Morninglord (Campaign Class)

Prime Requisite: WIS
Requirements: None
Hit Dice: 1d6
Maximum Level: 14

Morninglords and -ladies are the martial arm of the faith of Lathander, charged with fighting enemies of the faith—particularly demon-worshippers—and protecting its temples and the worshippers. As Lathander is one of the two most popular gods in the North and the Heartlands, the Morninglords are numerous and busy.

Morninglords advance in attack throws and saving throws by two points every four levels of experience. At first level, moon knights hit an unarmored foe (AC 0) with an attack throw of 10+. They are trained to fight using all flails, hammers, and maces, as well as daggers, spears, and swords, and can fight using a weapon and shield or wielding a weapon two-handed. They can wear any armor. Morninglords can use magic items usable by clerics.

Morninglords have the ability to turn undead, just as standard clerics.

Starting at 2nd level (Dawngreeter), morninglords may cast divine spells, as standard clerics. When a morninglord reaches 5th level (Dawnlord), he may begin to research spells, scribe scrolls, and brew potions as a cleric. At 9th level (High Morninglord), he is able to create more powerful magic items such as weapons, rings, and staffs. At 11th level, a morninglord may learn and cast rituals spells of great power (6th and 7th level), and craft magical constructs such as golems and animated statues.

The morninglords' code of conduct requires that they obey ecclesiastical authority, oppose the Demon Princes and their followers, never raise the dead and destroy the undead wherever they are found. They may not be Chaotic.

Upon attaining 9th level (High Morninglord), a morninglord may establish or build a fortified church. So long as the morninglord is currently in favor with his order, he may buy or build his fortified church at half the normal price due to the help of fervent worshippers. Once a fortified church is established, the morninglord's reputation will spread and he will attract 5d6×10 0st level soldiers armed with various weapons, plus another 1d6 morninglords of 1st – 3rd level of the same religion to serve the order. They are completely loyal (morale +4). While in the morninglord's service, his followers must be provided food and lodging, but need not be paid wages. The Judge determines which proportions of followers are archers, infantry, etc.

Morninglord Proficiency List: Apostasy, Battle Magic, Beast Friendship, Combat Trickery (force back, overrun, sunder), Command, Contemplation, Diplomacy, Divine Blessing, Divine Health, Fighting Style, Healing, Knowledge (history), Laying on Hands, Leadership, Loremastery, Magical Engineering, Martial Training, Prestidigitation, Profession (judge), Prophecy, Quiet Magic, Righteous Turning, Sensing Evil, Sensing Power, Theology, Unflappable Casting, Weapon Focus

Morninglord Level Progression

Spell Progression
Experience Title Level Hit Dice 1 2 3 4 5
0 Awakened 1 1d6
1,500 Dawngreeter 2 2d6 1
3,000 Dawnbringer 3 3d6 2
6,000 Dawnpriest 4 4d6 2 1
12,000 Dawnlord 5 5d6 2 2
24,000 Dawnmaster 6 6d6 2 2 1 1
50,000 Mornmaster 7 7d6 2 2 2 1 1
100,000 Morninglord 8 8d6 3 3 2 2 1
200,000 High Morninglord 9 9d6 3 3 3 2 2
300,000 High Morninglord, 10th level 10 9d6+1* 4 4 3 3 2
400,000 High Morninglord, 11th level 11 9d6+2* 4 4 4 3 3
500,000 High Morninglord, 12th level 12 9d6+3* 5 5 4 4 3
600,000 High Morninglord, 13th level 13 9d6+4* 5 5 5 4 3
700,000 Sunrise Lord 14 9d6+5* 5 5 5 5 4
* Hit point modifiers from Constitution are ignored

Morninglord (Cleric) Attack and Saving Throws

Level Petrification & Paralysis Poison & Death Blast & Breath Staff & Wands Spells Attack Throw
1–2 13+ 10+ 16+ 13+ 15+ 10+
3–4 12+ 9+ 15+ 12+ 14+ 9+
5–6 11+ 8+ 14+ 11+ 13+ 8+
7–8 10+ 7+ 13+ 10+ 12+ 7+
9–10 9+ 6+ 12+ 9+ 11+ 6+
11–12 8+ 5+ 11+ 8+ 10+ 5+
13–14 7+ 4+ 10+ 7+ 9+ 4+

Morninglord Divine Spell List

First Level Divine Spells
1Command Word
2Cure Light Wounds *
3Detect Evil *
4Detect Magic
5Light *
6Protection from Evil *
7Purify Food and Water
8Remove Fear *
9Resist Cold
10Sanctuary
Second Level Divine Spells
1Augury
2Bless *
3Delay Poison
4Find Traps
5Hold Person
6Resist Fire
7Righteous Wrath PC
8Silence 15' Radius
9Speak With Animals
10Spiritual Weapon
Third Level Divine Spells
1Continual Light *
2Cure Blindness
3Cure Disease *
4Feign Death
5Glyph of Warding
6Growth of Animals
7Locate Object
8Remove Curse *
9Speak with Dead
10Striking
Fourth Level Divine Spells
1Create Water
2Cure Serious Wounds *
3Dispel Magic
4Divination
5Neutralize Poison *
6Protection from Evil, Sustained *
7Smite Undead *
8Speak with Plants
9Sticks to Snakes
10Tongues *
Fifth Level Divine Spells
1Atonement
2Commune
3Create Food
4Dispel Evil
5Flame Strike
6Insect Plague
7Quest
8Restore Life and Limb *
9Strength of Mind *
10True Seeing
* Reversible spell
PC Spell found in the Player's Companion