Disciple of the Spirit Wave (3.5e Prestige Class)

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Disciple of the Spirit Wave
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Disciple of the Spirit Wave[edit]

I won't hold back! I'll put everything into this one shot!
—A Disciple of the Spirit Wave who lost patience

Becoming a Disciple of the Spirit Wave[edit]

There are some who take up exercising and focusing their spirit in order to gain power, and the reasons power seek power are myriad. Whatever the reason, Spirit energy grows when exercised, just like muscles do--and Spirit energy isn't restrained by the strength of flesh and bone.

Entry Requirements
Base Attack Bonus: +5
Skills: Concentration 4
Feats: Iron Will or Great Fortitude, Ghost Hunter (see Races of War (3.5e Sourcebook))
Special: Fatal Strike, or Improved Unarmed Strike

Table: The Disciple of the Spirit Wave

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +2 +2 +2 Spirit Energy, Spirit Boost, Spirit Ray
2nd +2 +3 +3 +3 Strength against Adversity
3rd +3 +3 +3 +3 Improved Spirit Boost, Spirit Multi-Ray,
4th +4 +4 +4 +4 Spirit Donation
5th +5 +4 +4 +4 Greater Spirit Boost
6th +6 +5 +5 +5 Spirit Mastery, Spirit Wave
7th +7 +5 +5 +5 Superior Spirit Boost
8th +8 +6 +6 +6 Improved Spirit Donation
9th +9 +6 +6 +6 Indomitable Spirit
10th +10 +7 +7 +7 Spirit Sun

Class Skills (4 + Int modifier per level)
Balance, Bluff, Climb, Concentration, Diplomacy, Heal, Intimidate, Jump, Knowledge (All), Listen, Move Silently, Sense Motive, Spot, Swim, Tumble.

Class Features[edit]

All of the following are class features of the Disciple of the Spirit Wave.

Spirit Energy (Su): The Spirit Wave Disciple gets a number of uses of spirit energy each day, equal to class Level + (Higher of Con or Wisdom bonus) Uses of Spirit energy recover over time (one every hour Spirit Energy is not used). If he expends all his uses, he's drained until he gets 8 hours (or racial equivalent) of sleep.

Spirit Boost (Su): The Spirit Wave Disciple immediately learns to use spirit energy to toughen up his body. He may spend a use of Spirit Energy as a free action to either reduce the damage he takes from any source, or to increase the damage he inflicts with unarmed strikes or natural weapons. This boost lasts for one round

He may reduce damage taken by 1 point for every rank in Concentration, or increase it by the same amount.

At 3rd level, his spirit is improved, and he now can absorb or inflict 2 points per rank in Concentration. At 5th level, his spirit is greater and absorbs and inflicts 3 points per rank in Concentration. At 7th level, his spirit is superior, and absorbs or inflicts 4 ranks per rank in Concentration, and at level 9, his spirit is indomitable and each use of the spirit boost absorbs or inflict 5 points of damage per rank of Concentration.

Spirit Ray (Su): The Disciple learns a simple, but effective, technique. By spending a full-round action, he may gather spirit energy into the tip of his index finger and release it as a focused ray. The Spirit Ray’s properties depend on a number of factors:

  • For every 4 ranks in concentration, the damage die increases (starting at d4 with 4 ranks of concentration)
  • Range is Long.
  • The number of damage die is equal to ranks in Concentration.
  • It takes one use of his Spirit energy

Strength Against Adversity (Su): The Spirit Wave responds to desperation and need by growing stronger. For every 5 HP of damage the Disciple takes, he gets back a use of Spirit Energy

Spirit Multi-Ray (Su): The Spirit Wave technique is very fluid, with sufficient practice. At level 3, a Disciple may fire a whole spray of Spirit Rays at once as a full-round action, affecting a 60-foot cone. Those within the cone take damage as if affected by a Spirit Ray with a step lower die (Reflex DC 10 + ½ Character Level + Wis for half). This likewise takes one use of Spirit energy

Spirit Donation (Su): At 4th level, the Disciple learns to donate some of his spirit energy into others with a touch. If the recipient of the spirit energy is not a Spirit Wave Disciple, their bodies do not how to consciously focus the Spirit energy, but respond it nonetheless by healing an amount equal to the Disciple's ranks in Concentration. If they are a Disciple, they get a use of the Spirit energy.

At 8th level, the Disciple has learned to turn his Spirit energy towards purifying others--a use of his Spirit energy to cleanse another removes all afflictions, including curses, enchantments, level loss, ability score damage/drain, blindness/deafness, and disease; it's pretty much a cure-all. Also, his Spirit energy intensifies and when used to heal HP, it instead heals 4 points per rank in Concentration.

Spirit Mastery (Su): At 6th level, the Disciple of the Spirit Wave has learned to manage his energy more effectively. By using his abilities at substantially less than full power, their drain on his spirit energy is practically non-existent. He may use any of his abilities as if he were 4 levels lower, without expending a use of Spirit power.

Spirit Wave (Su): At 6th level, the Disciple has achieved the namesake technique of his path of power---the Spirit Wave. Rather than just a concentrated beam of Spirit energy from one point, the Spirit Wave Disciple emits flows and streams from all over his body. It can be used to make ranged touch attacks within short range which do damage a die size smaller than Spirit Ray (and as many attacks as the Disciple has attacks), but its real strength comes from adding its force to melee attacks.

When used with a successful melee attack, it does the same number and die size of damage as a Spirit multi-ray in addition to the damage from the attack. This also takes one use of his Spirit Energy.

Spirit Sun (Su): The Disciple's Spirit energy is now akin to the blaze of the sun, and if he so chooses, he may pour some or all of his power into what he does.

By using more than one use of Spirit Energy, he increases the power of what he's doing.

  • For each additional use expended on the Ray, Multi-Ray, or Spirit Wave, he does an extra three dice of damage
  • For Spirit Boost each additional use spent adds one point to the amount that can be blocked or inflicted per point of Concentration.
  • For Spirit Donation, the amount healed by each point of Concentration likewise goes up by 1 for each additional use, and a use can be expended to purify someone (as per Improved Spirit Donation).

Playing a Disciple of the Spirit Wave[edit]

Combat: As a Disciple of the Spirit Wave, you are your party's heavy-hitter--for a number of times a day. You're also suited to withstanding some serious hits--again, a number of times a day. You can theoretically ration your abilities carefully, but, somehow, it's so much more fun to nuke someone or something.



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