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Gold-Robed Wizard

Most who strive to protect the world and its peoples from the forces of evil turn to shining steel and the magic of the gods. There is another kind of holy champion, however, who harnesses the power of the arcane to defend the innocent. These mages in their golden robes become masters at smiting the wicked with eldritch force, conjuring holy beings to do battle against their foes, and banishing fiends back to their vile pits.

The gold-robed wizard is an archetype of the wizard class.

Alignment and Code of Conduct

A gold-robed wizard must be of lawful good alignment and follows a code of conduct identical to the paladin’s. A gold-robed wizard who ceases to be lawful good, who willfully commits an evil act, or who violates the code of conduct loses all wizard spells and class features (except weapon, armor, and shield proficiencies). She may not progress any further in levels as a wizard. She regains her abilities and advancement potential if she atones for her violations (see atonement), as appropriate.

Arcane Smite Evil (Su)

Once per day, a gold-robed wizard can call out to the powers of good to aid her in her struggle against evil. As a swift action, the wizard chooses one target within sight to smite. If this target is evil, the wizard adds her Charisma bonus (if any) to her caster level checks to overcome her target’s spell resistance and adds her wizard level to all spell damage rolls made against the target of her smite. If the target of arcane smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful spell increases to 2 points of damage per level the wizard possesses. Regardless of the target, arcane smite evil spells automatically bypass any energy resistance (but not immunity) the creature might possess.

In addition, while arcane smite evil is in effect, the wizard gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the wizard targets a creature that is not evil, the smite is wasted with no effect.

The arcane smite evil effect remains until the target of the smite is dead or the next time the wizard rests and regains her uses of this ability. At 7th level, and at every six levels thereafter, the wizard may use arcane smite evil one additional time per day, to a maximum of four times per day at 19th level.

This ability replaces arcane school.

Empyreal Magic

All spells from the cleric spell list with the [good] descriptor are considered to be on the gold-robed wizard’s spell list at one level higher than the level they appear on the cleric list. The gold-robed wizard may learn these spells as she advances in level and may write them into her spellbook as if they were wizard spells.

This ability replaces arcane bond.

Celestial Summons

At 5th level, whenever the gold-robed wizard uses a summon monster spell to summon one or more celestial animals or good-aligned outsiders, she may cast the spell as a standard action.

This ability replaces the bonus feat gained at 5th level.

Improved Banishment

At 10th level, whenever the gold-robed wizard casts the dismissal or banishment spell targeting an outsider with the evil subtype, the save DC increases by 2.

This ability replaces the bonus feat gained at 10th level.
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Advanced Archetypes © 2014, Flaming Crab Games; Authors: Tanner Wahlin, Alex Abel, and C. J. Withers