User:Franken Kesey/Lab4

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Author: Franken Kesey (talk)
Date Created: 06/06/19
Status: Fin
Editing: Clarity edits only please
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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:

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.

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]

1st Level 2nd Level 3rd Level 4th Level 5th Level 6th Level

Cure Wounds
Dancing Lights
Detect Magic
Disguise Self
Energy RayH
Expeditious Retreat
Feather Fall
Identify
Inflict Wounds
Jump
Longstrider
Mage Armor
Mage Hand
Message
Resistance
Shield
True Strike

Barkskin
Change Energy DamageH
Darkvision
Energy WeaponH
Enhance Ability
Enlarge/Reduce
Find Traps
Lesser Restoration
Levitate
Locate Object
Magic Weapon
Misty Step
Pass without Trace
See Invisibility
Spider Climb

Blink
Counterspell
Dispel Magic
Gaseous Form
Haste
Nondetection
Protection from Energy
Vampiric WeaponH
Water Breathing
Water Walk

Animate Objects
Conjure Minor Elementals
Control Water
Dimension Door
Freedom of Movement
Stoneskin

Conjure Elemental
Contagion
Greater Restoration
Raise Dead

Arcane Sword
Contingency
True Seeing
Wind Walk

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.

Intelligence (Arcana)
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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