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Cleric Variant

(Unearthed Arcana, page 58, DnD 3.5)


Some clerics prefer to be champions of good (or evil), standing at the forefront of the battle against the enemy.

Requirements

Class features

Gain: Smite evil, if the cleric would normally channel positive energy, or smite good, if the cleric would normally channel negative energy (as paladin); aura of courage (as paladin).

Lose: Turn undead.