Difference between revisions of "User:Franken Kesey/Lab4"
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− | {{ | + | {{author |
− | | | + | |author_name=Franken Kesey |
− | | | + | |date_created=06/06/19 |
− | | | + | |status=Fin |
− | | | + | |editing= |
− | }} | + | |balance=High}} |
+ | ==Stuff To Do== | ||
+ | Fix combat style | ||
− | + | Weapon enhancement | |
− | + | ==Wildknife== | |
+ | [[Summary::A wildknife focuses his mind on becoming an overwhelming combat force. Manifesting his personal power into shapeable mind weapons and surging energy. A wildknife uses this true understanding of self to evolve beyond.]] | ||
− | =='' | + | A wildknife focuses first on his mastery of his own body and biology, turning it into a weapon in its own right. Then learns how to control mind blades, which he can greatly empower. At later levels, he learns how to flood a manifestation with even greater energy. Some of his powers can even interact with the cellular biology of other creatures. |
+ | ===Making an Wildknife=== | ||
+ | {{5e Class Features | ||
+ | |classname=Wildknife | ||
+ | |hitdie=8 | ||
+ | |armorprofs=Light armor | ||
+ | |weaponprofs=[[SRD5:Dagger|dagger]]s, [[SRD5:Rapier|rapier]]s, [[SRD5:Scimitar|scimitar]]s, [[SRD5:Shortsword|shortsword]]s, [[SRD5:Longsword|longsword]]s | ||
+ | |toolprofs=None | ||
+ | |saveprofs=Strength, Charisma | ||
+ | |skillprofs=Athletics, Acrobatics, Stealth, History, Nature, Insight, Medicine, Perception, Survival, Deception, Intimidation | ||
+ | |skillnum=four | ||
+ | |equipment=* ''(a)'' a shortsword or ''(b)'' a longsword or ''(c)'' two daggers | ||
+ | *Leather armor | ||
+ | * ''(a)'' a [[SRD5:Dungeoneer's Pack|dungeoneer's pack]] or ''(b)'' an [[SRD5:Explorer's Pack|explorer's pack]]}} | ||
+ | {{5e Class Simple | ||
+ | |classname=Wildknife | ||
+ | |extraa=Spells<br />Known | ||
+ | |spells= 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th | ||
+ | |feature1=[[#Spellcasting|Spellcasting]], [[#Mind Weapon|Mind Weapon]], [[#Elude Attack|Elude Attack]] | ||
+ | |extra1a=2 | ||
+ | {{Spell Row|6|2}} | ||
+ | |feature2=[[#Wild Surge|Wild Surge+1]], [[#Psychic Enervation|Enervation]], [[#Throw Weapon|Throw Weapon]] | ||
+ | |extra2a=3 | ||
+ | {{Spell Row|6|3}} | ||
+ | |feature3=[[#Combat Style|Combat Style]], [[#Spell Storing|Spell Storing]] | ||
+ | |extra3a=4 | ||
+ | {{Spell Row|6|4|2}} | ||
+ | |feature4=[[#Ability Score Improvement|Ability Score Improvement]] | ||
+ | |extra4a=5 | ||
+ | {{Spell Row|6|4|3}} | ||
+ | |feature5= [[#Mind Weapon|Mind Weapon+1]], [[#Surging Euphoria|Euphoria+1]] | ||
+ | |extra5a=6 | ||
+ | {{Spell Row|6|4|3|2}} | ||
+ | |feature6=[[#Wild Surge|Wild Surge+2]], [[#Free Draw|Free Draw]] | ||
+ | |extra6a=7 | ||
+ | {{Spell Row|6|4|3|3}} | ||
+ | |feature7= [[#Combat Style|Improved Combat Style]], [[#Energy Attunement|Attunement+1]] | ||
+ | |extra7a=8 | ||
+ | {{Spell Row|6|4|3|3|1}} | ||
+ | |feature8=Ability Score Improvement | ||
+ | |extra8a=9 | ||
+ | {{Spell Row|6|4|3|3|2}} | ||
+ | |feature9=[[#Mind Weapon|Mind Weapon+2]], [[#Surging Euphoria|Euphoria+2]] | ||
+ | |extra9a=10 | ||
+ | {{Spell Row|6|4|3|3|3|1}} | ||
+ | |feature10=[[#Wild Surge|Wild Surge+3]], [[#Bladewind|Bladewind]] | ||
+ | |extra10a=11 | ||
+ | {{Spell Row|6|4|3|3|3|2}} | ||
+ | |feature11= [[#Combat Style|Greater Combat Style]], [[#Energy Attunement|Attunement+2]] | ||
+ | |extra11a=12 | ||
+ | {{Spell Row|6|4|3|3|3|2|1}} | ||
+ | |feature12=Ability Score Improvement | ||
+ | |extra12a=12 | ||
+ | {{Spell Row|6|4|3|3|3|2|1}} | ||
+ | |feature13= [[#Mind Weapon|Mind Weapon+3]] | ||
+ | |extra13a=13 | ||
+ | {{Spell Row|6|4|3|3|3|2|1}} | ||
+ | |feature14=[[#Wild Surge|Wild Surge+4]], [[#Multiple Throw|Multiple Throw]] | ||
+ | |extra14a=13 | ||
+ | {{Spell Row|6|4|3|3|3|2|1}} | ||
+ | |feature15= [[#Combat Style|Combat Style Mastery]], [[#Energy Attunement|Attunement+3]] | ||
+ | |extra15a=14 | ||
+ | {{Spell Row|6|4|3|3|3|2|1}} | ||
+ | |feature16=Ability Score Improvement | ||
+ | |extra16a=14 | ||
+ | {{Spell Row|6|4|3|3|3|2|1}} | ||
+ | |feature17=[[#Mind Weapon|Mind Weapon+4]], [[#Surging Euphoria|Euphoria+3]] | ||
+ | |extra17a=15 | ||
+ | {{Spell Row|6|4|3|3|3|2|1}} | ||
+ | |feature18=[[#Wild Surge|Wild Surge+5]] | ||
+ | |extra18a=15 | ||
+ | {{Spell Row|6|4|3|3|3|3|1}} | ||
+ | |feature19=Ability Score Improvement | ||
+ | |extra19a=15 | ||
+ | {{Spell Row|6|4|3|3|3|3|2}} | ||
+ | |feature20=[[#Mind Weapon|Mind Weapon+5]], [[#Energy Attunement|Attunement+4]] | ||
+ | |extra20a=15 | ||
+ | {{Spell Row|6|4|3|3|3|3|2}}}} | ||
+ | ===Spellcasting=== | ||
+ | ====Spell Slots==== | ||
+ | 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 [[Wildknife (5e Class)/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. | ||
− | [[Category:3.5e]][[Category: | + | The Spells Known column of the Wildknife table shows when you learn more wildknife spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. |
+ | |||
+ | 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. | ||
+ | |||
+ | '''[[SRD5:Spell Save DC|Spell save DC]]''' = 8 + your [[SRD5:Proficiency|proficiency bonus]] + your Charisma modifier | ||
+ | |||
+ | '''[[SRD5:Spell Attack Modifier|Spell attack modifier]]''' = your proficiency bonus + your Charisma modifier | ||
+ | ===Other Class Features=== | ||
+ | '''{{Anchor|Mind Weapon}} {{Su}}:''' As a bonus action, a wildknife can create a semisolid weapon composed of psychic energy distilled from his own mind. He can create any melee weapon he is proficient in, with the same size and statistics as the weapon he mimics. This '''cannot''' create ranged projectiles or ammo, but can create throwing weapons. He gains the usual benefits to his [[SRD5:Attack Roll|attack roll]] and [[SRD5:Damage and Healing#Damage Rolls|damage roll]] from a high [[SRD5:Strength|Strength]] bonus. If he possess the [[SRD5:Two-Weapon Fighting|Two-Weapon Fighting]] fighting style, he can draw two light mind weapons out in one action, instead. | ||
+ | |||
+ | The weapon can be broken (it has hardness 10 and 10 HP); however, a wildknife can simply create another on his next bonus action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind weapon is considered a magic weapon for the purpose of overcoming damage reduction. | ||
+ | |||
+ | A wildknife can use feats in conjunction with the mind weapon just as if it were a normal weapon. He can also choose mind weapon for feats requiring a specific weapon choice. Powers or spells that upgrade weapons can be used on a mind weapon. | ||
+ | |||
+ | Even in places where magical effects do not normally function (such as within a [[SRD5:Antimagic Field|''antimagic field'']]), a wildknife can attempt to sustain his mind weapon by making a DC 20 Will save. On a successful save, the wildknife maintains his mind weapon for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind weapon vanishes. As a move action on his turn, the wildknife can attempt a new Will save to rematerialize his mind weapon while he remains within the magic negating effect. | ||
+ | |||
+ | At 5th level and every four after, the mind weapon gains a +1 bonus to attack and damage rolls (i.e., +2 at 9th). | ||
+ | |||
+ | '''{{Anchor|Elude Attack}} {{Ex}}:''' A wildknife’s intuition supersedes his intellect, alerting him to danger. He gains a bonus to AC equal to his Wisdom modifier; this applies even when unarmored and against touch attacks (including rays). However, a helpless wildknife does not gain the benefit. | ||
+ | |||
+ | '''{{Anchor|Wild Surge}} {{Su}}:''' At 2nd level, a wildknife can let his passion and emotion rise to the surface in a wild surge when he casts a spell. During a wild surge, a wildknife gains phenomenal magical strength, but may harm himself by the reckless use of his power (see Psychic Enervation, below). | ||
+ | |||
+ | A wildknife can choose to invoke a wild surge whenever he casts a spell. When he does so, he gains +1 to his caster level with that casting of the spell. The caster level boost gives him the ability to boost his spells to a higher degree than he otherwise could; however, he pays no extra spell slot for this wild surge. Instead, the additional 1 spell slot that would normally be required to boost the spell is effectively supplied by the wild surge. | ||
+ | |||
+ | Level-dependent spell effects are also improved, depending on the spell a wildknife casts with his wild surge. | ||
+ | |||
+ | This improvement in caster level does not grant him any other benefits. | ||
+ | |||
+ | The wild surge effectively pays the extra spell slot cost that is normally required to boost the spell; only the unboosted spell cost is subtracted from the wildknife’s spells per day. | ||
+ | |||
+ | At 6th level and every four after, a wildknife can choose to boost his caster level by one more (i.e., +3 at 10th). | ||
+ | |||
+ | '''{{Anchor|Psychic Enervation}} {{Ex}}:''' Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wildknife may be overcome by the strain of his effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge. | ||
+ | |||
+ | A wildknife who is overcome by psychic enervation takes a Disadvantage on all rolls until the end of his next turn. | ||
+ | |||
+ | '''{{Anchor|Throw Weapon}} {{Ex}}:''' At 2nd level, a wildknife can throw his mind weapon as a [[SRD5:Ranged Weapon|ranged weapon]] with a range increment of 30 feet. Whether or not the attack hits, a thrown mind weapon then dissipates. | ||
+ | |||
+ | '''{{Anchor|Combat Style}} {{Ex}}:''' At 3rd level, a wildknife must select one of two combat styles to pursue: two-weapon or two-handed combat. This choice affects the character’s [[SRD5:Class|class]] features but does not restrict his selection of [[SRD5:Feats|feats]] or special abilities in any way. The benefits of the wildknife’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor. | ||
+ | *''Two-Weapon Combat:'' If the wildknife selects two-weapon combat, he gains the [[SRD5:Two-Weapon Fighting (Feat)|Two-Weapon Fighting]] feat, even if he does not have the normal prerequisites. At 7th level, he gains [[SRD5:Improved Two-Weapon Fighting|Improved Two-Weapon Fighting]]. At 11th level, he gains [[SRD5:Greater Two-Weapon Fighting|Greater Two-Weapon Fighting]]. | ||
+ | *''Two-Handed Combat:'' If the wildknife selects two-handed combat, he gains the [[SRD5:Power Attack|Power Attack]] feat, even if he does not have the normal prerequisites. At 7th level, he gains [[SRD5:Cleave|Cleave]]. At 11th level, he gains [[SRD5:Improved Critical|Improved Critical]]. | ||
+ | |||
+ | '''{{Anchor|Spell Storing}} {{Su}}:''' At 3rd level, all mind weapons gain the the spell storing property, with the following changes. Total stored maximum spell level is one plus one third his class levels (all in one, or shared between multiple). For example, a 6th level wildknife could store one 3rd level spell in a single weapon, or a 2nd and a 1st between two weapons. This caps at total of 7 (at 18th level), but since a wildknife does not have 7th level spells, it can be split between two. | ||
+ | |||
+ | '''{{Anchor|Surging Euphoria}} {{Ex}}:''' At 5th level, when a wildknife uses his wild surge ability, he gains a +1 morale bonus on [[SRD5:Attack Roll|attack rolls]], [[SRD5:Damage and Healing#Damage Rolls|damage roll]], and [[SRD5:Saving Throw|saving throws]] for a number of rounds equal to the intensity of his wild surge. He also gets an advantage on all rolls in first round. | ||
+ | |||
+ | If a wildknife is overcome by psychic enervation following his wild surge, he does not gain the morale bonuses for this use of his wild surge ability in following rounds (only initial). | ||
+ | |||
+ | At 9th and 17th levels, the morale bonus increases by 1 (i.e., +3 at 17th). | ||
+ | |||
+ | '''{{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|Energy Attunement}}:''' At 7th level, a wildknife can apply the energy attunement ability to one of his mind blades. 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|Acid}}, {{srd5lc|Cold}}, {{srd5lc|Fire}}, or {{srd5lc|Lightning}} damage (chosen by the wielder). Upon command as a free action, an energy weapon is sheathed in the selected energy type. The energy does not harm the wielder. The effect remains until another command is given. An energy weapon deals an extra 1d6 points of energy damage on a successful hit. | ||
+ | |||
+ | At 11th and every 4 after, the damage die increases by 1d6. 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. | ||
+ | |||
+ | As a full attack, when wielding his mind weapon, a wildknife can give up his regular attacks and instead fragment his mind weapon to make one melee attack at his full BAB against each opponent within reach. Each fragment functions identically to the wildknife’s regular mind weapon. | ||
+ | |||
+ | When using bladewind, a wildknife forfeits any bonus or extra attacks gained by other feats or abilities (such as [[SRD5:Cleave|Cleave]] [[SRD5:Feats|feat]] or ''[[SRD5:Haste|haste]]'' spell). | ||
+ | |||
+ | The mind weapon immediately reverts to its previous form after the bladewind attack. | ||
+ | |||
+ | '''{{Anchor|Multiple Throw}} {{Ex}}:''' At 14th level, a wildknife can throw a number of mind blades per [[SRD5:Round|round]] equal to the number of [[SRD5:Melee Attack|melee attacks]] he could make. | ||
+ | ==Wildknife Spells== | ||
+ | {|class="zebra" | ||
+ | !1st Level | ||
+ | !2nd Level | ||
+ | !3rd Level | ||
+ | !4th Level | ||
+ | !5th Level | ||
+ | !6th Level | ||
+ | |- | ||
+ | |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/>[[Wildknife (5e Class)/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/>[[Wildknife (5e Class)/Spells#Change Energy Damage|Change Energy Damage]]<sup>H</sup><br/>[[SRD5:Darkvision (spell)|Darkvision]]<br/>[[Wildknife (5e Class)/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/>[[Wildknife (5e Class)/Spells#Vampiric Weapon|Vampiric Weapon]]<sup>H</sup><br/>[[SRD5:Water Breathing|Water Breathing]]<br/>[[SRD5:Water Walk|Water Walk]] | ||
+ | |||
+ | |valign="top"|<!--4th Level--> | ||
+ | [[SRD5:Animate Objects|Animate Objects]]<br/>[[SRD5:Conjure Minor Elementals|Conjure Minor Elementals]]<br/>[[SRD5:Control Water|Control Water]]<br/>[[SRD5:Dimension Door|Dimension Door]]<br/>[[SRD5:Freedom of Movement|Freedom of Movement]]<br/>[[SRD5:Stoneskin|Stoneskin]] | ||
+ | |||
+ | |valign="top"|<!--5th Level--> | ||
+ | [[SRD5:Conjure Elemental|Conjure Elemental]]<br/>[[SRD5:Contagion|Contagion]]<br/>[[SRD5:Greater Restoration|Greater Restoration]]<br/>[[SRD5:Raise Dead|Raise Dead]] | ||
+ | |||
+ | |valign="top"|<!--6th Level--> | ||
+ | [[SRD5:Arcane Sword|Arcane Sword]]<br/>[[SRD5:Contingency|Contingency]]<br/>[[SRD5:True Seeing|True Seeing]]<br/>[[SRD5:Wind Walk|Wind Walk]] | ||
+ | |} | ||
+ | |||
+ | '''Note:''' “H” denotes that it is a Homebrew spell <!--2/57total=23%-->. | ||
+ | ==Campaign Information== | ||
+ | {{quote | ||
+ | |My mind is my weapon. | ||
+ | |orig=Joe, Wildknife}} | ||
+ | ===Playing an Wildknife=== | ||
+ | '''Religion:''' Wildknives practice a very egocentric religion. | ||
+ | |||
+ | '''Other Classes:''' Most classes avoid wildknives, they make formidable lone wolves. | ||
+ | |||
+ | '''Combat:''' Wildknives generally surge then charge towards the center of a battle field. | ||
+ | |||
+ | '''Advancement:''' It is uncommon for wildknives to multi-class. | ||
+ | ===Wildknife Lore=== | ||
+ | Characters with ranks in [[SRD5:Using Ability Scores#Arcana|Intelligence (Arcana)]] can research wildknives to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs. | ||
+ | {|class="zebra d20" | ||
+ | |+[[SRD5:Using Ability Scores#Arcana|Intelligence (Arcana)]] | ||
+ | !DC||class="left"|Result | ||
+ | |- | ||
+ | |5||class="left"|Wildknives are magical combat specialists. | ||
+ | |- | ||
+ | |10||class="left"|Wildknives have a mind weapon that they can wield with devastating effect. | ||
+ | |- | ||
+ | |15||class="left"|Wildknives can greatly enhance their spells. | ||
+ | |- | ||
+ | |20||class="left"|Specific info on a wildknife. | ||
+ | |} | ||
+ | ---- | ||
+ | {{3.5e Base Classes Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Class]] [[Category:Base Class]] | ||
+ | {{Navboxes}} |
Latest revision as of 19:39, 26 June 2019
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Stuff To Do[edit]
Fix combat style
Weapon enhancement
Wildknife[edit]
A wildknife focuses his mind on becoming an overwhelming combat force. Manifesting his personal power into shapeable mind weapons and surging energy. A wildknife uses this true understanding of self to evolve beyond.
A wildknife focuses first on his mastery of his own body and biology, turning it into a weapon in its own right. Then learns how to control mind blades, which he can greatly empower. At later levels, he learns how to flood a manifestation with even greater energy. Some of his powers can even interact with the cellular biology of other creatures.
Making an Wildknife[edit]
As a Wildknife, you gain the following class features.
Hit Points[edit]
Hit Dice: 18 per Wildknife level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 18 + your Constitution modifier
Proficiencies[edit]
Armor: Light armor
Weapons: daggers, rapiers, scimitars, shortswords, longswords
Tools: None
Saving Throws: Strength, Charisma
Skills: Choose four from Athletics, Acrobatics, Stealth, History, Nature, Insight, Medicine, Perception, Survival, Deception, Intimidation.
Equipment[edit]
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortsword or (b) a longsword or (c) two daggers
- Leather armor
- (a) a dungeoneer's pack or (b) an explorer's pack
The Wildknife
Level | Proficiency Bonus |
Features | Spells Known |
—Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | |||||||
1st | +2 | Spellcasting, Mind Weapon, Elude Attack | 2 | 2 | — | — | — | — | — | |||
2nd | +2 | Wild Surge+1, Enervation, Throw Weapon | 3 | 3 | — | — | — | — | — | |||
3rd | +2 | Combat Style, Spell Storing | 4 | 4 | 2 | — | — | — | — | |||
4th | +2 | Ability Score Improvement | 5 | 4 | 3 | — | — | — | — | |||
5th | +3 | Mind Weapon+1, Euphoria+1 | 6 | 4 | 3 | 2 | — | — | — | |||
6th | +3 | Wild Surge+2, Free Draw | 7 | 4 | 3 | 3 | — | — | — | |||
7th | +3 | Improved Combat Style, Attunement+1 | 8 | 4 | 3 | 3 | 1 | — | — | |||
8th | +3 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — | — | |||
9th | +4 | Mind Weapon+2, Euphoria+2 | 10 | 4 | 3 | 3 | 3 | 1 | — | |||
10th | +4 | Wild Surge+3, Bladewind | 11 | 4 | 3 | 3 | 3 | 2 | — | |||
11th | +4 | Greater Combat Style, Attunement+2 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | |||
12th | +4 | Ability Score Improvement | 12 | 4 | 3 | 3 | 3 | 2 | 1 | |||
13th | +5 | Mind Weapon+3 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | |||
14th | +5 | Wild Surge+4, Multiple Throw | 13 | 4 | 3 | 3 | 3 | 2 | 1 | |||
15th | +5 | Combat Style Mastery, Attunement+3 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | |||
16th | +5 | Ability Score Improvement | 14 | 4 | 3 | 3 | 3 | 2 | 1 | |||
17th | +6 | Mind Weapon+4, Euphoria+3 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | |||
18th | +6 | Wild Surge+5 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | |||
19th | +6 | Ability Score Improvement | 15 | 4 | 3 | 3 | 3 | 3 | 2 | |||
20th | +6 | Mind Weapon+5, Attunement+4 | 15 | 4 | 3 | 3 | 3 | 3 | 2 |
Spellcasting[edit]
Spell Slots[edit]
The Wildknife table shows how many spell slots 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 long rest.
For example, if you know the 1st-level spell 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[edit]
You know two 1st-level spells of your choice from the wildknife spell list.
The Spells Known column of the Wildknife table shows when you learn more wildknife spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
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[edit]
There were a few spells made only for the wildknife, which can be found here. These are not bonus spells, and are selected from as normal.
Spellcasting Ability[edit]
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.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Other Class Features[edit]
Mind Weapon (Su): As a bonus action, a wildknife can create a semisolid weapon composed of psychic energy distilled from his own mind. He can create any melee weapon he is proficient in, with the same size and statistics as the weapon he mimics. This cannot create ranged projectiles or ammo, but can create throwing weapons. He gains the usual benefits to his attack roll and damage roll from a high Strength bonus. If he possess the Two-Weapon Fighting fighting style, he can draw two light mind weapons out in one action, instead.
The weapon can be broken (it has hardness 10 and 10 HP); however, a wildknife can simply create another on his next bonus action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind weapon is considered a magic weapon for the purpose of overcoming damage reduction.
A wildknife can use feats in conjunction with the mind weapon just as if it were a normal weapon. He can also choose mind weapon for feats requiring a specific weapon choice. Powers or spells that upgrade weapons can be used on a mind weapon.
Even in places where magical effects do not normally function (such as within a antimagic field), a wildknife can attempt to sustain his mind weapon by making a DC 20 Will save. On a successful save, the wildknife maintains his mind weapon for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind weapon vanishes. As a move action on his turn, the wildknife can attempt a new Will save to rematerialize his mind weapon while he remains within the magic negating effect.
At 5th level and every four after, the mind weapon gains a +1 bonus to attack and damage rolls (i.e., +2 at 9th).
Elude Attack (Ex): A wildknife’s intuition supersedes his intellect, alerting him to danger. He gains a bonus to AC equal to his Wisdom modifier; this applies even when unarmored and against touch attacks (including rays). However, a helpless wildknife does not gain the benefit.
Wild Surge (Su): At 2nd level, a wildknife can let his passion and emotion rise to the surface in a wild surge when he casts a spell. During a wild surge, a wildknife gains phenomenal magical strength, but may harm himself by the reckless use of his power (see Psychic Enervation, below).
A wildknife can choose to invoke a wild surge whenever he casts a spell. When he does so, he gains +1 to his caster level with that casting of the spell. The caster level boost gives him the ability to boost his spells to a higher degree than he otherwise could; however, he pays no extra spell slot for this wild surge. Instead, the additional 1 spell slot that would normally be required to boost the spell is effectively supplied by the wild surge.
Level-dependent spell effects are also improved, depending on the spell a wildknife casts with his wild surge.
This improvement in caster level does not grant him any other benefits.
The wild surge effectively pays the extra spell slot cost that is normally required to boost the spell; only the unboosted spell cost is subtracted from the wildknife’s spells per day.
At 6th level and every four after, a wildknife can choose to boost his caster level by one more (i.e., +3 at 10th).
Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wildknife may be overcome by the strain of his effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.
A wildknife who is overcome by psychic enervation takes a Disadvantage on all rolls until the end of his next turn.
Throw Weapon (Ex): At 2nd level, a wildknife can throw his mind weapon as a ranged weapon with a range increment of 30 feet. Whether or not the attack hits, a thrown mind weapon then dissipates.
Combat Style (Ex): At 3rd level, a wildknife must select one of two combat styles to pursue: two-weapon or two-handed combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. The benefits of the wildknife’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
- Two-Weapon Combat: If the wildknife selects two-weapon combat, he gains the Two-Weapon Fighting feat, even if he does not have the normal prerequisites. At 7th level, he gains Improved Two-Weapon Fighting. At 11th level, he gains Greater Two-Weapon Fighting.
- Two-Handed Combat: If the wildknife selects two-handed combat, he gains the Power Attack feat, even if he does not have the normal prerequisites. At 7th level, he gains Cleave. At 11th level, he gains Improved Critical.
Spell Storing (Su): At 3rd level, all mind weapons gain the the spell storing property, with the following changes. Total stored maximum spell level is one plus one third his class levels (all in one, or shared between multiple). For example, a 6th level wildknife could store one 3rd level spell in a single weapon, or a 2nd and a 1st between two weapons. This caps at total of 7 (at 18th level), but since a wildknife does not have 7th level spells, it can be split between two.
Surging Euphoria (Ex): At 5th level, when a wildknife uses his wild surge ability, he gains a +1 morale bonus on attack rolls, damage roll, and saving throws for a number of rounds equal to the intensity of his wild surge. He also gets an advantage on all rolls in first round.
If a wildknife is overcome by psychic enervation following his wild surge, he does not gain the morale bonuses for this use of his wild surge ability in following rounds (only initial).
At 9th and 17th levels, the morale bonus increases by 1 (i.e., +3 at 17th).
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.
Energy Attunement: At 7th level, a wildknife can apply the energy attunement ability to one of his mind blades. 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 acid, cold, fire, or lightning damage (chosen by the wielder). Upon command as a free action, an energy weapon is sheathed in the selected energy type. The energy does not harm the wielder. The effect remains until another command is given. An energy weapon deals an extra 1d6 points of energy damage on a successful hit.
At 11th and every 4 after, the damage die increases by 1d6. This is always only one damage type.
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.
As a full attack, when wielding his mind weapon, a wildknife can give up his regular attacks and instead fragment his mind weapon to make one melee attack at his full BAB against each opponent within reach. Each fragment functions identically to the wildknife’s regular mind weapon.
When using bladewind, a wildknife forfeits any bonus or extra attacks gained by other feats or abilities (such as Cleave feat or haste spell).
The mind weapon immediately reverts to its previous form after the bladewind attack.
Multiple Throw (Ex): At 14th level, a wildknife can throw a number of mind blades per round equal to the number of melee attacks he could make.
Wildknife Spells[edit]
Note: “H” denotes that it is a Homebrew spell .
Campaign Information[edit]
“ | My mind is my weapon. | ” |
—Joe, Wildknife |
Playing an Wildknife[edit]
Religion: Wildknives practice a very egocentric religion.
Other Classes: Most classes avoid wildknives, they make formidable lone wolves.
Combat: Wildknives generally surge then charge towards the center of a battle field.
Advancement: It is uncommon for wildknives to multi-class.
Wildknife Lore[edit]
Characters with ranks in Intelligence (Arcana) can research wildknives to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
5 | Wildknives are magical combat specialists. |
10 | Wildknives have a mind weapon that they can wield with devastating effect. |
15 | Wildknives can greatly enhance their spells. |
20 | Specific info on a wildknife. |
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