Spellwielder (3.5e Prestige Class)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Author: Eiji-kun (talk)
Date Created: 9-23-21
Status: Complete
Editing: Mechanical changes on Talk
Scale.png Low - Moderate - High - Very High
Rate this article
Discuss this article

Master of the touch spell, you can use them to much greater effect than normal. 10 5 Poor Poor Poor Good Prepared Arcane Spellcasting, Spontaneous Arcane Spellcasting, Prepared Divine Spellcasting, Spontaneous Divine Spellcasting Full


—Sock, Dreamtouch Human Spellwielder, Sock themselves

The touch spell is often powerful as it is reckless, for it is a poor idea for a squishy weak and frail caster to engage in melee, nevermind cast within charging distance. But with the power of spellwielding, this reckless style becomes a more optimal option.

Becoming a Spellwielder[edit]

Spellwielders are based on other casting classes, and so their desired ability scores and loadout entirely depends on their origins.

Entry Requirements
Skills: Concentration 8 ranks, Tumble 8 ranks.
Feats: Combat Casting.
Spellcasting: 2nd level spells, including at least two touch spells.

Table: The Spellwielder

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +0 +0 +0 +2 Focused Touch, Safe Discharge, Wield Touch +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Two-Touch Wielding +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Touch Trick +1 level of existing spellcasting class
4th +2 +1 +1 +4 Extra Touch Spell +1 level of existing spellcasting class
5th +2 +1 +1 +4 Sheathe Spell +1 level of existing spellcasting class
6th +3 +2 +2 +5 Touch Trick +1 level of existing spellcasting class
7th +3 +2 +2 +5 Two-Touch Casting +1 level of existing spellcasting class
8th +4 +2 +2 +6 Extra Touch Spell +1 level of existing spellcasting class
9th +4 +3 +3 +6 Touch Trick +1 level of existing spellcasting class
10th +5 +3 +3 +7 Touch Conversion +1 level of existing spellcasting class

Class Skills (4 + Int modifier per level.)
Balance (Dex), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (each skill taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Spellwielder.

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a Spellwielder, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Focused Touch (Ex): The spellwielder does not fear the blade. They can cast touch spells without provoking attacks of opportunity.

Safe Discharge (Ex): Even when holding a touch spell, the spellwielder can control when and how it triggers. They can choose to not discharge their touch spell even when touching a creature with their hand.

Wield Touch: The spellwielders greatest trick is the ability to physically hold their spells in hand. When doing so the spell appears as a glowing apparition around their hand. They cannot hold anything else in their hand, but they are free to cast other spells without disrupting their touch spell. They cannot be disarmed of the spell, but they can willingly drop it as a free action which discharges the spell. They can still use somatic components with their touch-spell bearing hand.

Two-Touch Wielding (Ex): The 2nd level spellwielder can cast and wield not one but two touch spells at one time, one on each hand. They can also make two touch spells (one with each hand) at a -2 penalty with a full attack action. This counts as having the Two-Weapon Fighting feat, though they cannot benefit from additional attacks beyond the number of touch spells they bear at one time.

Touch Trick: Every spellwielder is different. At 3rd, 6th, and 9th level the spellwielder picks up one unique ability from the list below.

Absorb Touch (Su): You can choose to absorb an unused touch spell you currently hold back into your form as a move action that does not provoke attacks of opportunity, and in doing so not consume the spell slot or spell per day used to cast it. In addition, you can make disarm checks against enemy touch spells and on a successful disarm check you cause them to lose their touch spell.

Bonus Touch Spell: You gain an additional touch spell known as per your Extra Touch Spell class feature.

Breaching Touch: Your touch spell DCs increase by +1, and you gain +4 on rolls to bypass spell resistance.

Destructive Touch (Sp): You gain an at-will touch that deals 1d6 points of untyped damage + your casting modifier in damage. Casting destructive touch is a standard action, and counts as a spell level equal to 1/2 your caster level (maximum 9th).

Grapple Discharge: If you currently hold a touch spell and are grappled, you may choose to discharge one of your held touch spells as a free action once per round on your grappler.

Reaching Touch: Your touch spells gain reach, though you may still attack adjacent to yourself.

Strike Touch (Ex): You can use an unarmed strike or natural attack to deliver your held touch spells. If you hit touch AC but miss their normal AC you may still discharge the touch spell without the additional damage from the attack.

Touch of Opportunity: When you take an attack of opportunity, you may use an immediate action to cast and immediately attack with any one touch spell of standard action casting time or less.

Extra Touch Spell: At 4th level and 8th level, the spellwielder expands their spells to include touch attacks not normally in their abilities. You may add any one touch spell to your spells known from any list so long as it is equal or lower to your highest level spell you can cast -1.

Sheathe Spell (Su): At 5th level a spellwielder can "sheathe" one of their held touch spells to their side as a move action that provokes attacks of opportunity, storing it for later use. It is suppressed in this state and any durations are suspended, appearing little more than a glowing energy ball glued to your side. At any point you can draw the spell out again with the same action as drawing a weapon and wield the spell as normal. You can only sheathe one touch spell at a time. The spell cannot be disarmed, but may be dispelled in its sheathed state.

Two-Touch Casting: The 7th level spellwielder will be using many touch spells and may need to deploy them immediately. They can cast two standard action or less touch spells and immediately use them, or hold their charges, as a full attack action.

Touch Conversion: At 10th level the spellwielder may choose to convert even their non-touch spells into touch spells. 1/day they may convert any one spell into a touch spell. The range becomes touch, any area effects apply only to a single target or 5 ft square, and it counts as a touch spell for your abilities.

Campaign Information[edit]

Playing a Spellwielder[edit]

Combat: Because you dabble in touch attacks you rarely miss, and at higher levels you can pull out a large output of spells. However, spell slots are limited and you are forced into melee with the beatsticks.

Advancement: You are a spellcaster. You should be taking spellcasting classes.

Spellwielders in the World[edit]

What do I have in my pocket?
—Brillo Braggins, Halfling Spellwielder

NPC Reactions: Spellwielders are just a kind of evoker that gets up in your face. Somehow this is better and worse.

Spellwielder Lore[edit]

Characters with ranks in Knowledge Arcana can research Spellwielders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge Arcana
DC Result
10 Spellwielders specialize in touch spells, and can cast in melee without fear.
15 Spellwielders can hold multiple touch spells, attacking rapidly with each hand and casting with special augments to their touch attacks.
20 Powerful spellwielders can turn anything into a touch spell, and can cast twice as fast provided you stay still for them to hit you.
30 Those that reach this level of success can research specific spellwielders, their whereabouts, favorite spells, and motives.

Back to Main Page3.5e HomebrewClassesPrestige Classes

Eiji-kun's Homebrew (5428 Articles)
Article BalanceVery High +
AuthorEiji-kun +
Base Attack Bonus ProgressionPoor +
Class AbilityPrepared Arcane Spellcasting +, Spontaneous Arcane Spellcasting +, Prepared Divine Spellcasting + and Spontaneous Divine Spellcasting +
Class Ability ProgressionFull +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length10 +
Minimum Level5 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillBalance +, Concentration +, Craft +, Disable Device +, Escape Artist +, Intimidate +, Knowledge +, Listen +, Perform +, Profession +, Sleight of Hand +, Spellcraft +, Spot + and Tumble +
Skill Points4 +
SummaryMaster of the touch spell, you can use them to much greater effect than normal. +
TitleSpellwielder +
Will Save ProgressionGood +