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View Full Version : D&D 3.x Class The Hope Bringer (3.5 Base Class, PEACH)



Alabenson
2021-07-19, 05:33 PM
The Hope Bringer

In worlds torn by conflict, there are a select few who have embraced the power of hope and what it can represent. These spellcasters are living embodiments of the ideal that, no matter how dire a situation, there is always hope and potential for things to turn around. Able to bolster the will of their allies by their very presence and remarkably resistant to forces that could bring them down, hope bringers act as living beacons of light to those who need it most.

Adventures: Hope bringers are almost instinctively drawn to areas in most dire need of their assistance, often as not for reasons that dictate the need for adventurers in general. Beyond that, adventuring can provide hope bringers with the resources they require to help those most in need.

Characteristics: While not as versatile as clerics, hope bringers are still potent divine spellcasters able to provide healing and protection to allies, and if necessary to gently influence the minds of their enemies. Additionally, hope bringers are able to project an aura that bolsters the morale of those around them. In particularly dire situations, hope bringers can intensify this aura, increasing its power and allowing themselves to become a literal beacon against despair.

Alignment: The very nature of a hope bringer's abilities would seem to preclude evil aligned individual's from taking up the mantle of the class. Hope is not only for the good-hearted, however, and on rare occasions a particularly perverse hope bringer will dedicate themselves to providing hope to the wicked.

Religion: Hope bringers don't tend to gravitate towards any specific deities, though they are more likely to venerate good aligned gods.

Background: Few hope bringers have any sort of formal training. Instead, most start on their path after surviving some event that shows them the importance and power of hope. From there, the hope bringer will usually be self-taught, though on rare occasions they will learn at least some of their skills from conventional clerics.

Races: Among the common races halflings are particularly drawn to becoming hope bringers, in no small part due to hope being a natural part of their psyche. Humans and half-elves make up the majority of the remainder.

Other Classes: As a rule, most classes welcome the presence of a hope bringer thanks to their ability to heal and bolster morale. Even those who are inclined to find a hope bringer's fixation on hope to be irritating are liable to prefer the hope bringer's presence over their absence.

Role: Hope bringers first and foremost are focused on bolstering and buffing their allies, both with their magical spells and class abilities. Outside of combat, hope bringers are reasonable well equipped to function as the face of a party or as a tracker depending on what skills they select.

GAME RULE INFORMATION
Hope bringers have the following game statistics
Abilities: Wisdom is one of the most important abilities for a hope bringer as it not only powers their spellcasting but also enhances their AC. Charisma is similarly valuable as it powers the hope bringer's class abilities as well as several of their class skills.
Alignment: Any
Hit Die: D8
Starting Age: As bard
Starting Gold: As sorcerer

Class Skills:
Concentration, Craft, Diplomacy, Gather Information, Heal, Knowledge (nature), Knowledge (religion), Listen, Profession, Sense Motive, Spellcraft, Spot, Survival
Skill Points at 1st level: (4 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence Modifier



LevelBABFortRefWillSpecial 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th



1st+0+2+0+2 AC bonus, Aura of Hope +1 3 2 -- -- -- -- -- -- -- --



2nd+1+3+0+3 Endure Elements, Hope Fades 4 3 -- -- -- -- -- -- -- --



3rd+2+3+1+3 Beacon of Hope 1/day 4 3 2 -- -- -- -- -- -- --



4th+3+4+1+4 Surge of Resolve 5 4 3 -- -- -- -- -- -- --



5th+3+4+1+4 Sustenance 5 4 3 2 -- -- -- -- -- --



6th+4+5+2+5 Aura of Hope +2, Beacon of Hope 2/day 5 4 4 3 -- -- -- -- -- --



7th+5+5+2+5 Beacon of Hope (re-roll Will saves) 6 5 4 3 2 -- -- -- -- --



8th+6+6+2+6 Untarnished Health 6 5 4 4 3 -- -- -- -- --



9th+6 +6+3 +6 Beacon of Hope 3/day 6 5 5 4 3 2 -- -- -- --



10th+7+7+3+7 Surge of Resolve (+1d4 rounds) 6 5 5 4 4 3 -- -- -- --



11th+8+7+3+7 Aura of Hope +3, Beacon of Hope (remove conditions), Unfailing Resolve 6 6 5 5 4 3 2 -- -- --



12th+9+8+4+8 Beacon of Hope 4/day 6 6 5 5 4 4 3 -- -- --



13th+9+8+4+8 Improved Hope Fades, Mettle 6 6 6 5 5 4 3 2 -- --



14th+10+9+4+9 Tireless Spirit 6 6 6 5 5 4 4 3 -- --



15th+11+9+5+9 Beacon of Hope (haste) 5/day 6 6 6 6 5 5 4 3 2 --



16th+12+10+5+10 Aura of Hope +4, Surge of Resolve (+2d4 rounds) 6 6 6 6 5 5 4 4 3 --



17th+12+10+5+10 Lifeward 6 6 6 6 6 5 5 4 3 2



18th+13+11+6+11 Beacon of Hope 6/day 6 6 6 6 6 5 5 4 4 3



19th+14+11+6+11 Accelerated Healing, Beacon of Hope (death ward) 6 6 6 6 6 6 5 5 4 4



20th+15+12+6+12 Hope Never Dies 6 6 6 6 6 6 5 5 5 5



Class Features

Weapon and Armor Proficiency: A hope bringer is proficient with all simple weapons. Hope bringers are not proficient with any armor or shields.

Spells: A hope bringer casts divine spells, which are drawn from the hope bringer spell list given below. When a hope bringer gains access to a new level of spells, he automatically knows all the spells for that level on the hope bringer's spell list. A hope bringer can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list.
To cast a hope bringer spell, a hope bringer must have a Wisdom score of 10 + the spell’s level. The Difficulty Class for a saving throw against a hope bringer’s spell is 10 + the spell’s level + the hope bringer’s Wis modifier. Like other spellcasters, a hope bringer can cast only a certain number of spells of each spell level per day, given on their class table. In addition, a hope bringer receives bonus spells for a high Wisdom score.
A hope bringer need not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

AC Bonus: A hope bringer can add their Wisdom modifier as a bonus to their Armor Class, so long as they are unarmored and unencumbered. This bonus to AC applies even against touch attacks or when the hope bringer is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Aura of Hope (Su): A hope bringer continuously projects a potent aura that bolsters the spirits of their allies. As long as the hope bringer is conscious, all of their allies within 20 feet receive a +1 morale bonus to attack rolls and Will saves against fear effects. These bonuses increase by an additional +1 for every five class levels beyond 1st that the hope bringer possesses (+2 at 6th, +3 at 11th, and +4 at 16th). While maintaining this aura requires no action on the part of the hope bringer, they become unable to provide these bonuses should they be rendered helpless (i.e. unconscious, paralyzed or a similar effect).

Endure Elements (Su): A hope bringer of 2nd level or higher is continuously protected from extremes of temperature, as though they were under the effect of the spell endure elements.

Hope Fades (Su): At 2nd level, the hope bringer develops the ability to drain the will to fight from their opponents. As a standard action, the hope bringer can force a living creature within 60 feet to succeed on a Will save (DC 10 + 1/2 the hope bringer’s class level + the hope bringer’s Cha modifier) or take 1d6 nonlethal damage and be considered fatigued for 1 round. On a successful save, the target takes only half damage and is not fatigued. The damage dealt by this ability increases to 2d6 at 6th level, and by an additional 1d6 for every 3 levels beyond that (3d6 at 9th, 4d6 at 12th, 5d6 at 15th, and 6d6 at 18th). This ability is a mind-affecting effect.
Should the hope bringer have allies nearby, then the potency of this ability increases as well. For every ally affected by the hope bringer’s aura of hope the save DC of the hope bringer’s hope fades ability increases by 1 and the duration of the fatigued effect on a failed save increases by 1 round.

Beacon of Hope (Su): Starting at 3rd level a hope bringer gains the ability to greatly enhance the power of their aura of hope for a brief period. As a swift action once per day, the hope bringer can transform their aura into a shining beacon, which has several effects;

* The range of the hope bringer's aura triples, affecting all allies within 60 feet of the hope bringer.

* The hope bringer sheds bright light equivalent to daylight out in a 60-foot radius, with dim light for an additional 60 feet beyond that. This light suppresses magical darkness as though it were a spell with the light descriptor with a spell level equal to one-half the hope bringer's class level.

* The bonuses provided by the hope bringer's aura are doubled, and apply to all attack rolls, damage rolls, skill and ability checks, and saves made by the hope bringer's allies

* Finally, the hope bringer gains the ability to cast hope bringer spells with a range of touch on allies within 20 feet.
These effects last for a number of rounds equal to 1 + the hope bringer's Cha modifier (if positive). The hope bringer gains an additional use of this ability per day at 6th level and every three levels thereafter (3/day at 9th, 4/day at 12th, 5/day at 15th, and 6/day at 18th).

At 7th level, a hope bringer's beacon of hope begins providing additional protections against mental attacks. If an individual under the effect of a beacon of hope of a hope bringer of at least 7th level is subject to an effect that allows a Will save with a duration greater than one round fails their save, that individual may then make a second Will save the following round at the same DC to end the effect. An individual may only receive one extra chance per effect.

Beginning at 11th level, whenever a hope bringer activates their beacon of hope ability all allies affected are instantly cured of any of the following conditions: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. Furthermore, the beacon negates any sleep effects and ends any additional effects from poison as per the neutralized poison spell. The beacon only cures these conditions when it is initially activated, individuals subjected to these conditions after it is activated are effected normally.

Whenever a hope bringer of 15th level or higher uses their beacon of hope ability, all allies in range receive the benefits of a haste spell for as long as they remain within the beacon's area of effect.

At 19th level, a hope bringer's beacon of hope grants those affected by it immunity to negative energy and death effects, as per the spell death ward.

Surge of Resolve (Su): As an immediate action, a hope bringer of 4th level or higher can grant an ally within 30 feet a morale bonus to attack rolls, saves, or skill and ability checks equal to the hope bringer's Cha modifier (if positive) for 1 round. This bonus stacks with the bonuses provided by the hope bringer's aura of hope and beacon of hope abilities, but does not stack with other morale bonuses. The hope bringer may use this ability a number of times per day equal to 1/2 their class level (rounded up) + their Cha modifier.
Starting at 10th level the duration of this bonus increases to 1d4 rounds, and at 16th level the bonus persists for 2d4 rounds.

Sustenance (Su): A hope bringer of 5th level or higher no longer needs to eat or drink.

Untarnished Health (Ex): A hope bringer of 8th level or higher becomes immune to disease and poisons.

Unfailing Resolve (Ex): A hope bringer of 11th level gains immunity to fear effects.

Improved Hope Fades (Su): Beginning at 13th level, a hope bringer’s hope fades ability becomes more potent, causing a target to become exhausted on a failed save instead of fatigued.

Mettle (Ex): At 13th level and higher, a hope bringer can resist magical and unusual attacks with great willpower or fortitude. If the hope bringer makes a successful Fortitude or Will save against an attack that normally would have a lesser effect on a successful save they instead completely negate the effect. An unconscious or sleeping hope bringer does not gain the benefit of mettle.

Tireless Spirit (Ex): A hope bringer of 14th level gains immunity to fatigue and exhaustion.

Lifeward (Ex): At 17th level and beyond, a hope bringer's lifeforce becomes warded against magical attacks. The hope bringer becomes immune to death spells and effects, energy drain and negative energy effects.

Accelerated Healing (Ex): Beginning at 19th level, a hope bringer's injuries begin to heal incredibly quickly, even without magical aid. A hope bringer of this level naturally heals 1 point of damage per level every hour instead of every day, and nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. Unlike the healing rate provided by a ring of regeneration, this healing can be further sped up through the application of the Heal skill, however the DC to do so increases by 10.
Furthermore, should the healer lose a limb, organ or other body part, they may regrow it naturally, as per the spell regenerate.

Hope Never Dies (Su): A hope bringer of 20th level masters the power of hope to such a degree that they can overcome death itself. If the hope bringer or an ally within the area of effect of their aura of hope ability is reduced to 0 or fewer hit points, the hope bringer can grant the subject the benefit of a heal spell (CL equals the hope bringer's class level) as an immediate action. The hope bringer may use this ability 3 times per day.

0: create water, cure minor wounds, daze, detect magic, guidance, light, mending, purify food and drink, resistance, virtue

1: bless, bless water, calm animals, charm animals, charm person, comprehend languages, cure light wounds, death watch, detect animals or plants, detect chaos/evil/good/law, detect undead, endure elements, entangle, entropic shield, goodberry, hide from undead, obscuring mist, protection from chaos/evil/good/law, remove fear, sanctuary, shield of faith, sleep, speak with animals

2: aid, augury, bear's endurance, bull's strength, calm emotions, consecrate, cure moderate wounds, daze monster, delay poison, eagle's splendor, enthrall, fog cloud, gentle repose, heroism, hold person, lesser restoration, make whole, owl's wisdom, remove paralysis, resist energy, shield other, soften earth and stone, status, wood shape, zone of truth

3: continual flame, create food and water, cure serious wounds, daylight, deep slumber, dispel magic, good hope, helping hand, invisibility purge, locate object, magic circle against chaos/evil/good/law, neutralize poison, plant growth, prayer, protection from energy, quench, remove blindness/deafness, remove curse, remove disease, searing light, sleet storm, speak with dead, speak with plants, stone shape, suggestion, water breathing, water walk, wind wall

4: air walk, charm monster, command plants, control water, cure critical wounds, death ward, dimensional anchor, divination, discern lies, dismissal, freedom of movement, ice storm, imbue with spell ability, lesser geas, lesser globe of invulnerability, repel vermin, restoration, sending, spell immunity, tongues

5: atonement, break enchantment, commune, control winds, dispel chaos/evil/good/law, greater heroism, hold monster, mark of justice, mass cure light wounds, plane shift, raise dead, scrying, spell resistance, transmute mud to rock, transmute rock to mud, tree stride, true seeing, wall of stone, wall of thorns

6: banishment, find the path, geas/quest, greater dispel magic, heal, heroes' feast, liveoak, mass bear's endurance, mass bull's strength, mass cure moderate wounds, mass eagle's splendor, mass owl's wisdom, mass suggestion, move earth, stone tell, transport via plants, wind walk, word of recall

7: animate plants, control weather, ethereal jaunt, greater restoration, greater scrying, mass cure serious wounds, mass hold person, refuge, regenerate, repulsion, resurrection, sunbeam, transmute metal to wood

8: antimagic field, control plants, dimensional lock, discern location, greater spell immunity, mass charm monster, mass cure critical wounds, mindblank, moment of prescience, sunburst, temporal stasis, whirlwind

9: astral projection, ethrealness, foresight, mass heal, mass hold monster, storm of vengeance, shambler, true resurrection

Morphic tide
2021-07-19, 06:57 PM
First suggestion: Make it a fixed-list caster like the Beguiler. We don't have one that's supportive, as the Healer also has the preparation going on, and this class's spells are overwhelmingly gutted from Cleric's frontline suite. Add more Abjurations, like Magic Vestment and the Holy Aura cycle, to offset the Dexterity dependence of the AC bonus that lacks an up-front flat value.

Second suggestion: More defensive features, less offensive ones. This would further help the Dexterity part of the MADness, and let the Bard keep their job. As is, just the base Aura of Hope is better than the Bard's Inspire Courage. One suggestion would be having the AC bonus be appended to your Abjurations at some point, turning off the unarmored requirement and allowing you to share it.

Third suggestion: In partial contradiction to the second, place a personal offensive feature at 2nd. As it is, this has the Healer problem of not really having much active participation in combat, as the spell list is virtually totally defensive or buffing. Which can be fine, you just need something to deal with enemies yourself, even if this is a battlefield control or subdual function.

Additional notes: Accelerated Healing only appears in the class table, and Surge of Resolve declares itself an instantaneous action rather than the actual immediate action.

Alabenson
2021-07-20, 05:07 PM
Taking some of your advice, I've switched the hope bringer to being a fixed-list caster (I do think that works a bit better for it anyway). I've also added the missing Accelerated Healing ability and fixed the language for Surge of Resolve and Hope Never Dies.

As for the other suggestions, I double checked the PHB, and honestly I didn't see many spells that I really felt the hope bringer was missing. The idea for the hope bringer is that it's a back-of-the-line support caster which would function somewhat like a combination of a competent healer and a casting-focused bard, mainly buffing and healing with occasional BFC during combat. Given that the hope bringer isn't necessarily going to be front and center in combat, I didn't really see it as having MAD issues, since the AC bonus is meant to replace the need for Dex with Wis, which the hope bringer should be prioritizing already. If the hope bringer was meant to be in melee combat at all then I'd agree that it would probably need some extra buffs beyond what it already has, but as it is I'm not overly concerned.

I am, however, taking your suggestion of adding an additional offensive option at level 2, with an improvement at level 13, but that's going to need a little more time to iron out.

Maat Mons
2021-07-20, 08:48 PM
If the class is meant to stay far away from enemies, it might be a good idea to give it an ability to use touch-range spells on allies from a distance. Without that, buffing and healing might require getting right up next to the people who need your help. And those guys will often be right next to the enemies.



The class seems to have a mild ascetic vibe. What with not feeling extremes of heat and cold, not needing food or water, and being immune to fatigue and exhaustion (thus not needing sleep). Oh and not wearing armor, or having access to expensive weapons. Maybe the class should also tackle a few of the issues that tend to keep Clerics from being ascetics.

Clerics need a holy symbol. Thankfully, it doesn't have to be an opulent silver one. Wood will do. But it's still more than Vow of Poverty lets them own. So a class feature that allows them to ignore the need for a holy symbol would remove their most significant remaining gear reliance.

And some Cleric spells have expensive material components. Continual Flame requires 50 gp-worth of ruby dust. Restoration requires 100 gp-worth of diamond dust. Raise Dead requires 5,000 gp-worth of diamonds.

And, to a lesser extent, focuses are a thing. Augury requires sticks that are somehow worth 25 gp. Shield Other requires a pair of platinum rings worth 50 gp each. And Plane Shift requires an eclectic collection of forked metal rods.

Maybe the class could give some sort of limited ability to bypass costly material components and focuses.

Alabenson
2021-07-28, 03:46 PM
I've made a few additional changes to the hope bringer based on the feedback I've received.

* I've added the Hopes Fades ability, which lets the hope bringer deal a small amount of nonlethal damage and potential leave an opponent fatigued (or exhausted at level 13). It shouldn't increase the overall power of the class, but it should give them something useful to do with their turns beyond their spellcasting.

*I've also added a feature to the Beacon of Hope ability that lets the hope bringer cast touch range spells on allies who are within 20 feet while the ability lasts, reducing the hope bringer's need to be so close to the front lines.

*To balance out the last change, I've reduced the Aura of Hope's range from 30 feet to 20 feet, and I've cut the duration of the Beacon of Hope from 3 + Charisma modifier rounds to 1 + Charisma modifier.