Wandlock (3.5e Class)

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Author: Eiji-kun (talk)
Date Created: 3-18-21
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A "spellcaster" who uses wands and staves as the source of their magic. 20 0 Poor Poor Poor Good Other Other


Wandlock[edit]

Not everyone can be born with dragons blood, or spend a decades reading some dusty books. Some must rely on the magic they find or are given, via wands and staves and other means. For the wandlock, they are particularly adapt in using these tools to their advantage.

Making a Wandlock[edit]

Abilities: Charisma is the main ability score of the wandlock, with Constitution to survive, and Dexterity to dodge.

Races: Any.

Alignment: Any.

Starting Gold: 5d4×10 gp (125 gp).

Starting Age: As rogue.

Table: The Wandlock

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Charge
Points/Day
Fort Ref Will
1st +0 +0 +0 +2 Arcane Bolt, Catalyst Charge, Wand Mastery, Weaponized Wand 5
2nd +1 +0 +0 +3 Detect Magic, Wand Combat Style 10
3rd +1 +1 +1 +3 15
4th +2 +1 +1 +4 Deceive Item 20
5th +2 +1 +1 +4 25
6th +3 +2 +2 +5 Imbue Item 30
7th +3 +2 +2 +5 35
8th +4 +2 +2 +6 Recharge Wand 40
9th +4 +3 +3 +6 45
10th +5 +3 +3 +7 Improved Wand Combat Style 50
11th +5 +3 +3 +7 55
12th +6 +4 +4 +8 Force Activation 60
13th +6 +4 +4 +8 65
14th +7 +4 +4 +9 Improved Deceive Item 70
15th +7 +5 +5 +9 75
16th +8 +5 +5 +10 Mass Force Activation 80
17th +8 +5 +5 +10 85
18th +9 +6 +6 +11 Greater Wand Combat Style 90
19th +9 +6 +6 +11 Retributive Strike 95
20th +10 +6 +6 +12 All-Wand 100

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (arcana) (nature) (religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Speak Language (None), Spellcraft (Int), Spot (Wis), Tumble (Dex), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Wandlock.

Weapon and Armor Proficiency: Wandlocks are proficient in all simple weapons. They are proficient in light armor and shields (but not tower shields). The nature of their "spellcasting" allows them to cast without experiencing arcane spell failure.

Arcane Bolt (Su): Wandlocks can convert the charges of a wand or staff into a magical all-purpose bolt of destructive energy. By consuming 1 charge (or the requisite number of catalyst charges), the wandlock can fire a bolt of magic damage out to 120 ft as a ranged touch attack, dealing 1d10 points of magic damage per spell level (maximum 9d10 with a 9th level spell).

Catalyst Charge: Wandlocks use wands, but need not consume the items power itself. They gain a number of daily charges as listed on the table above of catalyst charges. By spending a number of catalyst charges equal to the level of the spell they wish to cast from a wand or staff, they can cast without consuming charges from the item. For example, they can spend 3 catalyst charges to cast fireball from a wand instead of 1 charge from the wand itself.

Spells of 0th level on a wand or staff may be cast for free at no catalyst charge or charge of the wand or staff in question.

Wand Mastery: Wandlocks do not cast spells per se, but rather activate magic items (dubbed wands, but includes both wands and staves which have charges). A wandlock chooses two spellcasting classes to act as his effective class spell lists known for the purpose of using magic items and pre-requisites for feats and classes. He can also use Use Magic Device checks to emulate qualifications as normal. The wandlock counts as a member of the class for the effective level, and uses their Charisma for qualifying if they can cast the spell in question. Unlike most wands, wands in the hands of a wandlock use the wandlock's spell DC (based off Charisma instead of the base DC), and the wandlock's class level as their caster level instead of the caster level of the wand or staff, if higher.

A wandlock gains three wands with a 1st level spell of their choice (10 charges each) upon first taking a level in this class, but must purchase or find their own wands or staves from that point.

Weaponized Wand: While quarterstaffs are already weapons, and rods are often doubled as clubs or maces, a wandlock can weaponize any magical catalyst. Rods are considered to be heavy maces if not otherwise specified, while wands are light simple clubs that deal 1d4 points of damage.

Detect Magic (Sp): The 2nd level wandlock gains detect magic as a spell-like ability at will. In addition 1/day they can duplicate the effect of identify instead over the course of 1 hour.

Wand Combat Style: The 2nd level wandlock chooses a fighting style with their requisite wand or staff. Choose one of the abilities below.

Defensive: When fighting defensively with a requisite wand, rod, or staff you gain spell resistance 5 + HD. If taking total defense, it becomes 10 + HD.

Flurry: As a 1 round action you can activate two wands or staves of a standard action or less in the same action. This consumes twice as many charges or catalyst charges as normal from both wands or staves.

Warrior: When wielding a wand, rod, or magic staff (even if depleted of charges), the wandlock may use their class level as their BAB for attacking with said wand, rod, or staff.

Decieve Item (Ex): At 4th level and higher, a wandlock has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a wandlock can take 10 even if distracted or threatened.

Imbue Item (Su): A wandlock of 6th level or higher can use his supernatural power to create magic items, even if he does not know the spells required to make an item (although he must know the appropriate item creation feat). He can substitute a Use Magic Device check (DC 15 + spell level for spells on his class list or 25 + spell level for not on his class list) in place of a required spell he doesn't know or can't cast.

If the check succeeds, the wandlock can create the item as if he had cast the required spell. If it fails, he cannot complete the item. He does not expend the XP or gp costs for making the item; his progress is simply arrested. He cannot retry this Use Magic Device check for that spell until he gains a new level.

Recharge Wand (Su): Wandlocks of 8th level or higher can take a wand or staff, even one that has been depleted, and restore its charges by spending the requisite amount of catalyst charges for the highest level spell imbued. For example, they may spend 5 catalyst charges to restore a single charge on a staff whose highest level spell is 5th level.

Improved Wand Combat Style: The wand combat style improves at 10th level, granting the following benefit.

Defensive: You may now choose to benefit from your spell resistance 5 + HD at any point (toggled as a free action). Fighting defensively provides 10 + HD, and total defense provides 15 + HD in spell resistance.

Flurry: As a full attack action you can activate two wands or staves of a standard action or less in the same action. This consumes twice as many charges or catalyst charges as normal from both wands or staves.

Warrior: As a standard action the wandlock may make a single melee attack with a requisite wand, rod, or staff and also cast a single standard action or less spell from the item in the same action.

Force Activation (Su): The 12th level wandlock can attempt to activate magic items with charges even when they are not in his possession. Make a touch attack as a standard action, followed by a Use Magic Device check opposed by the opponent's Spellcraft check. If the item would require a Use Magic Device check to operate, it must be high enough to activate the item. On a success you can activate the item as if it were in your possession, but you can only choose to target the wielder or discharge it harmlessly into the air. The wand or staff does not benefit from your Wand Mastery ability. Unattended magic items may be discharged this way (automatically failing the Spellcraft check), using their square or the item itself as the target.

Improved Decieve Item (Ex): At 14th level and beyond, a wandlock no longer suffers any penalties from a failed Use Magic Device check beyond not activating the item in the round. This allows them to take 20 on Use Magic Device checks. In addition, they may make a Use Magic Device check of DC 20 + item's caster level to ignore the penalties of cursed items for 24 hours. Alternatively it can suppress a cursed item on another willing creature in touch range instead, at a +10 DC.

Mass Force Activation (Su): Once per day the 16th level wandlock can use Force Activation on all magic items in a 20 ft radius burst, centered on themselves. This otherwise works as Force Activation.

Greater Wand Combat Style: The wand combat style improves again at 18th level, granting the following benefit.

Defensive: You may now choose to benefit from 10 + HD spell resistance at any point. Fighting defensively provides 15 + HD, and total defense renders you immune to magic that provides spell resistance.

Flurry: As a full attack action you can activate two wands or staves with no surcharge in cost.

Warrior: You may now cast a single spell of a standard action or less as part of any successful attack once per round.

Retributive Strike: Any wand or staff in the hands of a wandlock is a potential bomb. At 19th level, they may use the Retributive Strike ability of a staff of the magi on any wand or staff. In this case, the damage dealt is 1 point of damage per spell level, so a staff with an 6th level spell deals 6 damage per charge, and a 8th level spell deals 8 damage per charge. Only actual charges count, catalyst charges cannot be used for this ability. Damage decreases with range, to 3/4th normal between 11 and 20 ft, and 1/2 normal between 21 and 20 ft. Because of its destructive nature, it is usually used as a last resort.

All-Wand: At 20th level the wandlock may choose to put all their wands or staffs into a single wand or staff. This new All-Wand is a major artifact bound to you which can hold up to any combination of 5 wands or staffs within it held in a single item. Absorbing or ejecting wands or staffs from your All-Wand is a standard action. You can always summon your All-Wand to your hand as a move action that does not provoke, and you always know where it is. You can choose to deny function of the All-Wand to any others of your choice. If you die, the All-Wand becomes an intelligent item with your mental ability scores and mindset, and may be used in place of your body for the purpose of revival. It cannot activate its own functions, but may speak to anyone who wields it with telepathy with a range of touch.

Elf Wandlock Starting Package[edit]

Weapons: Three Wands (cure light wounds, magic missile, shield).

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Bluff 4 Cha
Knowledge Arcana 4 Int
Spellcraft 4 Int
Use Magic Device 4 Cha

Feat: Weapon Finesse.

Gear: Chain Shirt.

Gold: 25 gp.

Campaign Information[edit]

Playing a Wandlock[edit]

Religion: Wandlocks have no particular associations with religions, other than perhaps the activation and knowledge of their relics.

Other Classes: Other classes may assume them to be a particularly dedicated rogue.

Combat: You are a caster of versatility, provided you can afford the spells and, of course, juggle the many wands or staves you will carry. You have plenty of ammunition, but you are often a one trick pony.

Advancement: For the purpose of prestige classes and pre-requisites, your wandlock levels count as arcane and divine spellcasting.

Wandlocks in the World[edit]

Abra kadabra!
—Parry Hotter, Human Wandlock, Parry Hotter and the Wand of Wonder

Daily Life: You have an expensive hobby, so the acquisition of wealth is likely top priority. No wonder you took up adventuring.

NPC Reactions: You cannot expect a commoner to know the difference between a wizard and a wandlock. Its all magic to them.

Wandlock Lore[edit]

Characters with ranks in Knowledge Arcana can research Wandlocks 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 Wandlocks are "spellcasters" only in the sense that they use wands and other magic items to cast. However, they are much better at it than most.
15 Wandlocks can use charged items with no cost to the item itself, and are masters at using magic devices of all sorts.
20 Powerful wandlocks can even use your charged items without your permission, or detonate magic items as potent bombs as a last resort.
30 Those that case reach this level of success can research specific wandlocks, their whereabouts, motives, or known items they like to use.

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Facts about "Wandlock (3.5e Class)"
Article BalanceVery High +
AuthorEiji-kun +
Base Attack Bonus ProgressionPoor +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level0 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Bluff +, Concentration +, Craft +, Decipher Script +, Disable Device +, Knowledge +, Listen +, Perform +, Profession +, Sleight of Hand +, Speak Language +, Spellcraft +, Spot +, Tumble + and Use Magic Device +
Skill Points4 +
SummaryA "spellcaster" who uses wands and staves as the source of their magic. +
TitleWandlock +
Will Save ProgressionGood +