH2 107), contagion, mass (SC 51), curse of ill fortune, mass (SC 56), death throes (SC 60), disrupting weapon (PH 223), earth reaver (SC 75), flame strike (PH 231), hallow (PH 238), insect plague (PH 244), mark of justice (PH 252), plane shift (PH 262), raise dead (PH 268), slay living (PH 280), stone shape, greater (SC 208), summon bearded devil (SC 213), summon bralani eladrin (SC 213), symbol of pain (PH 290), symbol of sleep (PH 291), symbol of spell loss (SC 218), true seeing (PH 296), unhallow (PH 297), vulnerability (SC 232).

6th Level: animate objects (PH 199), banishment (PH 203), blade barrier (PH 205), blood to water (SC 33), bolt of glory (SC 35), cold snap (SC 50), cometfall (SC 50), dispel magic, greater (PH 223), find the path (PH 230), geas/quest (PH 234), glyph of warding, greater (PH 237), harm (PH 238), ice flowers (SC 119), lucent lance (SC 134), planar ally (PH 261), planar exchange (SC 159), rejection (SC 172), sarcophagus of stone (SC 180), stone body (SC 207), summon babau demon (SC 213), symbol of fear (PH 290), symbol of persuasion (PH 290), wind walk (PH 302).

7th Level: bestow curse, greater (SC 27), blasphemy (PH 205), consumptive field, greater (SC 51), control weather (PH 214), destruction (PH 218), dictum (PH 220), discern location (PH 222), ethereal jaunt (PH 227), holy star (SC 115), holy transformation (SC 116), holy word (PH 242), infernal transformation (SC 122), planar bubble (SC 158), plane shift, greater (SC 159), radiant assault (SC 164), slime wave (SC 192), symbol of stunning (PH 291), symbol of weakness (PH 291), withering palm (SC 241).

8th Level: antimagic field (PH 200), chain dispel (PH2 105), earthquake (PH 225), fire storm (PH 231), heat drain (SC 112), lion’s roar (SC 133), planar ally, greater (PH 261), planar exchange, greater (SC 159), stormrage (SC 210), symbol of death (PH 289), symbol of insanity (PH 290), word of chaos (PH 303).

9th Level: energy drain (PH 226), etherealness (PH 228), gate (PH 234), implosion (PH 243), miracle (PH 254), soul bind (PH 281), storm of vengeance (PH 285), summon elemental monolith (SC 214).

2011-06-23, 01:47 AM
* Does it make sense?
* Balance look good?
* If cleric and/or archivist weren't available, would you play it?
* If you know my other remixes, is this one simpler and easier to figure out? I'm trying to learn to simplify.

Lordof Dorkness
2011-07-05, 05:49 PM
this appears to be a mod of a cleric and an archivist.
is that what you based it on?:smallconfused:
It must be; you have Archivist of Nature as a bonus feat possibility.:smallwink:

(Archivist:Heroes of Horror-Cleric; no domains; casts as a wizard with a prayerbook)

I am playing this class even with the option of a cleric!
Great job! Keep it up!:smallsmile:

I wish there were more low level divination spells.

especially the ranger-scout variant.

2011-07-05, 08:43 PM
Yes indeed! In fact, that's kind of important to know, so I've added it to the title. It's my hope that playing a prophet will feel like playing an archivist or cleric without having all of the gamebreaking potential of those two classes.

Edit: Made minor adjustments to add more class introduction and add in some text that was accidently omitted from the Dark Knowledge ability.