Dungeons and Dragons 3rd edition Specialty Priests

Note: Unless otherwise stated, all specialty priests’ Weapon and Armor Proficiencies follow the Clerics’ in the PHB.

Note: Under the ‘Special’ column in the various Class Specific Tables, all ‘Casts X Y/day’ are casts with the Specialty Priests levels as caster levels. This rule also applies to all Spell-like abilities.

Specialty Priest Spell Progression Table
Class Level	Level 1	Level 2	Level 3	Level 4	Level 5	Level 6	Level 7	Level 8	Level 9	
1st	1									
2nd	1	1								
3rd	1	1	1							
4th	2	1	1	1						
5th	2	2	1	1	1					
6th	2	2	2	1	1	1				
7th	3	2	2	2	1	1	1			
8th	3	3	2	2	2	1	1	1		
9th	3	3	3	2	2	2	1	1	1	
10th	4	3	3	3	2	2	2	1	1	

Note:
•	If the character’s original class is a non-cleric class, the character gets to choose two domains from his or her deity’s domain list when he decides to take up a level in a specialty priest prestige class. He then gains the ability to cast spells from his selected domains as listed in the Specialty Priest Spell Progression Table. He has to prepare his spells like a cleric. A high Wisdom score grants no additional spells. For example, Misa, a 5th Rogue/ 5th Strifeleader chooses Evil and Chaos as her domains. She has the two domain-associated powers and can cast 0 / 2 / 2 / 1 / 1 / 1 spells per day. Her spells are chosen from her domain spell lists.
•	If the character’s original class is a cleric, the Specialty Priest Spell Progression Table adds to the +1 domain spell per day. A high Wisdom score grants no additional spells. For example, Sosanalia, a 5th Cleric / 4th Doomguide  (Wisdom 14) who has chosen Death and Travel as his domains can cast (With high wisdom bonus to his cleric spells) 5 / 4+3 / 3+2 / 0+1 spells per day. His +3, +2 and +1 spells are chosen from his domain spell lists.

Strifeleaders (Cyric)

Hit Die: d8

Requirements:
Ability: 		Strength 13, Wisdom 13
Alignment: 	Neutral Evil or Chaotic Evil
Skills:		Disguise 2 ranks
Sense Motive 4 ranks
Forgery 2 ranks
Intimidate 6 ranks
Feats:		Leadership
Special:		Must worship Cyric

Class Skills:
Bluff (Cha), Concentration (Con), Disguise (Cha), Forgery (Int), Gather Information (Cha), Innuendo (Wis), Intimidate (Cha), Knowledge (Religion, Nobility, Underworld) (Int), Listen (Int), Perform (Oratory) (Cha), Sense Motive (Wis), Spot (Wis)

Skill Points at Each Level: 2 + Int modifier.

Class Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	
1st	+0	+0	+0	+2	Gift of Cyric	
2nd	+0	+0	+0	+3	Casts Black Talon 1/day.	
3rd	+1	+1	+1	+3		
4th	+1	+1	+1	+4	Cyric’s Slave	
5th	+2	+1	+1	+4		
6th	+2	+2	+2	+5	Casts Dark Aura or Skull of Secrets 1/day.	
7th	+3	+2	+2	+5		
8th	+3	+2	+2	+6	Cyric’s Assassin	
9th	+4	+3	+3	+6		
10th	+4	+3	+3	+7	Touch of Cyric	

Class Features:
Gift of Cyric (Su.): Strifeleaders gain a +1 save vs. spells from the school of Illusion. They are also unaffected by Fear spells and other emotion altering magic. They can still be charmed and are subject to enchantment/charm spells in general, provided those spells have no direct effect on the emotions.

Cyric’s Slave (Sp.): Strifeleaders can summon an aerial servant once a month. This aerial servant is exactly the same as the one summoned by the Aerial Servant spell with the exception that this aerial servant could be directed to fight for the caster.

Cyric’s Assassin (Sp.): Strifeleaders are able to summon forth a phantasmal killer once a ten-day. This works exactly like the Phantasmal Killer spell.

Touch of Cyric (Su.): Strifeleaders may instill madness. This ability is similar to the Feeblemind spell, with the exception that the will save must be made with a –4 penalty, and that the strifeleader must touch his or her target.

Doomguides (Kelemvor)

Hit Die: d8

Requirements:
Abilities:		Constitution 12, Wisdom 14
Alignment:	Lawful Neutral
Armor:		All armor types up to and including chainmail, and no shields.
Skills:		Knowledge (Undead) 8 ranks
		Heal 4 ranks
		Spellcraft 4 ranks
Feats:		Extra Turning
Special:		Must worship Kelemvor

Class Skills:
Alchemy (Int), Concentration (Con), Craft (Carpentry, Stonecutting) (Int), Heal (Wis), Knowledge (Undead, Religion, Customs) (Int), Perform (Oratory) (Cha), Scry (Int), Speak Language (Wis), Spellcraft (Int), Spot (Wis)

Skill Points at Each Level: 2 + Int modifier

Class Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	
1st	+0	+0	+0	+2	Rest in Peace, Death’s Grace, Casts Feign Death 1/day	
2nd	+0	+0	+0	+3		
3rd	+0	+1	+1	+3	Death’s Gasp	
4th	+1	+1	+1	+4		
5th	+1	+1	+1	+4	Kelemvor’s Blessing	
6th	+2	+2	+2	+5		
7th	+2	+2	+2	+5	Traveler’s Ease	
8th	+3	+2	+2	+6	Death’s Guardian	
9th	+3	+3	+3	+6		
10th	+4	+3	+3	+7	Casts Resurrection without material components	

Class Features:
Rest in Peace (Su.): Doomguides can affect triple the number of zombies and skeletons when turning or rebuking undead.

Death’s Grace (Su.): Doomguides get a +1 save vs. spells from the school of Necromancy.

Death’s Gasp (Su.): When rolling to determine the HD. of the most powerful undead to turn or rebuke, add 2 to the result.

Kelemvor’s Blessing (Su.): Doomguides get a +1 bonus to their saving throws against the level-draining effects of the various undead. If the saving throw is successful, the doomguide takes only the physical damage and the attacking undead suffers 2d6 points of damage. If the saving throw fails, the doomguide suffers the normal damage (e.g. level drain and physical damage).

Traveler’s Ease (Sp.): Doomguides can summon a Bloodstone’s Spectral Steed once per day.

Death’s Guardian (Sp.): Doomguides can summon a Minor Death to fight for them. A Minor Death can be summoned once per ten-day. The summoned Minor Death fights for 10 rounds or until the fight is over, whichever comes first, and then disappears. If the Minor Death disappears before killing it’s opponents, another Minor Death can be summoned until the doomguide burns special incense (costing more than 1200gp or more) on a consecrated altar in a temple to Kelemvor. Characters slain by Minor Deaths can’t be raised again.

Dweomerkeepers (Mystra)

Hit Die: d8

Requirements:
Abilities:		Intelligence 14, Wisdom 12
Alignment:	Lawful Neutral, Chaotic Neutral, Chaotic Good
Skills:		Spellcraft 6 ranks
		Knowledge (Arcana) 4 ranks
Special:		Must worship Mystra
		Must be able to cast 1st level Divine and/or Arcane spells

Class Skills:
Alchemy (Int), Concentration (Con), Heal (Wis), Knowledge (Arcana, Religion, The Planes) (Int), Profession (Herbalist, Alchemist) (Wis), Scry (Int), Spellcraft (Int), Use Magic Device (Cha)

Skill Points at Each Level: 4 + Int modifier

Class Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	
1st	+0	+0	+0	+2	Mystra’s Ward, Magic Flow	
2nd	+0	+0	+0	+3	The Third Eye	
3rd	+0	+1	+1	+3	Mystra’s Lingering Touch	
4th	+1	+1	+1	+4		
5th	+1	+1	+1	+4	Casts Dispel Magic 1/day.	
6th	+1	+2	+2	+5		
7th	+2	+2	+2	+5	Speed Cast	
8th	+2	+2	+2	+6	Casts Air Walk at will.	
9th	+2	+3	+3	+6		
10th	+3	+3	+3	+7	Mystra’s Greater Ward	

Class Features:
Mystra’s Ward (Su.): Dweomerkeepers have a +2 bonus to their saving throws against any sort of magic (Wild magic, Spellfire, but not Psonics).

Magic Flow (Su.): Dweomerkeepers function normally in both dead magic and wild magic areas.

The Third Eye (Sp.): Dweomerkeepers can now cast either Detect Magic or Read Magic 1/day.

Mystra’s Lingering Touch (Sp.): Dweomerkeepers gain the ability to cast Nystrul’s Magical Aura once per ten-day. Dweomerkeepers need only to touch an appropriate item to activate this ability.

Speed Cast (Su.): Dweomerkeepers can now cast divine spells with a lower casting time. Any spell with an initial casting time of more that 2 rounds (A spell with a casting time of 3 rounds can be cast within 1 round) automatically lower 2 rounds. All spells must have at least a casting time of 1 action.

Mystra’s Greater Ward (Su.): Dweomerkeepers are now immune to the effects of any three specific spells. They are only given only one chance to pick their spells. This immunity will be permanent and not reversible.

Lorekeepers (Oghma)

Hit Die: d8

Requirements:
Abilities:		Intelligence 12, Wisdom 14
Alignment:	True Neutral
Armor:		All armor types up to and including banded armor, and no shields.
Skills:		Knowledge (Any 4) 4 ranks each
		Concentration 4 ranks
Feats:		Improved Unarmed Strike
		Combat Reflexes
Special:		Must worship Oghma

Class Skills:
Concentration (Con), Decipher Script (Int), Gather Information (Cha), Heal (Wis), Jump (Str), Knowledge (All) (Int), Speak Language (None), Tumble (Dex)

Skill Points at Each Level: 4 + Int modifier

Class Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	
1st	+0	+2	+0	+2		
2nd	+0	+3	+0	+3	Gains Stunning Fist	
3rd	+0	+3	+1	+3	Oghma’s Revelation	
4th	+1	+4	+1	+4		
5th	+1	+4	+1	+4	Casts Friends 1/day.	
6th	+2	+5	+2	+5		
7th	+2	+5	+2	+5	Casts Mass Charm 2/ten-day	
8th	+3	+6	+2	+6	Oghma’s Greater Revelation	
9th	+3	+6	+3	+6		
10th	+4	+7	+3	+7	Power of Truth	

Class Features:
Oghma’s Revelation (Sp.): At any shrine or temple dedicated to Oghma, Lorekeepers can cast Identify on an item 1/day.

Oghma’s Greater Revelation (Sp.): Lorekeepers can cast Legend Lore twice per ten-day at any shrine or temple dedicated to Oghma.

Power of Truth (Su.): Lorekeepers now can turn Outsiders as a cleric turns Undead at +4 level bonus.

Nightclaoks (Shar)

Hit Die: d8

Requirements:
Abilities:		Strength 14, Wisdom 12
Alignment:	Neutral Evil
Armor:		All armor types up to and including chainmail and shields.
Skills:		Knowledge (Underdark) 4 ranks
		Perform (Dancing) 2 ranks
		Hide 4 ranks
Feats:		Blind-fighting
Special:		Must worship Shar

Class Skills:
Bluff (Dex), Disguise (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Innuendo (Wis), Intuit Direction (Wis), Knowledge (Religion, Underdark) (Int), Move Silently (Dex), Perform (Dancing) (Cha), Read Lips (Int), Sense Motive (Wis), Spot (Wis)

Skill Points at Each Level: 2 + Int modifier

Class Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	
1st	+0	+0	+0	+2	Casts Darkness 1/day, Embrace of Shar	
2nd	+0	+0	+0	+3	Casts Deeper Darkness 1/day	
3rd	+1	+1	+1	+3	Casts Darkness 2/day	
4th	+1	+1	+1	+4		
5th	+2	+1	+1	+4	Casts Darkness 3/day	
6th	+2	+2	+2	+5	Casts Forget 1/day	
7th	+3	+2	+2	+5	Casts Darkness 4/day, Casts Deeper Darkness 2/day	
8th	+3	+2	+2	+6	Casts Nightmare 1/day	
9th	+4	+3	+3	+6	Casts Darkness 5/day	
10th	+4	+3	+3	+7	Casts Shadow Door or Veil 1/day	

Class Features:
Embrace of Shar (Su.): In darkness (Even those of their own creation), nightcloaks gain a +1 bonus to hit, damage and saving throws. This is not cumulative with other darkness modifiers, but replaces them unless they are more beneficial. In the light of the full moon, nightcloaks suffer a –1 penalty on to hit, damage and saving throws.

Morninglords (Lathander)

Hit Die: d8

Requirements:
Abilities:		Wisdom 14, Charisma 12
Alignment:	Neutral Good
Armor:		All armor types up to and including platemail and shields.
Skills:		Knowledge (Religion) 4 ranks
Either Perform (Singing or Instrument) 2 ranks or Craft (Artistry) 2 ranks or Profession (Sculptor or Painter) 2 ranks (Pick one skill)
Special:		Must worship Lathander

Class Skills:
Concentration (Con), Craft (All) (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion, Undead) (Int), Perform (Singing, Instrument) (Cha)

Skill Points at Each Level: 2 + Int modifier

Class Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	
1st	+0	+0	+0	+2	Blessings of the Dawn, Casts Light 3/day	
2nd	+0	+0	+0	+3		
3rd	+0	+1	+1	+3	Casts Faerie Fire 1/day	
4th	+1	+1	+1	+4		
5th	+1	+1	+1	+4	Casts Sunrise 1/day	
6th	+1	+2	+2	+5		
7th	+2	+2	+2	+5	Casts Boon of Lathander 1/day	
8th	+2	+2	+2	+6		
9th	+2	+3	+3	+6	Casts False Dawn 1/day	
10th	+3	+3	+3	+7		

Class Features:
Blessings of the Dawn (Su.): 	Morninglords gain the following abilities,
1)	Morninglords gain the supernatural ability to turn undead 4 levels higher (+4 levels at level 1, +5 levels at level 2, etc…) if the undead is affected by direct sunlight. The +4 bonus levels are added to his total character levels.
2)	Morninglords gain a +2 bonus to their skill rolls when it involves Perform or Craft skills.
3)	When casting Raise Dead, the target no longer loses a level.

Heartwardens (Sune)

Hit Die: d8

Requirements:
Abilities:		Wisdom 12, Charisma 16
Alignment:	Chaotic Good
Skills:		Knowledge (Religion) 4 ranks
Either Perform (Singing or Instrument) 2 ranks or Craft (Artistry) 2 ranks or Profession (Sculptor or Painter) 2 ranks (Pick one skill)
Special:		Must worship Sune

Class Skills:
Concentration (Con), Craft (All) (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion, Nobility) (Int), Perform (Singing, Instrument) (Cha)

Skill Points at Each Level: 2 + Int modifier

Class Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	
1st	+0	+0	+2	+0	Sune’s Charm	
2nd	+0	+0	+3	+0	Casts Lovebite 1/day	
3rd	+0	+1	+3	+1		
4th	+1	+1	+4	+1	Casts Rapture 1/day	
5th	+1	+1	+4	+1		
6th	+1	+2	+5	+2	Casts Flamestrike 1/day	
7th	+2	+2	+5	+2	Beautiful Soul	
8th	+2	+2	+6	+2		
9th	+2	+3	+6	+3	Casts Emotion 1/day	
10th	+3	+3	+7	+3	Sune’s Lust, Casts Mass Charm 1/ten-day	

Class Features:
Sune’s Charm (Sp.): Heartwardens may attempt to charm (As the spell) individuals of the same race and opposite sex. Heartwardens may attempt this charm once a day, but if it fails (Victims are allowed a Will save), they cannot use this ability again until they have made proper offerings and meditations at an established temple or shrine to Sune. The victim has a –1 penalty to the saving throw for every point of charisma above 16 (-1 at 17, -2 at 18… etc).

Beautiful Soul (Su.): Heartwardens gain a permanent +1 to their charisma score.

Sune’s Lust (Su.): Heartwardens may evoke feelings of love in any intelligent creature (As the effects of a pilfer of love) once per ten-day.

Special Restriction: Should the charisma score of any Heartwarden fall below 16, he or she is cast out of the faith until the loss in ability score is recovered.

Stormlords (Talos)

Hit Die: d8

Requirements:
Abilities:		Strength 13, Wisdom 14
Alignment:	Chaotic Evil
Skills:		Knowledge (Religion) 4 ranks
Knowledge (Weather) 6 ranks
Knowledge (Disasters) 8 ranks
Feats:		Power Attack
Special:		Must worship Talos

Class Skills:
Concentration (Con), Craft (All) (Int), Heal (Wis), Knowledge (Religion, Weather, Disasters, Nature) (Int), Intimidate (Cha), Intuit Direction (Wis), Spellcraft (Int), Swim (Str), Wilderness Lore (Wis)

Skill Points at Each Level: 2 + Int modifier

Class Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	
1st	+0	+2	+0	+0	Cloak of Talos, Casts Shocking Grasp 1/day	
2nd	+0	+3	+0	+0	Casts Call Lightning 1/day	
3rd	+1	+3	+1	+1		
4th	+1	+4	+1	+1	Talos’s Footsteps	
5th	+2	+4	+1	+1	Casts Control Winds 1/day	
6th	+2	+5	+2	+2	Lightning Stroke (1 bolt)	
7th	+3	+5	+2	+2		
8th	+3	+6	+2	+2	Bad Weather, Lightning Stroke (2 bolts)	
9th	+4	+6	+3	+3		
10th	+4	+7	+3	+3	Wrath of Talos, Lightning Stroke (3 bolts)	

Class Features:
Cloak of Talos (Su.): Stormlords can endure extremes of heat and cold in their surroundings without harm. They can never die of exposure even if naked and wet, and can walk through fires of natural origin unharmed, though their clothes and equipment will be damaged. They suffer normal damage from magical cold and hot-based attacks or spells and breath weapons. They are immune to lightning and all forms of electricity-based attacks and spells.

Talos’s Footsteps (Sp.): Stormlords gain the ability to cast Waterwalk at will.

Lightning Stroke (Sp.): Stormlords can cast Lightning Bolt once per day. They may not cast this spell if they are wearing metallic armor. They gain an additional bolt every 2 levels.

Bad Weather (Sp.): Stormlords can cast Control Weather once per day. They can only worsen the weather conditions and never improve them.

Wrath of Talos (Sp.): Stormlords gain the ability to cast Earthquake once per ten-day.

Battleguards (Tempus)

Hit Die: d10

Requirements:
Abilities:		Strength 14, Wisdom 12
Alignment:	Chaotic Good, Chaotic Neutral, Chaotic Evil
Skills:		Knowledge (Religion) 4 ranks
Feats:		Power Attack, Weapon Focus and Endurance
Special:		Must worship Tempus
		Must refrain from using ranged weapons unless it is to save a comrade in battle. Thrown weapons are allowed.

Class Skills:
Concentration (Con), Craft (All) (Int), Heal (Wis), Knowledge (Religion, Warfare) (Int), Intimidate (Cha), Intuit Direction (Wis), Swim (Str), Wilderness Lore (Wis)

Skill Points at Each Level: 2 + Int modifier

Class Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	
1st	+0	+2	+0	+0	Blood of Tempus, Chosen Weapon	
2nd	+0	+3	+0	+0		
3rd	+1	+3	+1	+1	Eye of Lore	
4th	+1	+4	+1	+1	Casts Create Food and Water 1/day	
5th	+2	+4	+1	+1		
6th	+2	+5	+2	+2	Casts Create Campsite or Break Campsite 1/day	
7th	+3	+5	+2	+2		
8th	+3	+6	+2	+2	Casts Prayer 1/day	
9th	+4	+6	+3	+3		
10th	+4	+7	+3	+3	Heroes’ Feast 1/3 days	

Class Features:
Blood of Tempus (Su.): Battleguards can incite a rage, similar to the Barbarian Rage in the PHB once a day. This rage can be used on oneself or conferred upon another ally.

Chosen Weapon (Su.): Battleguards must pick one melee weapon to be his weapon of choice. When wielding this weapon the blackguard gains a +1 to all hit and damage rolls in addition to any other benefits or effects. If this weapon is lost or destroyed, the blackguard must spend ten days at a temple or shrine of Tempus to reconsecrate a new weapon. He may not change his chosen weapon.

Eye of Lore (Su.): Battleguards can determine the workmanship, potential magical ability, and actual magical pluses (But not special or magical abilities) of any weapon they are proficient with, including their Chosen Weapon.

Heroes’ Feast (Sp.): Battleguards can cast Heroes’ Feast once every three days.

Holy Justices (Tyr)

Hit Die: d8

Requirements:
Abilities:		Strength 9, Wisdom 9
Alignment:	Lawful Good
Skills:		Knowledge (Religion) 4 ranks
		Knowledge (Local History) 4 ranks
		Knowledge (Ancient History) 4 ranks
Special:		Must worship Tyr

Class Skills:
Concentration (Con), Craft (All) (Int), Heal (Wis), Knowledge (Religion, Warfare, History) (Int), Intimidate (Cha), Intuit Direction (Wis), Swim (Str), Wilderness Lore (Wis), Innuendo (Int)

Skill Points at Each Level: 2 + Int modifier

Class Level	Base Attack Bonus	Fort Save	Ref Save	Will Save	Special	
1st	+0	+0	+0	+2	Casts Hold Person 1/day, Being of Law	
2nd	+0	+0	+0	+3		
3rd	+1	+1	+1	+3	Casts Strength of One 1/day	
4th	+1	+1	+1	+4		
5th	+2	+1	+1	+4	Casts Memory Read 1/3 days	
6th	+2	+2	+2	+5		
7th	+3	+2	+2	+5	Casts Legal Thoughts 1/day	
8th	+3	+2	+2	+6		
9th	+4	+3	+3	+6	Casts Holy Word 1/day	
10th	+4	+3	+3	+7	Holy Eyes	

Class Features:
Being of Law (Su.): When Holy Justices cast lawful spells, their targets suffer a –2 penalty on their saving throw against that spell At the same time, Holy Justices get a –2 on their saving throws vs. chaotic spells. At level 5, their foes’ penalty increase to –4 and Holy Justices suffer no penalty. At level 10, their foes’ suffer a –6 penalty. Holy Justices also get to detect lies (as the spell) at will at 1st level.

Holy Eyes (Su.): Holy Justices get the supernatural ability to see past invisibility spells employed by mortals. Spells casts by deities are unaffected.

* Specialty priests of Chuantea and Silvanus are druids, and they follow the standard druid rules as stated in the PHB.