Dúlra

Dulra

Image used by permission of Northwinter Press and Raynaldo Perez.

For so long, the gods’ attention has been drawn away by war with greater demons, elemental lords, and archdevils. While they battled in the upper realms, the world of mortals became tainted by chaos. Human nations rose and fell within generations, often taking other races with them.

The Fae, a faction of fairy folk bound to the Overrealm, recognized the underlying destruction behind their mortal kin’s actions and decided to do something about it. Failing to make the fey lords that ruled the Overrealm see what they saw, the Fae began reaching out to the mortal world themselves, seeking knights who could uphold their cause. These nature priests would act as a shield against the chaos until the gods could return to put an end to it.

Role: What dúlra lack in martial training they make up for in spiritual power and natural strength. Shillelagh in hand, they guard allies against the chaos that threatens to consume all with a blend of magic granted them by the Fae.

Alignment: Any non-chaotic

Hit Die: d8

Parent Classes: The dúlra is a hybrid of the cleric and druid.

Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The dúlra’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).

Skill Ranks Per Level: 4 + Int modifier.

Table: Dúlra
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Aura, faerie friend, orisons, shillelagh 3 1
2nd +1 +3 +0 +3 Nature sense, wild empathy 4 2
3rd +2 +3 +1 +3 Resist chaos
4 2 1
4th +3 +4 +1 +4 Faerie friend 4 3 2
5th +3 +4 +1 +4 4 3 2 1
6th +4 +5 +2 +5 Fae entreaty (1/day)
4 3 3 2
7th +5 +5 +2 +5 4 4 3 2 1
8th +6/+1 +6 +2 +6 Fae entreaty (2/day)
4 4 3 3 2
9th +6/+1 +6 +3 +6 Venom immunity 4 4 4 3 2 1
10th +7/+2 +7 +3 +7 Fae entreaty (4/day) 4 4 4 3 3 2
11th +8/+3 +7 +3 +7 4 4 4 4 3 2 1
12th +9/+4 +8 +4 +8 Fae entreaty (5/day, greater entreaty) 4 4 4 4 3 3 2
13th +9/+4 +8 +4 +8 4 4 4 4 4 3 2 1
14th +10/+5 +9 +4 +9 Fae entreaty (6/day) 4 4 4 4 4 3 3 2
15th +11/+6/+1 +9 +5 +9 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +10 +5 +10 Fae entreaty (7/day, grand entreaty) 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +10 +5 +10 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+3 +11 +6 +11 Fae entreaty (8/day) 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +11 +6 +11 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +12 +6 +12 Fae entreaty (at will) 4 4 4 4 4 4 4 4 4 4

Class Features

All of the following are class features of the dúlra.

Weapon and Armor Proficiency

Dúlra are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear.

Dúlra are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A dúlra may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Dúlra are proficient with shields (except tower shields) but must use only wooden ones.

A dúlra who wears prohibited armor or uses a prohibited shield is unable to cast dúlra spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Aura (Ex)

Neutral good or evil dúlra have a particularly powerful aura corresponding to that alignment. A lawful dúlra’s aura is always strongest, overshadowing her moral alignment (see detect evil for details).

Spells

A dúlra casts divine spells, which are drawn from the dúlra spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A dúlra must choose and prepare her spells in advance.

To prepare or cast a spell, the dúlra must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dúlra’s spell is 10 + the spell level + the dúlra’s Wisdom modifier.

Like other spellcasters, a dúlra can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Dúlra. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).

A dúlra must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A dúlra may prepare and cast any spell on the dúlra spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Orisons (Sp)

Dúlra can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Dúlra under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.

Faerie Friend (Su)

FAQ

Can dúlra, inquisitors, and other classes with access to domains take subdomains?

Yes, as long as they follow the rules for subdomains. A character who does not worship a deity (such as dúlra and some paladins) may select any one subdomain appropriate to a domain available to his or her class.

[Source]

A dúlra’s initiation into the host of the Fae is always accompanied by an invitation from a specific patron who has chosen her as its champion. This initiation brings with it a few minor talents that become more potent as the dúlra masters them.

The Beast: At 1st level, a dúlra with this faerie friend gains the animal cleric domain and domain spell slots as a cleric of her dúlra level.

The Changeling: At 1st level, a dúlra with this faerie friend gains two of the following domains of her choice. She adds the domain spells to her spell list, but does not gain additional domain spell slots with which to cast them. Alternatively, she can choose only one domain and gain the domain spell slots as well. Liberation, luck, protection, travel, trickery.

The Hag: At 1st level, a dúlra with this faerie friend gains a witch’s familiar. This functions as the class feature of the same name, except the dúlra gains additional 1st-level spells equal to her Wisdom modifier to store in her familiar. At 4th level, and every 4 levels thereafter, the dúlra gains a hex of her choice. At 20th level, the dúlra gains a major hex.

The Lady: At 1st level, a dúlra with this faerie friend gains the lame oracle curse and applies the arcane bond wizard class feature to her shillelagh (see below). Beginning at 4th level, the dúlra also applies the divine bond paladin class feature to her shillelagh (see the sidebar on the next page).

The Satyr: At 1st level, a dúlra with this faerie friend can inspire courage in her allies. This functions as the bardic performance of the same name, except the dúlra can use it a number of rounds per day equal to 4 + her Wisdom modifier.

Beginning at 4th level, the dúlra gains the bardic performance class feature as a bard of her level -3.

The Unicorn: At 1st level, a dúlra with this faerie friend gains an aura of calm animals that extends out 5 feet. This functions as the spell and can be activated or suppressed as a swift action. The DC to save against this effect is 10 + 1/2 the dúlra’s level + her Wisdom modifier. A creature that saves against her aura’s effect is immune to the dúlra’s aura for 24 hours. As a standard action, the dúlra can end her aura’s effect until the next time she regains spells. If she does, she heals herself and each of her allies within the aura for 1d6 hit points per 2 levels. At 4th level, the aura also counts as a calm emotions effect and extends out by 5 feet, +5 ft. every 4 levels thereafter, to a maximum of 30 feet at 20th level.

Shillelagh (Su)

At 1st level, the dúlra is gifted an enchanted club or staff by the Fae. When wielded by the dúlra, this weapon gains the effects of a shillelagh spell (+1 magic weapon, 2d6 damage for medium creatures).

The dúlra must wield her shillelagh in at least one hand to cast dúlra spells. If she attempts to cast a spell without her shillelagh in hand, she must make a concentration check or lose the spell. The DC for this check is 20 + the spell’s level.

If her shillelagh is destroyed, the dúlra loses the use of this ability for 24 hours, or until she gains a level, whichever comes first. During this 24-hour period, she takes a –1 penalty on attack and weapon damage rolls.

Nature Sense (Ex)

At 2nd level, dúlra gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex)

At 2nd level, a dúlra can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The dúlra rolls 1d20 and adds her dúlra level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the dúlra and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A dúlra can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Resist Chaos (Ex)

Starting at 4th level, a dúlra gains a +4 bonus on saving throws against the spell-like and supernatural abilities of aberrations. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Table: Fae Entreaties
Faerie Friend Ability Granted
The Beast Strength
The Changeling Dexterity
The Hag Intelligence
The Lady Constitution
The Satyr Charisma
The Unicorn Wisdom

Fae Entreaty (Su)

At 6th level, a dúlra gains the ability to plea with the Fae for aid in her quest. This allows the dúlra to cast a subset of spells on herself as a supernatural ability. When used, this ability functions like the spell of the same name, except the effect lasts for 1 hour per dúlra level, or until the dúlra ends it or changes the spell. She can only have one fae entreaty active at a time.

When she uses fae entreaty, a dúlra’s faerie friend also bolsters her by granting her a +4 enhancement bonus to 1 ability score. The bonus increases to +6 at 12th level and +8 at 16th level.

This bonus does not stack with other bonuses granted by fae entreaty to the same ability score.

A dúlra can use this ability once per day at 6th level, and again every two levels thereafter, for a total of eight times at 20th level.

Fae Entreaties: Alacrity, aspect of the nightingale, bear’s endurance, bull’s strength, chameleon stride, cat’s grace, eagle’s splendor, fox’s cunning, lighten object, owl’s wisdom, protection from chaos.

Ex-Dúlra

A dúlra who ceases to revere nature or changes to a prohibited alignment loses all spells and dúlra abilities (not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a dúlra until she atones (see the atonement spell description).

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to the listed race who have dúlra as their favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Table: Alternate Favored Class Bonuses
Race Bonus Source
Core Races
Dwarf Add +1/4 to the dúlra’s level when determining the effects of her faerie friend ability. BoMT
Elf Add +1 minute to the duration of the dúlra’s fae entreaty. BoMT
Gnome Add one domain spell slot or one spell from a domain spell list offered by the Changeling faerie friend to the dúlra’s spell list. The spell or domain slot must be at least one level below the highest spell level the dúlra can cast. The dúlra can still only have one domain slot per spell level. BoMT
Half-Elf Add +1/4 to the dúlra’s level when determining the effects of her faerie friend ability. BoMT
Half-Orc Reduce the non-proficient penalty for one weapon by 1. When the non-proficient penalty for a weapon becomes 0 because of this ability, the dúlra is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon. BoMT
Halfling Add +1/4 to the dúlra’s level when determining the effects of her faerie friend ability. BoMT
Human Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude. BoMT
Other Races
Aquatic Elf Gain a +1/5 enhancement bonus to Charisma when using fae entreaty to cast eagle’s splendor. BoMT
Catfolk Gain a +1/5 enhancement bonus to Dexterity when using fae entreaty to cast cat’s grace. BoMT
Centaur Gain a +1/5 enhancement bonus to Strength when using fae entreaty to cast bull’s strength. BoMT
Changeling Gain 1/6 of a new witch’s hex. BoMT
Dwarrow The dúlra gains energy resistance 1 against acid, cold, electricity, or fire. Each time she selects this reward, increase her resistance to one of these energy types by 1 (maximum 10 for any one type). BoMT
Ghoran Gain a +1/5 enhancement bonus to Constitution when using fae entreaty to cast bear’s endurance. BoMT
God-Blooded Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the dúlra’s Wisdom modifier. The dúlra adds +1/2 to the number of uses per day of that domain power. BoMT
Grippli Gain a +1/5 enhancement bonus to Wisdom when using fae entreaty to cast owl’s wisdom. BoMT
Kitsune Gain a +1/5 enhancement bonus to Intelligence when using fae entreaty to cast fox’s cunning. BoMT
Lizardfolk Target 1/6 additional creatures within 30 feet with the spell cast when using fae entreaty. BoMT
Minotaur Gain a +1/5 enhancement bonus to Strength when using fae entreaty to cast bull’s strength. BoMT
Mushroom Leshy Add 1 spell from the plant domain (or a plant subdomain) spell list to the dúlra’s spell list. The spell must be at least 1 spell level below the highest level the dúlra can cast. BoMT
Orang-Pendak Treat the dúlra’s level as +1/2 higher for the purpose of determining the effects of the Lady faerie friend ability. BoMT
Otterling Gain +1/6 use of fae entreaty. BoMT
Skinwalker Add +1/2 to the dúlra’s level when determining the effects of the Beast faerie friend ability, to a maximum of the dúlra’s character level. BoMT
Sokari Gain the ability to end the effect of the unicorn friend’s calm animals/emotions aura +1/4 additional times per day (max 2 additional times). BoMT
Strix Gain a +1/5 enhancement bonus to Charisma when using fae entreaty to cast eagle’s splendor. BoMT
Syrinx Gain a +1/5 enhancement bonus to Wisdom when using fae entreaty to cast owl’s wisdom. BoMT
Vine Leshy Add +1/2 to the dúlra’s level when determining the effects of the Satyr faerie friend ability, to a maximum of the dúlra’s character level.
Wyrwood Add +1 foot to the size of the dúlra’s calm animals and calm emotions class features. This only has an effect for every 5-foot increment added. BoMT

Archetypes & Alternate Class Features

When a character selects a class, he must choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites.

A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.

Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. The dúlra class has several sub-categories of archetypes.

Table: Archetypes / Alternate Class Features
Archetype/Alternate Class Feature Class Features Changed or Replaced
Class Skills Weapon & Armor Spells Faerie Friend Orisons Shillelagh Nature Sense Wild Empathy Resist Chaos Fae entreaty
6 8 10 12 14 16 18 20
General Archetypes
Brown Friar C C C X X X   X X X X X X X X X
Terrain Archetypes
Aquatic Dúlra C X X X X C C C C
Totem Animal Archetypes
Coming soon C C C C C C
Animal and Terrain Domains X
Section 15: Copyright Notice

The Book of Many Things, © 2018,Samurai Sheepdog; author Kevin Glusing.

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