Wild Mind (3.5e Prestige Class)

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Even more so than traditional wilders, the wild mind opens their heart and their consciousness to the raw, untapped power of the cosmos and the remnants of the accumulated wisdom and knowledge of every psionicist who ever lived. This drives many of them slightly (and sometimes more-than-slightly) mad, but grants them a boost to their inherent psychic powers. Usually, anyway...

Making a Wild Mind[edit]

Abilities: Charisma is the most crucial ability for a wild mind.

Races: Humans, elves, gnomes, and halflings are the races most likely to risk their minds in order to experience the wonders of the multiverse.

Alignment: A wild mind can be of any alignment, though chaotic alignments tend to be the norm due to their wild, unpredictable nature.

Becoming a Wild Mind[edit]

Entry Requirements
Skills: Concentration 5 ranks, Sense Motive 8 ranks.
Feats: Iron Will
Special: You must possess the Surging Euphoria class feature.
Table: The Wild Mind

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Manifesting
Fort Ref Will
1st +0 +2 +0 +2 Unrealized Talent, Wisdom of the Ages, Wondrous Surge +1 level in existing manifesting class
2nd +1 +3 +0 +3 Greater Intuition, Tap Into the Akashic Records +1 level in existing manifesting class
3rd +1 +3 +1 +3 Another Unrealized Talent, Surging Rapture +1 level in existing manifestation class
4th +2 +4 +1 +4 +1 level in existing manifesting class
5th +2 +4 +1 +4 Yet Another Unrealized Talent +1 level in existing manifesting class

Class Skills: Autohypnosis, Bluff, Concentration, Craft, Diplomacy, Decipher Script, Gather Information, Handle Animal, Heal, Intimidate,
Knowledge (any), Perform, Profession, Ride, Psicraft, Search, Sense Motive, Speak Language, and Use Psionic Device.
Skill Points per Level: 2 + Int modifier per level

Class Features[edit]

Weapon and Armor Proficiencies: As your mind opens to new possibilities and the accumulated knowledge of psionicist's past, you gain the knowledge of one martial or exotic weapon of choice. You do not gain any additional proficiencies beyond that, however.

Manifesting: At every class level, a wild mind gains additional power points per day and access to new powers as if they had also gained a level in whatever manifesting class they belonged to before they added the prestige class. They do not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that you add the level of wild mind to the level of whatever manifesting class you have, then you determine your power points per day, powers known, and manifester level accordingly. The sole exception to this rule is that a wild mind's levels stack with those of a wilder for determining their wild surge class feature.

If you had more than one manifesting class before you became a wild mind, you must decide to which class you add the new level of wild mind for the purpose of determining power points per day, powers known, and manifester level.

Unrealized Talent: Choose one psionic discipline. You immediately add all of the powers associated with that talent up to the level of powers you can currently manifest to your list of known powers. As your manifester level improves, you continue to add new powers from that discipline to your list of known powers as they become available to you. You do not gain the class skills or other advantages of the discipline as a psion would, however.

In addition, depending on which discipline you choose, you gain the following special talent:

Clairsentience: You are always protected by the conceal thoughts and escape detection powers, even when asleep or otherwise unconscious.
Metacreativity: You gain a psicrystal as if you were a psion of the same manifester level.
Psychokinesis: You may use far hand as a psionic-like ability at will. You may augment the power normally, but such augments only last for as long as the normal duration of the power would. You may also form a mind blade as a soulknife of the same manifester level. You do not gain any other class features of a soulknife, however, only the ability to form a basic mind blade.
Psychometabolism: You gain fast healing equal to ½ your class level (rounded up), or if you already possess fast healing, it improves by a similar amount.
Psychoportation: The power point cost of all of your psychoportation powers are lessed by 2, to a minimum of 1. In addition, you are always treated as if protected with the catfall power.
Telepathy: You gain telepathy out to a range of 100 feet, and an insight bonus to Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive checks equal to twice your class level. If you are suffering from psychic enervation, you temporarily lose your telepathy until the enervation wears off.

At 3rd and 5th level you gain access to the powers and special talent of another psionic discipline as described above.

Wisdom of the Ages: You may make a special wisdom of the ages check with a bonus equal to your effective manifester level + your Wisdom modifier to see whether you gain insight in regards to some notable person, a legendary item, a noteworthy place, or other esoteric fact or useful tidbit about the situation you've found yourself in.

In all other ways, wisdom of the ages functions like a bardic knowledge check, and anything that would improve or affect a bardic knowledge check also improves of affects your wisdom of the ages check. This includes but is not limited to the +2 synergy bonus for having 5 or more ranks in Knowledge (History).

Wondrous Surge: Your class levels in wild mind stack with those of the wilder class for purposes of determining your wild surge class feature.

In addition, whenever you choose to invoke a wild surge or use the Overpower feat, roll 1d4-2 and add the result to your wild surge value (or use as is for Overpower). This result determines the bonus (or in some cases, penalty) to your effective manifester level when manifesting that power.

The result of your wondrous surge does not affect your psychic enervation class feature; it continues to be based on the original wild surge value, not the chaotic aspect introduced by your wondrous surge.

Greater Intuition: Your elude touch class feature improves so that your bonus modifies your total AC, not just your touch AC. If you do not have the elude touch class feature, you instead gain a +1 insight bonus to your AC.

Tap Into the Akashic Records: At 2nd level, you gain a bonus [Psionic], [Metapsionic], or psionic [Item Creation] feat. You must meet the prerequisites for this feat. At the start of each day, you can choose to change your bonus feat to any other feat of those types for which you meet the prerequisites by tapping once more into shared knowledge of psychics past.

Surging Rapture: At 3rd level, your surging euphoria class feature transforms into surging rapture. When you use your wondrous surge ability, instead of the normal benefits of surging euphoria you instead gain a morale bonus equal to the intensity of your wondrous surge on all attack rolls, damage rolls, and saving throws for 1d4 rounds. If you are overcome by psychic enervation, however, you do not gain this morale bonus.

If your effective manifester level is 10 or higher, your surging rapture instead lasts for 1d4+1 rounds. At manifester level 15, it lasts for 1d4+2 rounds.

This class feature completely replaces surging euphoria at any level you would have gained it.

Class-Specific Feats[edit]

You delve even deeper into the art of the wild mind, opening your mind to even greater possibilities.
Prerequisite: You must have the Unrealized Talent and Wondrous Surge class features.
Benefit: You gain the following advantage for each Unrealized Talent you possess under the specific conditions.

Clairsentience: After using a wondrous surge, you gain the benefits of Lifesense and Mindsight for a number of minutes equal to your surge value. If your surge value is negative, you instead become blinded for an equal amount of time.
Metacreativity: While psionically focused, your metacreativity powers cost 2 power points less than normal, to a minimum of 1. In addition, all of your metacreativity powers double their normal duration when manifested as part of a wondrous surge.
Psychokinesis: While psionically focused, you gain the free draw and shape mind blade class features of a soulknife of the same manifester level.
Psychometabolism: When manifesting the metamorphosis during a wondrous surge, the duration is always 1 hour/level (D) regardless of what shape you assume, and you may manifest the power as a move action instead of a standard action.
Psychoportation: For 2 power points, you can augment any Psychoportive [Teleport] power so that it is manifested as a swift action when used in conjunction with a wondrous surge.
Telepathy: When surging a telepathic power, that power has the ability to penetrate minds normally immune to such effects. Such targets receive a +5 bonus to their saving throws, however, and receive a Will saving throw even if one is not normally allowed.

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