5.02.2004

The Miracleworker
[D&D Prestige Class]

The Miracleworker
At the pinnacle of their divine power, miracleworkers devote their lives to enacting their faith on the world, reshaping reality in the name of their gods with their most powerful and divinely intimate spell: miracle, calling directly upon their faith to change the world.

Miracleworkers are typically high-level clerics.



Requirements
To qualify to become a miracleworker (Mrcw), a character must fulfill all the following criteria.

Alignment: Any nonevil.
Skills: Knowledge (Religion) 20, Concentration 15, Spellcraft 10, Use Magic Device 1.
Feats: Three of the following: Devout, Greater Spell Specialization (Miracle), Improved Spell Specialization (Miracle), Spellcasting Affinity, or Spell Specialization (Miracle).
Spells: The character must be able to cast 9th-level divine spells, including resurrection and miracle.
Special: The character must have performed a miracle at least once that cost 5,000xp or more to cast.


Game Rule Information
Miracleworkers have the following game statistics.

Base Attack Bonus: Average (as a dragon disciple).
Hit Die: d8.
Saves: Good Fortitude and Will / Poor Reflex.
Class Skills: The miracleworker's class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at Each Level: 2 + Intelligence modifier.


Class Features
All of the following are class features of the miracleworker prestige class.

Weapons and Armor Proficiency: Miracleworkers gain no additional weapon or armor proficiencies.

  1. Miraculous
  2. Against All Odds [2/day], Spellcasting [+1 Spellcasting]
  3. Minor Miracle
  4. Against All Odds [3/day], Divine Fortune [+1 Spellcasting]
  5. Wonderworker [+1 Spellcasting]

Miraculous
The miracleworker performs the impossible and improbable in the name of his faith - conjuring food from thin air to feed his flock, reviving the dead, and escaping peril with unbelievable ease. He acquires Miracle as a bonus domain, gaining its granted power and adding its spells to the list of domain spells from which he may select each day.

Against All Odds [2nd/4th level]
He miraculously defies the odds. At the indicated levels, the miracleworker can use the granted power of the Miracle domain one additional time per day, granting himself and allies a +20 luck bonus to a designated dice roll. Against All Odds is supernatural.

Spellcasting [2nd/4th/5th level]
At the indicated levels, the miracleworker gains caster level and spellcasting ability as if he had also gained a level in whatever class met the Spells requirement of this prestige class. If he had more than one class that met the requirement, he must designate a single class to benefit from this progression, a decision that cannot be later changed.

Minor Miracle [3rd level]
He can perform minor miracles even when caught unprepared, altering reality to suit his needs. Once per day, the miracleworker can effect a minor miracle as a spell-like ability by expending his 7th-level domain spell slot. A minor miracle can duplicate any spell described in miracle but with a –3 penalty to the maximum spell level, and can undo the negative effects of spells that can be undone by both limited wish and miracle; it cannot duplicate any other effect of a miracle.

Divine Fortune [4th level]
The miracleworker emerges from harm unscathed again and again. He adds his Charisma modifier (minimum +1) as a luck bonus to his saves. Divine Fortune is supernatural.

Wonderworker [4th level]
In his god's name, he wills reality to reform. Once per week, the miracleworker can spontaneously cast miracle by expending his 9th-level domain spell slot, even if he does not have the spell prepared. This spell-like ability incurs any normal experience point cost of a miracle.

History: Originally posted on the Wizards of the Coast message boards in September of 2004.

Board Link: To feedback on this class posted on the Wizards of the Coast message boards.

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