True Friend (3.5e Class)
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 True Friend
A True Friend is a person who works best with others. They will lay down everything for their friends, and follow them till death. Skills, luck, and a little divine favor help the True Friend along, aiding them in their quest for friendship.
 Making a True Friend
True Friends work best on a team with good aligned allies. They work together with other players to grant bonuses to things such as attack rolls, defense, saves, and even luck. These do not replace any other class you may find in a "normal" party, but rather, grant additional, flavorful roleplaying.
Abilities: Wisdom is the most important attribute for a True Friend. Constitution also helps, as it helps with later abilities. Dexterity is another important ability, as they are not proficient with medium or heavy armor.
Alignment: Any Good
Starting Age: Moderate
Starting Gold: As fighter
|1st||+0||+0||+0||+2||Grant Friendship, Friendship +1, Smite 1/day|
|2nd||+1||+0||+0||+3||Team Attack +1d6|
|3rd||+2||+1||+1||+3||Uncanny Dodge, Detect Trap 1/day|
|4th||+3||+1||+1||+4||Friendship +2, Team Attack +2d6|
|6th||+4||+2||+2||+5||Team Attack +3d6, Detect Trap 2/day|
|7th||+5||+2||+2||+5||True Friendship 1/4|
|8th||+6/+1||+2||+2||+6||Friendship +3, Team Attack +4d6|
|9th||+6/+1||+3||+3||+6||Detect Trap 3/day|
|10th||+7/+2||+3||+3||+7||Smite 3/day, Team Attack +5d6|
|12th||+9/+4||+4||+4||+8||Detect Trap 4/day, Team Attack +6d6, Friendship +4|
|13th||+9/+4||+4||+4||+8||True Friendship 1/3|
|14th||+10/+5||+4||+4||+9||Team Attack +7d6|
|15th||+11/+6/+1||+5||+5||+9||Smite 4/day, Friendship +5|
|16th||+12/+7/+2||+5||+5||+10||Detect Trap 5/day, Team Attack +8d6|
|17th||+12/+7/+2||+5||+5||+10||True Friend 1/2|
|18th||+13/+8/+3||+6||+6||+11||Friendship +6, Team Attack +9d6|
|20th||+15/+10/+5||+6||+6||+12||Smite 5/day, Team Attack +10d6|
 Class Features
All of the following are class features of the True Friend
Weapon and Armor Proficiency: Proficient with all simple and martial weapons, and with Light Armor only.
Grant Friendship:True Friends can give bonuses 2/day to any ally within 30ft of him/her equal to their Friendship bonus to any attack roll, save, AC for 1d4+2 rounds, or any skill check.
Friendship:This grants +1 to the Grant Friendship ability given above. This ability increases at 4th level, and every 4th level thereafter.
Smite:This ability functions similar to that of a Paladin's Smite attack. The True friend may only Smite opponents that have damaged or affected an ally within sight. The True Friend adds their Wisdom modifier to their next attack roll, and to damage roll. This ability is a swift action to use, and must be declared before the attack is made.
Team Attack:This ability works similar to the Rogue's Sneak Attack ability, but only works while defending a friend, or while the opponent is flanked by an ally.
Detect Trap:Gives the Supernatural ability to sense traps, far before they are of danger. This ability automatically works, regardless of the trap DC. This ability only works 1/day, and an additional use/day every 3rd level thereafter. After its uses are up, this ability no longer works. The True Friend DOES NOT choose when this ability activates.
True Friendship:This ability allows the True Friend to sacrifice their own health to transfer it to an ally. This ability works through touch, and the True Friend may sacrifice any amount of their own health. 1/4 of this health is transfered to the ally. This gets better throughout levels, to 1/3, and eventually to 1/2.
Best Friend:At 19th level, the True Friend decides on an ally to become his/her "best friend" for the rest of their living days. When making any skill checks, the True Friend automatically succeeds any "Aid Other" checks to help the ally. Also, the ally the True Friend chooses to be their "best friend" is constantly under the effect of the "Status" spell.