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Created By
Frank and K
Date Created: 2006
Status: Complete
Editing: Spelling and grammar only
Balance: Wizard

{{#set:Summary=A beacon of light that shines even in the evil of the lower planes. |Length=10 |Minimum Level=7 |Base Attack Bonus Progression=Good |Fortitude Save Progression=Good |Reflex Save Progression=Poor |Will Save Progression=Good |Class Ability=Divine Spellcasting |Class Ability Progression=Full }} {{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Chaotic Good}}

Celestial Beacon

The Lower Planes are realms of evil of such magnitude that the good are oppressed in such a place. Those whose goodness is so strong that it radiates from them are beacons to the denizens of these realms, and some have learned to harness this light to burn away the unclean presence of the fiends.

Becoming a Celestial Beacon

Entry Requirements
Base Attack Bonus: +5.
Skills: Knowledge (Planes) 4 ranks, Knowledge (Religion) 9 ranks.
Special: Must radiate moderate good.
Special: Must be proficient in heavy armor.
Table: The Celestial Beacon

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +0 +2 Aura of Good, Smite Evil +1 Spellcaster Level
2nd +2 +3 +0 +3 Halo of the Righteous +1 Spellcaster Level
3rd +3 +3 +1 +3 Arm of the Holy +1 Spellcaster Level
4th +4 +4 +1 +4 Armament of the Holy +1 Spellcaster Level
5th +5 +4 +1 +4 Death Ward +1 Spellcaster Level
6th +6 +5 +2 +5 Flare of Goodness +1 Spellcaster Level
7th +7 +5 +2 +5 Light of Peace +1 Spellcaster Level
8th +8 +6 +2 +6 Holyfire Shield +1 Spellcaster Level
9th +9 +6 +3 +6 Celestial Aspect +1 Spellcaster Level
10th +10 +7 +3 +7 Ward Again Evil Magic +1 Spellcaster Level

Class Skills (Skill Points::2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int).

Class Features

Weapon and Armor Proficiency: Celestial Beacons gain no proficiency with any weapon or armor, but do gain proficiency in the Tower Shield.

Aura of Good (Ex): The power of a Celestial Beacon’s aura of good (see the detect good spell) is equal to her Celestial Beacon level. This stacks with any other Aura of Good ability gained from other sources.

Smite Evil (Su): As a free action, a Celestial Beacon may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per Celestial Beacon level. If the Celestial Beacon accidentally smites a creature that is not evil, the smite has no effect, but a use of the ability is expended for that day. The Celestial Beacon may use this ability once for every level of Celestial Beacon, and uses per day and bonuses of this effect stacks with any Smite Evil gained from other classes.

Halo of the Righteous (Su): At 2nd level, the Celestial Beacon emanates a magic circle against evil effect, as the spell.

Arms of the Holy: At 3rd level, any melee attack performed by a celestial beacon counts as good-aligned for the purposes by bypassing damage reduction.

Armament of the Holy (Su): At 4th level, any armor worn by the Celestial Beacon takes on a silvery or golden shine, and it is one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Spell failure chances for armors and shields worn by a Celestial Beacon are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).

The Celestial Beacon gains DR 5/evil

Death Ward (Su): At 5th level, the Celestial Beacon is continuously under the effects of a death ward, as the spell. The irises of his eyes become gold or silver.

Flare of Goodness (Su): At 6th level, the Celestial Beacon may perform a Flare of Goodness as an immediate action. This has the effects of a sunburst spell, and any evil magic in the radius is automatically dispelled. After using this ability, all class features gained from Celestial Beacon levels cease functioning for 1d4+1 rounds.

Light of Peace: Upon reaching 7th level, the Celestial Beacon is continuously under the effects of a sanctuary spell. If the Celestial Beacon attacks during a round, this effect ends for 1d4 rounds, then renews itself. The Celestial Beacons also gains the ability to shine as brightly as a torch. He may suppress or renew this ability as a swift action.

Holyfire Shield (Sp): As a swift action, an 8th level Celestial Beacon can cast use a spell-like ability called holyfire shield at will. This effect is like a golden-colored fire shield, but the damage it inflicts is holy damage and it grants immunity to unholy damage.

Celestial Aspect (Ex): At 9th level, the Celestial Beacon becomes an Outsider, and gains a +2 to Str, +2 to Wis, and +2 to Cha. He may be restored to life according to his previous type.

Ward Against Evil Magic: At 10th level, the Celestial Beacon gains Spell Resistance of 15 + character level, but only against [Evil] spells and spell-like abilities and the spells and spell-like abilities cast by evil-aligned creatures.



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