Circle of Wildfighters (5e Subclass)

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Wildfighter

Making a Wildfighter

Alignment: Any nonlawful.

Starting Age: Complex.

Table: The Wildfighter

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Unarmed
Damage1
Spells per Day (Spells Known)
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Barehanded Hit, Wild Empathy, Wild Strike 1d6 5 (4) 3 (3)
2nd +1 +3 +0 +3 Bonus Feat, Woodland Stride 1d6 6 (5) 4 (3)
3rd +2 +3 +1 +3 1d6 6 (5) 5 (4) -
4th +3 +4 +1 +4 Tough Skin +1 1d6 6 (6) 6 (4) 3 (3)
5th +3 +4 +1 +4 Animal Companion, Wild Shape (1/day) 1d8 6 (6) 6 (5) 4 (3) -
6th +4 +5 +2 +5 1d8 6 (7) 6 (5) 5 (4) 3 (3)
7th +5 +5 +2 +5 1d8 6 (7) 6 (6) 6 (4) 4 (3) -
8th +6/+1 +6 +2 +6 Tough Skin +2, Wild Shape (2/day) 1d8 6 (8) 6 (6) 6 (5) 5 (4) 3 (3)
9th +6/+1 +6 +3 +6 Venom Immunity 1d10 6 (8) 6 (6) 6 (5) 6 (4) 4 (3) -
10th +7/+2 +7 +3 +7 1d10 6 (9) 6 (6) 6 (6) 6 (5) 5 (4) 3 (3)
11th +8/+3 +7 +3 +7 Wild Shape (3/day) 1d10 6 (9) 6 (6) 6 (6) 6 (5) 6 (4) 4 (3) -
12th +9/+4 +8 +4 +8 Tough Skin +3 1d10 6 (9) 6 (6) 6 (6) 6 (6) 6 (5) 5 (4) 3 (3)
13th +9/+4 +8 +4 +8 2d6 6 (9) 6 (6) 6 (6) 6 (6) 6 (5) 6 (4) 4 (3) -
14th +10/+5 +9 +4 +9 Wild Shape (4/day) 2d6 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 5 (4) 3 (3)
15th +11/+6/+1 +9 +5 +9 Timeless Body 2d6 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 6 (4) 4 (3) -
16th +12/+7/+2 +10 +5 +10 Tough Skin +4 2d6 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 5 (4) 3 (3)
17th +12/+7/+2 +10 +5 +10 Wild Shape (5/day) 2d8 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 6 (4) 4 (3) -
18th +13/+8/+3 +11 +6 +11 2d8 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 5 (4) 3 (3)
19th +14/+9/+4 +11 +6 +11 2d8 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (5) 6 (5) 4 (4)
20th +15/+10/+5 +12 +6 +12 Tough Skin +5, Wild Shape (Tiny) 2d8 6 (9) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 6 (6) 5 (5)

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex).

Class Features

All of the following are class features of the wildfighter.

Weapon and Armor Proficiency: Wildfighters are proficient with all natural attacks (claw, bite, and so forth) of any form.

Wildfighters are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A wildfighter may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Wildfighters are proficient with shields (except tower shields) but must use only wooden ones.

A wildfighter who wears prohibited armor or carries a prohibited shield is unable to cast spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells: A wildfighter casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A wildfighter must choose and prepare her spells in advance (see below).

To prepare or cast a spell, the wildfighter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wildfighter's spell is 10 + the spell level + the wildfighter's Wisdom modifier.

Like other spellcasters, a wildfighter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wildfighter. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A wildfighterprepares and casts spells the way a sorceror does. A wildfighter cast any spell she knows on the druid spell list, provided that she has not used all her spells of that level, without preparing it beforehand.

Bonus Languages: A wildfighter's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

Barehanded Hit: At first level, a wildfighter gains the improved unarmed strike feat.

Wild Empathy: A wildfighter can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The wildfighter rolls 1d20 and adds her wildfighter level and her Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the wildfighter and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A wildfighter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Wild Strike: A wildfighter may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the wildfighter might make before her next action. When a wildfighter reaches 5th level, the penalty lessens to –1, and at 10th level it disappears. A wildfighter must use a full attack action to strike with wildfists.

Bonus Feat: At 2nd level a wildfighter takes a feat from the general or divine feat list.

Woodland Stride: Starting at 2nd level, a wildfighter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.

Tough Skin: At 4th level and at every four levels after a wildfighter adds +1 to her natural armor.

Animal Companion (Ex): A wildfighter may at 5th level play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the wildfighter on her adventures as appropriate for its kind.

A 1st-level wildfighter's companion is completely typical for its kind except as noted below. As a wildfighter advances in level, the animal’s power increases as shown on the table. If a wildfighter releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.

A wildfighter of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s wildfighter level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s Wildfighter level and compare the result with the wildfighter level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the wildfigher's effective level to 0 or lower, she can’t have that animal as a companion.)

Wild Shape: At 5th level, a wildfighter gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability polymorph spell, except as noted here. The effect lasts for 1 hour per wildfighter level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the wildfighter melds into the new form and becomes nonfunctional. When the wildfighter reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the wildfigher's feet.

The form chosen must be that of an animal the wildfighter is familiar with.

A wildfighter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

Every 3 levels after 5th, she can use wildshape once more per day. At 20th level, a wildfighter can become a Tiny animal.

The new form’s Hit Dice can’t exceed the character’s wildfighter level.

Venom Immunity (Ex): At 9th level, a wildfighter gains immunity to all poisons.

Timeless Body (Ex): After attaining 15th level, a wildfighter no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.

Bonuses still accrue, and the wildfighter still dies of old age when her time is up.

The Druid's Animal Companion

A druid’s animal companion is different from a normal animal of its kind in many ways. A druid’s animal companion is superior to a normal animal of its kind and has special powers, as described below.

Class
Level
Bonus
HD
Natural
Armor Adj.
Str/Dex
Adj.
Bonus
Tricks
Special
1st–2nd +0 +0 +0 1 Link, Share Spells
3rd–5th +2 +2 +1 2 Evasion
6th–8th +4 +4 +2 3 Devotion
9th–11th +6 +6 +3 4 Multiattack
12th–14th +8 +8 +4 5
15th–17th +10 +10 +5 6 Improved Evasion
18th–20th +12 +12 +6 7

Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level: The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.

Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Alternative Animal Companions: A druid of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the druid’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

4th Level or Higher (Level –3)
Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)1
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)
7th Level or Higher (Level –6)
Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elasmosaurus (dinosaur)1
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)
10th Level or Higher (Level –9)
Bear, polar (animal)
Dire lion
Megaraptor (dinosaur)
Shark, Huge (animal)1
Snake, giant constrictor (animal)
Whale, orca (animal)1
13th Level or Higher (Level –12)
Dire bear
Elephant (animal)
Octopus, giant (animal)1
16th Level or Higher (Level –15)
Dire shark1
Dire tiger
Squid, giant (animal)1
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)
  1. Available only in an aquatic environment.

Ex-Wildfighters

A wildfighter who becomes lawful in alignment cannot progress in levels as a wildfighter, though he retains all his wildfighter abilities.

Epic Wildfighter

Table: The Epic Wildfighter

Hit Die: d8

Level Special
21st
22nd Wild Shape 7/day
23rd
24th Bonus Feat
25th
26th Wild Shape 8/day
27th
28th Bonus Feat
29th
30th Wild Shape 9/day

4 + Int modifier skill points per level.

Spells: The wildfighter’s caster level is equal to his or her class level. The wildfighter’s number of spells per day does not increase after 20th level.

Animal Companion: The epic wildfighter’s animal companion continues to increase in power. At every three levels higher than 20th 18th (21st, 24th, 27th, and so on), the animal companion gains 2 bonus hit dice, +1 Strength and Dexterity, and an additional trick +2 bonus Hit Dice, its natural armor increases by 2, its Strength and Dexterity modifiers increase by 1, and it learns one additional bonus trick.

Wild Shape: The epic wildfighter can use this ability to take the form of an animal one additional time per day every four levels higher than 18th. The wildfighter’s ability to wild shape into an elemental does not improve.

Bonus Feats: The epic wildfighter gains a bonus feat (selected from the list of epic wildfighter bonus feats) every four levels after 20th.

Epic Wildfighter Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Colossal Wild Shape, Diminutive Wild Shape, Dragon Wild Shape, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Fast Healing, Fine Wild Shape, Gargantuan Wild Shape, Ignore Material Components, Improved Combat Casting, Improved Elemental Wild Shape, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Magical Beast Companion, Magical Beast Wild Shape, Multispell, Perfect Health, Permanent Emanation, Plant Wild Shape, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic, Vermin Wild Shape.

Wildfighter Starting Package

Weapons: .

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

Skill Ranks Ability Armor
Check
Penalty

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information

Playing a Wildfighter

Religion: .

Other Classes: .

Combat: .

Advancement: .

Wildfighters in the World

—,


Daily Life: .

Notables: .

Organizations: .

NPC Reactions: .

Wildfighter Lore

Characters with ranks in can research 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 .
10 .
15 .
20 .

Wildfighters in the Game

Adaptation: .

Sample Encounter: .

EL : .


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