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User:Franken Kesey/Lab4

542 bytes removed, 19:39, 26 June 2019
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|extra6a=7
{{Spell Row|6|4|3|3}}
|feature7= [[#Combat Style|Improved Combat Style]], [[#Mind Weapon EnhancementEnergy Attunement|EnhancementAttunement+1]]
|extra7a=8
{{Spell Row|6|4|3|3|1}}
|extra10a=11
{{Spell Row|6|4|3|3|3|2}}
|feature11= [[#Combat Style|Greater Combat Style]], [[#Mind Weapon EnhancementEnergy Attunement|EnhancementAttunement+2]]
|extra11a=12
{{Spell Row|6|4|3|3|3|2|1}}
|extra14a=13
{{Spell Row|6|4|3|3|3|2|1}}
|feature15= [[#Combat Style|Combat Style Mastery]], [[#Mind Weapon EnhancementEnergy Attunement|EnhancementAttunement+3]]
|extra15a=14
{{Spell Row|6|4|3|3|3|2|1}}
|extra19a=15
{{Spell Row|6|4|3|3|3|3|2}}
|feature20=[[#Mind Weapon|Mind Weapon+5]], [[#Mind Weapon EnhancementEnergy Attunement|EnhancementAttunement+4]]
|extra20a=15
{{Spell Row|6|4|3|3|3|3|2}}}}
The Wildknife table shows how many [[SRD5:Spell Slot|spell slot]]s you have to cast your spells of 1st level and higher. To cast one of these wildknife spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a [[SRD5:Long Rest|long rest]].
For example, if you know the 1st-­level spell [[Energy Ray Wildknife (5e SpellClass)/Spells#Energy Ray|''energy ray'']] and have a 1st-­level and a 2nd-­level spell slot available, you can cast ''energy ray'' using either slot.
====Spells Known of 1st Level and Higher====
You know two 1st-­level spells of your choice from the wildknife spell list.
Additionally, when you gain a level in this class, you can choose one of the wildknife spells you know and replace it with another spell from the wildknife spell list, which also must be of a level for which you have spell slots.
====Wildknife Specific Spells====
There were a few spells made only for the wildknife, which can be found [[Wildknife (5e Class)/Spells|here]]. These are not bonus spells, and are selected from as normal.
====Spellcasting Ability====
Charisma is your spellcasting ability for your wildknife spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a wildknife spell you cast and when making an attack roll with one.
'''{{Anchor|Free Draw}} {{Su}}:''' At 6th level, a wildknife can materialize a mind weapon as a free action. However, he can make only one attempt to materialize the mind blade per round, and can have up to three in existence at once.
'''{{Anchor|Mind Weapon EnhancementEnergy Attunement}}:''' At 7th level, a wildknife gains can apply the energy attunement ability to enhance one of his mind blades. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1. This is applied to all his attacks with this mind blade (but only this mind blade), including when thrown or during a bladewind attack. An energy attuned weapon deals either {{srd5lc| class="zebra d20"Acid}}, {{srd5lc|-!class="left"Cold}}, {{srd5lc|Weapon<br/>Special AbilityFire}}, or {{srd5lc||Bonus<br/>Value|-|class="left"|[[Energy Attunement Lightning}} damage (5e Equipmentchosen by the wielder)|Energy Attunement]]||+1|-|class="left"|[[SRD5:Ghost Touch (Weapon Enhancement)|Ghost Touch]]||+1|-|class="left"|[[SRD5:Parrying|Parrying]]||+1|-|class="left"|[[SRD5:Teleporting|Teleporting]]||+1|-|class="left"|[[SRD5:Vicious|Vicious]]||+1|-|class="left"|[[SRD5:Collision|Collision]]||+2|-|class="left"|[[SRD5:Psychokinetic Burst|Psychokinetic burst]]||+2|-|class="left"|[[SRD5:Suppression|Suppression]]||+2|-|class="left"|[[SRD5:Speed (Weapon Enhancement)|Speed]]||+3|-|class="left"|[[SRD5:Dancing|Dancing]]||+4|}At 11th and every four after. Upon command as a free action, an energy weapon is sheathed in the enhancement bonus increases by 1 (iselected energy type. The energy does not harm the wielder.eThe effect remains until another command is given., +3 at 15th)An energy weapon deals an extra 1d6 points of energy damage on a successful hit.
At later levels, a wildknife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 11th and every 4 hours in concentration. After that periodafter, the mind blade materializes with the new ability or abilities selected damage die increases by the wildknife1d6. At later levels, he can split the enhancemens between multiple blades (so long as the total does not exceed his max)This is always only one damage type.
'''{{Anchor|Bladewind}} {{Su}}:''' At 10th level, a wildknife gains the ability to momentarily fragment his mind weapon into numerous identical blades, each of which strikes at a nearby opponent.
|-
|valign="top"|<!--1st-Level-->
[[SRD5:Cure Wounds|Cure Wounds]]<br/>[[SRD5:Dancing Lights|Dancing Lights]]<br/>[[SRD5:Detect Magic|Detect Magic]]<br/>[[SRD5:Disguise Self|Disguise Self]]<br/>[[Energy Ray Wildknife (5e SpellClass)/Spells#Energy Ray|Energy Ray]]<sup>H</sup><br/>[[SRD5:Expeditious Retreat|Expeditious Retreat]]<br/>[[SRD5:Feather Fall|Feather Fall]]<br/>[[SRD5:Identify|Identify]]<br/>[[SRD5:Inflict Wounds|Inflict Wounds]]<br/>[[SRD5:Jump (spell)|Jump]]<br/>[[SRD5:Longstrider|Longstrider]]<br/>[[SRD5:Mage Armor|Mage Armor]]<br/>[[SRD5:Mage Hand|Mage Hand]]<br/>[[SRD5:Message|Message]]<br/>[[SRD5:Resistance (spell)|Resistance]]<br/>[[SRD5:Shield (spell)|Shield]]<br/>[[SRD5:True Strike|True Strike]]
|valign="top"|<!--2nd Level-->
[[SRD5:Barkskin|Barkskin]]<br/>[[Convert Energy Damage Wildknife (5e SpellClass)/Spells#Change Energy Damage|Convert Change Energy Damage]]<sup>H</sup><br/>[[SRD5:Darkvision (spell)|Darkvision]]<br/>[[Energy Weapon Wildknife (5e SpellClass)/Spells#Energy Weapon|Energy Weapon]]<sup>H</sup><br/>[[SRD5:Enhance Ability|Enhance Ability]]<br/>[[SRD5:Enlarge/Reduce|Enlarge/Reduce]]<br/>[[SRD5:Find Traps|Find Traps]]<br/>[[SRD5:Lesser Restoration|Lesser Restoration]]<br/>[[SRD5:Levitate|Levitate]]<br/>[[SRD5:Locate Object|Locate Object]]<br/>[[SRD5:Magic Weapon (spell)|Magic Weapon]]<br/>[[SRD5:Misty Step|Misty Step]]<br/>[[SRD5:Pass without Trace|Pass without Trace]]<br/>[[SRD5:See Invisibility|See Invisibility]]<br/>[[SRD5:Spider Climb|Spider Climb]]
|valign="top"|<!--3rd Level-->
[[SRD5:Blink|Blink]]<br/>[[SRD5:Counterspell|Counterspell]]<br/>[[SRD5:Dispel Magic|Dispel Magic]]<br/>[[SRD5:Gaseous Form|Gaseous Form]]<br/>[[SRD5:Haste|Haste]]<br/>[[SRD5:Nondetection|Nondetection]]<br/>[[SRD5:Protection from Energy|Protection from Energy]]<br/>[[Vampiric Weapon Wildknife (5e SpellClass)/Spells#Vampiric Weapon|Vampiric Weapon]]<sup>H</sup><br/>[[SRD5:Water Breathing|Water Breathing]]<br/>[[SRD5:Water Walk|Water Walk]]
|valign="top"|<!--4th Level-->
|valign="top"|<!--5th Level-->
[[SRD5:Conjure Elemental|Conjure Elemental]]<br/>[[SRD5:Contagion|Contagion]]<br/>[[SRD5:Lesser Greater Restoration|Lesser Greater Restoration]]<br/>[[SRD5:Planar Binding|Planar Binding]]<br/>[[SRD5:Raise Dead|Raise Dead]]
|valign="top"|<!--6th Level-->
[[SRD5:Arcane Sword|Arcane Sword]]<br/>[[SRD5:Contingency|Contingency]]<br/>[[SRD5:Heal|Heal]]<br/>[[SRD5:True Seeing|True Seeing]]<br/>[[SRD5:Wind Walk|Wind Walk]]
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