Disciple of the Butterfly (3.5e Class)

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Disciple of the Butterfly[edit]

Have you ever thought about the consequences of the flapping of a butterfly's wings? They seem so little, so delicate. But they have a very strong power in them. This is the motto of the Butterfly Goddess to every disciple. To be compassionate towards the week and at the same time be brutal towards the one who desecrate the Nature.

Making a Disciple of the butterfly[edit]

Being a healer? Being a caster? Why can't you be both? Bless your party with your heals and burn the enemies with poison and corruption with the use of your little butterflies.

Abilities: Intelligence is your best friend since you are a magic class.

Races: Elfs are naturally attracted to this class with their nature roots. Every beast-kind race can join too. Humans must follow a purification ritual before being accepted. All the other races find too difficult to hear the Nature call.

Alignment: Not Evil. The Nature can appear in many ways but never as evil.

Starting Gold: 3d4×10 gp (75 gp).

Starting Age: "Moderate" or "As fighter"

Table: The <-Disciple of the Butterfly->

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special


Fort Ref Will
1st +0 +2 +0 +2 Gift of the Butterfly; Blessing of the Nature; Purge the Evil; Whisper of the Nature; Familiar: Butterfly
2nd +1 +3 +0 +3 Nature's Shield; Corrupt the Wicked
3rd +2 +3 +1 +3 2° Gift of the Butterfly
4th +3 +4 +1 +4 Knowledge of the Animal Kingdom
5th +3 +4 +1 +4 Whisper of the Nature; Rot
6th +4 +5 +2 +5 Nature's Feat
7th +5 +5 +2 +5 3° Gift of the Butterfly
8th +6/ +1 +6 +2 +6 Nature's Kiss; Whisper of the Nature
9th +6/ +1 +6 +3 +6 Corrupt the Wicked
10th +7/ +2 +7 +3 +7 Nature's Shield; Rot
11th +8/ +3 +7 +3 +7 4° Gift of the Butterfly
12th +9/ +4 +8 +4 +8 Nature's Feat
13th +9/ +4 +8 +4 +8 Bond with the Nature
14th +10/ +5 +9 +4 +9 Whisper of the Nature
15th +11/ +6/ +1 +9 +5 +9 5° Gift of the Butterfly, Rot
16th +12/ +7/ +2 +10 +5 +10 Nature's Shield
17th +12/ +7/ +2 +10 +5 +10 One with the Nature
18th +13/ +8/ +3 +11 +6 +11 Nature's Feat
19th +14/ +9/ +4 +11 +6 +11 Whisper of the Nature
20th +15/ +10/ +5 +12 +6 +12 Rot and Decay; Nature's Love

Class Skills (6 + Int modifier per level, ×4 at 1st level)
All knowledge skills (taken individually) (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis).

Class Features[edit]

All of the following are class features of the Disciple of the Butterfly.

Weapon and Armor Proficiency: The Disciple of the Butterfly is proficient with light armor and all simple weapons, but not with shields.

Gift of the Butterfly: The Butterfly Goddes loves her Disciples and bestow them fragments of Her power. At level 1 and then again at the 3rd, 7th, 11th and 15th level the Disciple of the Buttefly can manifest one butterfly that is used to channel the power to friends and foes. The Difficulty Class for a saving throw against a Disciple of the Butterfly's power is 10 + the caster level + the Disciple’s Intelligence modifier. Every saving throw is against Will. The butterflies are intangible and stand around the friend/foe with which they are connected.

Blessing of the Nature: The Nature is a powerfull friend. While channeling her power, the Disciple of the Butterfly can heal a friend or foe for 1d6 + his Intelligence modifier per caster level.

Purge the Evil: The fury of Nature against the ones who desacrate her is great and terrible. While channeling her power, the Disciple of the Butterfly can hurt a friend or foe for 1d6 + his Intelligence modifier per caster level.

Whisper of the Nature: The Disciples of the Butterfly can always hear the Nature wise words and convey them to every creature. Starting from level 1° a Disciple of the butterfly can cast Speak with Animals, Detect Magic and Detect Poison at will. Also he gains a +2 bonus on nature Knowledge. He gains it again at 5th, 8th, 14th and 19th level.

Familiar: Butterfly: A Disciple of the Butterfly can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The Disciple of the Butterfly gets a little blue butterfly. As the Disciple of the Butterfly advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the Disciple of the Butterfly, the Disciple of the Butterfly must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per Disciple of the Butterfly level; success reduces the loss to one-half that amount. However, a Disciple of the Butterfly’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiar’s kind.

Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Master
Class Level
Natural
Armor Adj.
Int Special
1st-2nd +1 6 Alertness, Improved Evasion, Share Spells, Empathic Link
3rd-4th +2 7
5th-6th +3 8 Speak with Master
7th-8th +4 9 Speak with Animals of Its Kind
9th-10th +5 10
11th-12th +6 11 Spell Resistance
13th-14th +7 12 Scry on Familiar
15th-16th +8 13
17th-18th +9 14
19th-20th +10 15

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

Int: The familiar’s Intelligence score.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

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

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Nature's Shield: The warm hug of the Nature to every one of Her children. Starting from level 2 the Disciple of the Butterfly can grant a shield to any friend under the effect of "Gift of the Butterfly" granting a bonus of +2 AC. This bonus will become +4 AC at level 10 and +6 AC at level 16.

Corrupt the Wicked: Nature doesn't tolerate who spread evil within Her lands, so She has found ways to corrupt the bodies of the wicked ones. Starting at level 2 the Disciple of the butterfly can convert his direct damage in a slow working poison. Anyone that doesn't pass the saving throw against "Purge the Evil" can receive, instead of the direct damage, a slow poison that deals 1d4 + his Intelligence damage each round. This damage will increase to 3d4 + his Intelligence at level 9.

Knowledge of the Animal Kingdom: The Nature is vast and all the animals can give varied knowledge to those who know how to listen to their call. Starting from the 4th level a Disciple of the Butterfly can channel Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Owl's Wisdom or Spider's Climb through the use of "Blessing of the Nature".

Rot: The cycle of life and death. To be born, to grow, to become old, to die, to rot. A never ending cycle which is the basis of the Nature. Sometimes, though, Nature must make this cycle shorter to the ones that doesn't follow the right path. Starting from level 5 the Disciple of the Butterfly, using all of his butterflies, can try to rot the enemy dealing 5d10 + his Intelligence modifier, or half the damge if the enemy pass the saving throw. This power can be used again after a full night’s rest (8 hours of sleep or more). The limit will increse to 2 times/day at level 10 and to 3 times/day at level 15.

Nature's Feat: Nature can provide gifts in various forms. At level 6, 12 and 18 the Disciple of the Butterfly can add a feat from the available list.

Nature's Kiss: Nature always protects the life of Her children, protecting them from the corruption of the enemy. From level 8 the Disciple of the Butterfly can cast Neutralize Poison at will.

Bond of the Nature: With the passing time the bond between master and disciple becomes very strong. At level 13 the bond between the Disciple of the Butterfly and Nature becomes deep enough to let him get part of the Nature for himself. A pair of butterfly-like wings appear on his back granting him the ability to Fly as being under the effect of the spell. The Disciple of the Butterfly can fly over friend and foes granting an effect depending who is below him: Friends: Healing powder: A sweet pollen falls from the wings curing 5 points/level of damage, all diseases and mental conditions Foes: Stone powder: A grey pollen falls from the wings. The Disciple of the Butterfly can cast Flesh to Stone at will on the ones under him. The foe becomes immune to it if it pass the saving throw.

One with the Nature: At level 17 the bond between master and disciple becomes perfect. From that moment onward the Disciple of the Butterfly no longer ages, it doesn't take penalties to her ability scores for aging and cannot be magically aged, no longer needs to eat or drink and gains immunity to poisons and diseases of all kinds.

Rot and Decay: The cycle of life and death doesn't apply to the Disceple of the Butterfly anymore. But it still applies to the enemies of the Nature. Using all his butterflies, the Disciple of the Butterfly dissacrate an area of 20-ft.- radius emanation under him, dealing 40d6 of damage to anyone (half if the monster pass the saving throw) in the area. This power can be used again after a full night’s rest (8 hours of sleep or more).

Nature's Love: At 20th level a Disciple of the Butterfly becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the Disciple of the Butterfly’s creature type was) for the purpose of spells and magical effects. Additionally, the Disciple of the Butterfly gains damage reduction 10, which allows him to ignore the first 10 points of damage from any attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the Disciple of the Butterfly can still be brought back from the dead as if he were a member of his previous creature. type.

Campaign Information[edit]

Playing a Disciple of the Butterfly[edit]

Religion: Only the Mother Nature and her appearance as The Butterfly are worthy of being praised and worshipped.

Other Classes: Most other classes appreciate having a Disciple of the Butterfly along them, mostly cause of the mix of damage and heal they can provide

Combat: At first the disceples choose the role of support or damage dealer until they get the second butterfly when they can mix to help the group in a better way

Advancement: The faith in the Butterfly is absolute. If you choose to follow no other way is possible. On the contrary every class is welcomed to access the class if they truly believe in Nature.

Disciples of the Butterfly in the World[edit]

Oh butterflies?! Big orc no strong with them on... or maybe yes?
—Dungur, Orc Barbarian


Daily Life: Most spend their time helping people in the fields. When they travel, they try to pass the minimum time in the cities.

Notables: Rozaria Ittling. High Priestess of the cult of the Dandelion. Disciple of the Butterfly of the 1st generation.

Organizations: Various churches in the world that worship the Nature in every way She appears.

NPC Reactions: "Look at that girl. It looks like the butterflies are following her... So pretty"

Disciple of the Butterfly Lore[edit]

Characters with ranks in Knowledge (Nature) can research Disciples of the Butterfly to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Nature)
DC Result
5 Watch out for the guardians of the Nature. Little or big, every action against Her is recorded.
10 It seems that if you follow the trail of butterflies, you may encounter these hidden cathedrals in the forests. The disceples worship Mother Nature and it looks like She gives them very good gifts.
15 My grandma told me that if you ever need help against people who destroyed the Nature, just put a lavender flower and the name of the rascals on the window before going to bed. The next morning justice will be done.
20 There is a story that is whispered in the forests. It talks of the Dark Maiden of the Butterfly. Seems that everywhere she goes, nothing remains except blood-stained grass

Disciple of the Butterfly in the Game[edit]

The true worhippers of the Butterfly. The paladins of the Goddess Nature.


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