Divine Disciple PF1e Conversion

(Forgotten Realms Campaign Setting variant, p. 43)

The most zealous, devout, and pious divine casters possess the ability to serve their deity as intermediaries between the deity’s mortal and divine servants. They interpret the divine will of their patron, act as teachers and guides to other members of the clergy, and arm the lay followers of their deity with the power of their patron. Eventually they transcend their mortal nature and embody the divine on the face of Toril.

Divine disciples can come from any sort of divine spellcaster. Clerics and druids are the most common candidates for becoming divine disciples, but paladins and rangers have been known to become divine disciples, and evil deities such as Bane have been known to elevate blackguards as divine disciples in the ranks of their dark faiths.

Requirements

Skills: Diplomacy 5 ranks , Knowledge (religion) or Knowledge (nature) 6 ranks
Spellcasting: Ability to cast 3rd-level divine spells.
Patron: A divine disciple must have a patron deity, and it must be the deity of which she is a disciple.

Hit die

d8

Class Skills

The divine disciple’s class skills are Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (nature), Knowledge (the planes), Profession, Spellcraft, and Survival.

Skill Points at Each Level: 4 + Int modifier.

Advancement

Level BAB Fort Ref Will Special Spells per Day
1st +0 +1 +1 +1 Aura, Domain Exemplar, divine emissary +1 level of existing divine spellcasting class
2nd +1 +1 +1 +1 Divine Secret, Sacred defense +1 +1 level of existing divine spellcasting class
3rd +2 +2 +2 +2 Divine Secret +1 level of existing divine spellcasting class
4th +3 +2 +2 +2 Divine Secret, Sacred Defense +2 +1 level of existing divine spellcasting class
5th +3 +3 +3 +3 Transcendence +1 level of existing divine spellcasting class

Class Features

All the following are class features of the divine disciple prestige class.

Weapon and Armor Proficiency: Divine disciples gain no proficiency in any weapon or armor.

Spells per Day: A divine disciple’s training focuses on divine spells. Thus, when a new disciple level is gained, the character gains new spells per day as if she had also gained a level in whatever divine spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefits a character of that class would have gained (energy channel, wild shape, mysteries etc.).

If a character had more than one divine spellcasting class before she became a divine disciple, she must decide to which class she adds each level of divine disciple for the purpose of determining spells per day.

Aura (Ex): A Divine Champion has a particularly powerful aura corresponding to her deity’s alignment like that of a cleric.

Domain Exemplar: The divine disciple may choose a domain from her deity’s available domains. For a cleric, this means she gains a third domain; for a divine caster with Nature’s Bond or a similar ability this means they have this domain in addition to the choice they made in their prior class. The divine disciple receives the domain’s granted powers and may choose the domain’s spells as domain spells added to her divine casting class. If she does not have domain spell slots, she may prepare these spells in her available divine caster slots, or may add them as bonus spells known if she casts spontaneously. Her levels from divine disciple stack with her aligned divine spellcasting class to determine her cleric level for the purpose of granted domain powers’ effects and when she acquires them.

Divine Emissary: Divine disciples can telepathically communicate with any outsider within 60 feet, as long as that outsider serves the disciple’s deity or has the same alignment as the disciple. At 3rd level, this telepathy extends to other divine casters of your chosen deity. At 5th level, the range of the telepathy increases to 120 feet.

Sacred Defense: the divine disciple may add her charisma bonus (minimum +1) to a maximum of her divine disciple level, to her saving throws; at 4th level, the minimum bonus increases to +2. This saving throw bonus does not stack with the bonus from a paladin’s divine grace, or any similar ability.

Divine Secret: At 2nd level and again at 3rd and 4th level, the divine disciple may select a divine secret selected from the list below. Unless otherwise noted, a divine secret can only be selected once.

  • Augment Summoning: Any creature summoned or called by the Divine Disciple gains the benefit of the Augment Summoning feat; she does not need to meet the prerequisites of the feat, and this counts as the Augment Summoning feat for the purpose of qualifications and other feats that modify it.
  • Channel Energy (Su): The divine disciple gains the ability to channel energy as a cleric equal to her divine disciple level. If she already possesses levels in a class that possesses the channel energy ability, levels in this class stacks with the base class for determining the power of this ability.
  • Bonus Feat: The divine disciple may select a bonus feat from any metamagic feat, channel energy feat, or spell augmenting or enhancing feat for which she qualifies.
  • Deific Obedience: The divine disciple gains the Deific Obedience feat, and immediately gains a boon from her deity so long as she has followed the obedience of her deity. Each deity grants three boons, each more powerful than the last. If she has no deific boons from any other class, she gains the first divine boon for the deity; if she has already received boons from another class, or from the Deific Obedience feat due to hit dice, then she gains the next higher boon. Consult the On Deific Obedience article for details and house rules on divine boons. When a divine boon grants a spell-like ability, the champion’s caster level for the spell-like ability equals her total character level. The divine champion is still expected to perform the act of obedience every day needed to gain the benefits of the boon. She must be at least 3rd level to select this secret.
  • Divine Focus: The divine disciple’s levels stack with her divine casting class for the purpose of determining the strength of any divine bond, fiendish bond, nature’s bond, revelations, or archetype powers that substitute for these features granted at level 1 of her prior class, but not for gaining new abilities for these features, such as additional revelations.
  • Imbue With Spell Ability (Sp): As the spell, except a divine disciple does not need to sacrifice a 4th-level or higher spell slot to activate this ability. She may transfer currently prepared spells to her targets on a one-for-one basis, which the target can then cast once at any point up to 24-hours or until their next rest. The only limit to the number of spells the divine disciple can transfer is the disciple’s available 1st- and 2nd-level spells, any spell slot transferred to a recipient cannot be reprepared or refreshed by the disciple until the recipient either casts the spell or otherwise expires on the recipient.
  • Planar Ally (Sp): The divine disciple gains the ability to cast the Planar Ally spell as a spell-like ability usable once per day with a caster level equal to her total hit dice. Unlike the spell, she need only pay half the normal offering and/or payment and gain a +2 to any charisma-based checks with the summoned creature. When her effective caster level in her aligned divine casting class reaches 15th, this ability becomes the equivalent of Greater Planar Ally.
  • Rejuvenate Summons: The divine disciple can sacrifice a spell slot as an immediate action to heal a creature she summoned within short range (25ft + 5ft per two caster levels). The summoned creature recovers 1d8 hit points per spell level of the spell slot sacrificed + the disciple’s Charisma modifier. If she uses this ability as a full round action instead of an immediate action and sacrifices a fifth level spell or higher, the summoned creature also recovers from ability damage and the blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned conditions, as per the heal spell.

Transcendence: The divine disciple, through long association with her deity’s outsider servants and direct intervention by her deity, transcends her mortal form and becomes a divine creature. Her type changes to that of a native outsider, with an alignment subtype that matches her patron. This means that she is immune to spells that only affect humanoids, and she gains damage reduction, the bypass for which is a combination of the two axes of the patron deity’s alignment:

  • Patron deity is good: DR 10/evil
  • Patron deity is evil: DR 10/good
  • Patron deity is lawful: DR 10/chaotic
  • Patron deity is chaotic: DR 10/lawful
  • Patron deity is neutral on either axis: DR/silver

As a free action she can ward herself and allies with a magic circle against chaos/evil/good/law spell as appropriate for her alignment a number of times equal to 3 + her charisma bonus (minimum +1).

Upon achieving transcendence, the divine disciple’s appearance usually undergoes a minor physical change appropriate to her alignment and deity. For example, the eyes of a disciple of Lathander, the Morninglord, might change to glowing gold. Anyone who shares the disciple’s patron, including outsider servants of her patron, immediately recognize her transcendent nature, and she gains a +2 bonus on all Charisma-based skill and ability checks in regard to these creatures.